Q & A 91-100 |
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This Page was last updated on: Monday, April 07, 2003 07:23 PM |
![]() ![]() Q91: (4) how come you and this site kicks so much ARSE?!?!(scottish mode used incase of kids on the site) Q92: (5) How large can a world file be and not slow down scenario? Q93: (6) how is it going on adding more critters? (yeah, all we want is more more more, we are relentless in our neediness) Q94: oops, forgot a question: (7) (i think) Suraht sent me a demo of his first mess-a-round world, and had a sprite with a yes/no in the sprite message, could you explain how this is done for everybody, I think they will like to know ![]() Q95: when i use the sprite messenger to warp the player to a location warp, when he arrives, the map is in the wrong place until the player moves or a battle is over (incase he warped directly into a fight with critters). This is if the locational warp is to a different map. Am I doing something wrong or is this just the way it is going to work? The reason I am trying this is for the story scenes, the player needs to be warped at the end. Thanks! Please continue to kick major arse and provide us with this excellent program :) (You betcha!) |
![]() ![]() A91: Hi WrenP: (your answers continued) Thanks ! ![]() I do think my site is updated pretty often and it does seem like others don't update theirs for years at a time it seems when I find them in a search engine and try to get the latest info on something. Because ![]() ![]() Since this project is one of my Lifetime achievements, I definitely want it to stay updated, active, and current to others. A92: ![]() ![]() ![]() Although there is call and request for every Sprite to be animated (which would definitely simplify my Shadow Command as all cels would have their own identity and you literally could animate a hundred or more Sprites pre-defining each one before they actually follow their "path"), the problem is ![]() ![]() A93: That's fine.. As mentioned, all I ask is, please post your world in the ![]() ![]() To answer your question, however. Since more critters and Boss Critters seem to be of paramount interest, I will have Boss Critter Definitions and combat ready before the 15th of January. If I finish before then, I'll go to add an additional 24 critters - but.. That will be all. There will be no more then 48 critters. I have to allocate virtual graphic room for these and I don't want to push my luck. That + the fact critter definitions start at 201 and I'm using a single byte of map cel data to represent the "Sprite/Critter" definition so I can only truly end at 255 thereby leaving 55 critters altogether. 48 will make it easier as I just double my template and memory cel arrangements for critters. New ![]() Because of additional protection later, I may make all "optional" items like additional critters, prices, and definitions a selection inside ![]() ![]() A94: Asking a Yes or No question is pretty easy. Remember that all inquiries are conducted only at the end of a Sprite Messenger Page. If you want one to occur before a page is run, then you need to put it at a page PRIOR to the one you have. If it's the first page, then you can hit [Ctrl]-INS to insert a page here and do your inquiry on Page #1. The arguments are, for inquiry, quite simply "Y" without the quotes. That will tell ![]() ![]() A95: Warping from one map to another via the Sprite Message is not perfected. There is a fair amount of work involved in my programming it and I don't have it exact. I have made an example of correct warping from one map to another in the "Answers" world file at 01:05/21. You can download it by clicking HERE. ![]() |
![]() ![]() Q96: I'd much rather be Kamui (persona 50) than Fuma because Kamui kills Fuma (okay!) I was reading the partial instructions that came with the first version of senario that I downloaded(v0.0092c I think) and in the "Importing Your Files" section I came across something that said you can create your own Sprite I am correct in assuming that that means you can create your own sprites instead of using the 12 spries that came with the program Also, where do you place the images of the sprite on that 64x128 bitmap? Thanks alot. |
![]() ![]() Greets Goth Child: You can see multiple examples and available images for importing Sprites and the layout for the 64x128 bitmap by clicking HERE. ![]() |
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![]() Sarge and Glenn, you need to be listed in the Guestbook to post inquires in here. The only requirement for being in the guestbook now is a valid Email so I can ensure you are a valid and active member inside Scenario. ( Wren Pheonix
