ZACHARY_BRAUN'S PROFILE
I'm a webcomic author. One of my webcomic stories is going to be in the form of an RPG maker game.
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Help with moving events.
Another way to check for event move completion without estimating time or using the sometimes-game-freezing Wait For Move Completion event command is to use a switch. Let's say this switch is called Animation Complete.
Place a loop right after the Move Event command, and inside it, have only one condition: "If SWITCH {Animation Complete} is ON, then Turn SWITCH {Animation Complete} OFF and then Break Loop."
Now, inside your Move Event command, place as the very last item in the move list, "Turn SWITCH {Animation Complete} ON".
Place a loop right after the Move Event command, and inside it, have only one condition: "If SWITCH {Animation Complete} is ON, then Turn SWITCH {Animation Complete} OFF and then Break Loop."
Now, inside your Move Event command, place as the very last item in the move list, "Turn SWITCH {Animation Complete} ON".
[XP] Weird Ruby Behavior
Thanks, I'll try to mess around with it, and double-check the variables I'm using.
That reminds me... is there some Ruby command I can use that will shoot some kind of text box onto the screen, to check for variable values at that precise time in the code?
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Found the problem. It's like you said... "number" was being sent in as "0". This is because I was turning on Switch 1 and then setting variables... and I forgot that I was also using switch 1 to modify the variable-handling interpreter in the game's engine.
That reminds me... is there some Ruby command I can use that will shoot some kind of text box onto the screen, to check for variable values at that precise time in the code?
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Found the problem. It's like you said... "number" was being sent in as "0". This is because I was turning on Switch 1 and then setting variables... and I forgot that I was also using switch 1 to modify the variable-handling interpreter in the game's engine.
[XP] Weird Ruby Behavior
[XP] Weird Ruby Behavior
I have a small piece of script that I wrote in Ruby that allows the "Show Picture" event command to use variables for more than just X and Y. I wrote this script some time ago, back in version 1.02 (when the Enterbrain products were distributed by Protexis instead of Digica).
When switch 1 is turned ON, the program uses the customized code. Otherwise, it uses the default code.
This code used to work, and it still does for when switch 1 is OFF, but now, when switch 1 is turned ON, the game will crash with a NoMethodError error.
Now, here's the strange thing... when I change that "if $game_switches{1} == false" line near the very beginning of the code to "if $game_switches{1} == true", it works, both ways.
What's going on? If possible, I'd like to keep the switch OFF by default instead of ON by default.
When switch 1 is turned ON, the program uses the customized code. Otherwise, it uses the default code.
This code used to work, and it still does for when switch 1 is OFF, but now, when switch 1 is turned ON, the game will crash with a NoMethodError error.
Now, here's the strange thing... when I change that "if $game_switches{1} == false" line near the very beginning of the code to "if $game_switches{1} == true", it works, both ways.
What's going on? If possible, I'd like to keep the switch OFF by default instead of ON by default.
Problem with event movement in RMXP
Check to make sure that no other Move Event command is being executed on the female at the same time. RPG Maker programs only handle one Move Event command on a character at a time, and if another is being used on that character at the same time, it might get preempted or simply ignored.
Make sure the "Repeat Action" box is unchecked in one of your previous Move Event commands that acts on her.
Make sure the "Repeat Action" box is unchecked in one of your previous Move Event commands that acts on her.
What is the perfect encounter rate?
It'd be interesting to know everyone's age here. It would give some deeper meaning to the opinions presented here, because different games and gameplay mechanics evolved as time went on, with their audiences also shifting.
Although I'm older and mostly tired of playing games, I'm 32, and I'm currently playing through Final Fantasy Legend III. It has random encounters. I don't mind them, because, like the other games in the SaGa series, the unqiue SaGa approach to upgrading the characters keeps my party on constant rotation.
Since the player will be spending most of his or her time fighting battles, it's important to make sure that they're fun. This can entail quite a lot of extra work...
...It's as a few others in this topic have said: Random encounters or not, make sure that the battles are fun. What with how far games have come since the heyday of random encounters, this might involve some drastic measures... like abolishing genre staples such as HP and MP in exchange for new battling mechanisms.
Although I'm older and mostly tired of playing games, I'm 32, and I'm currently playing through Final Fantasy Legend III. It has random encounters. I don't mind them, because, like the other games in the SaGa series, the unqiue SaGa approach to upgrading the characters keeps my party on constant rotation.
Since the player will be spending most of his or her time fighting battles, it's important to make sure that they're fun. This can entail quite a lot of extra work...