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![]() ![]() Q97: Q1: Hello again. I'm new to this RPG making thing, and I found your download. It is quite great, but me being the complete moron that I am cannot figure it out. (You'll do just fine!) ![]() Q2: Can you make the people (sprites?) move? Q3: And what about animations? Q4: How do you make the game end? I can't find out how to quit testplay and go back to edit the program. Q5: what are the inquiries and stuff on the messages? Thanks for any help yo can give. I appreciate it much. Q6: Me, yet again. Just wondering if you knew anything about C++. Or if anyone here knows C++ REEEELY well. And, yes, I am still having troubles... Q7:what is a switch and what does it do? Q8:Could I make someone saying something activate another sprite saying something, activating a movement from the first sprite? I'm trying to make a semblance of a kidnapping...but as I said before, I need some simple lamens terms here. Q9:Anyone have any good examples I could use? How do you enter a city? I built a city-map, and an outside world map...but cant connect them. GRRRRRRRR....I hate it when I can't use the easiest program out there. Q10:Hey hey hey, sup Topaz? Great program you got goin on here...but I wanted to save some more sprites and portraits, and I wanted the old ones. Is there any way you can keep both? Thanx for your very helpful time, I seriously appreciate it. (sorry to cram all your questions on one page but most of these are really old inquiries and you're the only one that has asked any questions in here recently) ![]() |
![]() ![]() A97: Greets M&M: Just about every question here has already been asked and answered in Q & A except for your Q4. To end a game, make some text on the screen in Sprite Messenger like Game Over, and optionally in the center of the screen so it will appear without a window frame.. On the same page, make a Label inside the Sprite Messenger called Loop. On the next page, it is blank, with an inquiry of blank inquiry and goto Loop. It will continue looping until you hit [TAB] to exit Testplay. Future Scenario will allow you to loop to the same page you are on. This is not set-up currently for v0.092e+ M&M Here are some important keystrokes to remember when inside Scenario: CTRL-Q to exit ![]() Shift-Enter to change between full-screen and windowed mode Tab to enter/exit Testplay mode Enter to add a Sprite, Critter, Warp, Treasure, or Lock "I" to invert a Tile to the one underneath "H" to swap between hidden/not-hidden for this Tile "R" to reset the contents status of this cel "M" to switch between reset and full removed status for this cel "P" to pick a new tile "S" to create/activate/clear a new switch here, "N" to rename or remove it Hold down the Shift key with arrow keystrokes to plot behind the cursor You can use the (Spacebar) to plot a tile cel if you like but holding down the Shift key is much faster over a period of time Hold down the Ctrl key with arrow keystrokes to select a region Press Enter from here to decide what to do with the region All of these activities can be done by hitting [ESC] to bring up the top menu. (A10): At this time you cannot have more then 14 Sprites or 24 Anime Face Portraits, however, you can import images like new faces that are not actually part of the Anime Face Portrait table but just a bitmap insert. Look to Toulouse's Scenario Quest you can download by clicking HERE as he has done this. You can also learn a lot about ![]() To answer your other questions, you need to read just about all of the Q & A starting with question #1. This is a system that grows and becomes more useful with good questions and Feedback so feel free to call on me again with new inquiries. To start your Q & A reading, click HERE. ![]() |
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Mahima Mekigido ) No questions this tame, thanks to Wren P. I thank Wren and Topaz for their patience and time. You two have been great, and I hope to repay you someday. My game will not be coming out that soon, as school is especially hard this time of year. But as soon as I do I will let you two know first..and even before. I hope that you two may test my worlds and help me catch all of my inevitable bugs ) thanks again, u 2 rewl ( |
![]() ![]() Q98: could you tell me step by step how the BOSS combat works in editor so i can get a "head" start on placing my first few bosses? |
![]() ![]() A98: Hi WrenP: Bosses are really easy. First off you should know, they are not just bosses, but any custom critter, and, you can only be attacked by them one at a time. If you wanted 3 custom Pirates to attack the player, you'd need 3 separate pages defined for BOSS Combat. Press [Enter], choose [S]prite (you can hit the first letter or [Home] whichever is faster) Critter, pick the little Slimeball 1st critter. Yes to next question. [Enter] to confirm reading message. [Esc] for menu, select Type, then Critter, and Yes again. Right ! Now you are in Custom Critter mode ! A default boss is made for this blank page called "SlimeBob." He's a real easy BOSS character but sets some starting definitions so we don't have to. Hit [Esc] and NOTICE that there is a little Critter Icon beside each of the changed Sprite Messenger Commands. Look at the 2nd menu item, Names. + Critter . Pick a name for your Critter + PowerHit . pick a name for HARD attack from critter + Heal . . . pick a name for critter healing self With PowerHit and Heal you get to choose Special FX default doesn't do much, and the custom (at this time) can only be programmed by myself. In this case, the two choices of Slurp Up! and Uzi Ooze are special effects written internally into ![]() * Look for more special FX later ! Values + Graphic + + Normal . Pick a critter default size + + Small . Pick a critter same size as player + + Sprite . Pick a Sprite as the attacker + Custom Custom goes to Filebox and you must have at least one bitmap in your \REALM\ or ![]() Anyways, arrow keys up and down to pick a file, notice NEAT shows the image on the top-right-hand corner, very professional-like ! ![]() If you have a really big bitmap it'll fill the screen, hit up or down arrow to get past it to a smaller image. You can select ANY image for your critter but no bigger then 160x88. If your critter heighth is bigger then default 56 the background will be removed to make room for the taller critter. The rest of the options are easier Backdrop - pick a background for this special combat Hits - enter new value of HITS for Critter. This determines the LEVEL of critter too ! Anything over 1000 is going to be a tough critter to fight ! Defeat Depth - (when I finish writing it) will show special FX of boss disintegrating, 4th level is very long, drawn out, and usually the boss would have somewhere over 8000 HITS so it's a LONG battle and nice victory special FX ! :) Flags Elemental Defense Just answer the Y/N questions Player Escape? If yes, you get to enter a LABEL name which means IF the player escapes during combat it will go to the LABEL much the same way as Inquiry would let it. That's it ! Currently Insert/Delete page does not work if you are on a critter page. This will also be resolved in v0.093. If you put the Critter definition on the 1st page, you won't be able to move it to a different page with v0.092g ! (special note, greets go out to: cyrix4, Joe Kartoon, Doug62, Ceri JC and the rest of you who filled out the Guestbook - I'll post your entries the 15th or 16th when i finish these other tasks) ![]() |
![]() ![]() Q99: First of all, this persona is mine! MUAHAHAHA... anyways....I'll get to building and tinkering and messing and clicking and building. As soon as I have like two or three good levels done, I'll send it in. But my only question...can you make a good scrolling story line? Like in the early FF series for SNES? Where it scrolls text over a picture and plays music. Otherwise my storyline needs to be tweeked quite a bit. Thanks again. |
![]() ![]() A99: Greets Mahima Mekigido: Earlier versions of ![]() Like Boss Combat, you will also be able to select different music from the Filebox specifically for the scrolling text. My music player is very complex now remembering the positions and places of all music put in it's cache, but it's not perfect. I - would like to see it so you can interject any number of new musics: 1) Map Music, ScrollText Music, EnterCombatMusic, special RIFF played part of Sprite Messenger. So it would backtrack intelligently to Finish Riff, return to ScrollText Music, when it's done, return back to Map Music. Without having to specify in the Sprite Messenger to return back manually like you do now. It's a good suggestion though and one I can program later for ![]() Thanks ! ![]() ![]() |
![]() ![]() I would just like for everyone to know, that while you (Topaz) are busy working on the Jan 15th installment, as well as working on the animated sprite movement, I, Wren Pheonix would be happy to share some of the question answering duties! Email the moogle! Make sure to add something involving
SCENARIO in the subject line, or