...It's as a few others in this topic have said: Random encounters or not, make sure that the battles are fun. What with how far games have come since the heyday of random encounters, this might involve some drastic measures... like abolishing genre staples such as HP and MP in exchange for new battling mechanisms.
What is the perfect encounter rate?
For modern games and modern players, don't go by encounter rate... go by player exhaustion.
What this means, is to make a test run of a dungeon and then guage the point at which the player's party becomes exhausted (low ability to restore one's self, usually by magic reserve). If it's at halfway, the encounter rate is too high. I noticed this while I was playing Final Fantasy Dimensions... every single dungeon-like area or save point "checkpoint" within that area lasted a little beyond my party's exhaustion. It never failed, as if each dungeon or checkpoint were specifically engineered to be a certain playtime length.
Modern players didn't grow up with random encounters, making them frustrating. The people who grew up with random encounters largely do not play games of that sort any longer. It's better to shoot for the low encounter rate, and if a player isn't strong enough to defeat a boss by the time the end of the dungeon is reached, then the game must be rebalanced, either by making the monsters stronger, more lucrative, or by making the boss weaker.
But speaking for all players, it's best, in this day and age, to give the player control over the encounter rate. I remember an item in one of the Dragon Warrior games that increased the encounter rate to 1 every step for as long as the item were equipped or used. You can also create different encounter rate zones based on where the player is choosing to walk and where not to walk... giving the inconspicuous paths lower rates.
What this means, is to make a test run of a dungeon and then guage the point at which the player's party becomes exhausted (low ability to restore one's self, usually by magic reserve). If it's at halfway, the encounter rate is too high. I noticed this while I was playing Final Fantasy Dimensions... every single dungeon-like area or save point "checkpoint" within that area lasted a little beyond my party's exhaustion. It never failed, as if each dungeon or checkpoint were specifically engineered to be a certain playtime length.
Modern players didn't grow up with random encounters, making them frustrating. The people who grew up with random encounters largely do not play games of that sort any longer. It's better to shoot for the low encounter rate, and if a player isn't strong enough to defeat a boss by the time the end of the dungeon is reached, then the game must be rebalanced, either by making the monsters stronger, more lucrative, or by making the boss weaker.
But speaking for all players, it's best, in this day and age, to give the player control over the encounter rate. I remember an item in one of the Dragon Warrior games that increased the encounter rate to 1 every step for as long as the item were equipped or used. You can also create different encounter rate zones based on where the player is choosing to walk and where not to walk... giving the inconspicuous paths lower rates.
[2K3] Need help deciding on abilities
When using a "build-up" command of any type, damage is usually 1.5 times higher than if straight attacks were used across those two turns. (This is how it was done in Final Fantasu III on the NES.)
You can increase the variable by 2 instead of 1. You can also increase it by 15, and then divide by 10 before turning it into a number of turns. (This would mean that there's no benefit to using Focus for only 1 round, since RPG Maker 2003 rounds down decimals, but the longer it builds up, the more extra attacks are added.)
You can increase the variable by 2 instead of 1. You can also increase it by 15, and then divide by 10 before turning it into a number of turns. (This would mean that there's no benefit to using Focus for only 1 round, since RPG Maker 2003 rounds down decimals, but the longer it builds up, the more extra attacks are added.)
RM2k3 CustomSaveLoadPatch: Create your own save/load system!
I'll have to find a way to use this... (I already use variables 3350-3354 in a program that keeps track of weapon levels). I can at least use the customized save menu. Thank you for your programming expertise, Cherry.
I really like Trujin's idea as well, although my game uses 4 party members out of 32 possible... will have to see if I can do anything about that.
Is the original BetterAEP distributed as an RPG_RT.exe because BetterAEP works best when it's the first patch applied to RPG_RT.exe?
I really like Trujin's idea as well, although my game uses 4 party members out of 32 possible... will have to see if I can do anything about that.
Is the original BetterAEP distributed as an RPG_RT.exe because BetterAEP works best when it's the first patch applied to RPG_RT.exe?
[RM2k3] Multiple variable check?
Trihan is correct, although that method becomes cumbersome and very, very long as the number of girls increases.
This is a very important topic, because comparing variables in an array is also the way a programmer would determine turn order in a turn-based battle system.
Here's a snippet from my own code which will give you an idea on how to construct an array comparison:
This is a very important topic, because comparing variables in an array is also the way a programmer would determine turn order in a turn-based battle system.
Here's a snippet from my own code which will give you an idea on how to construct an array comparison: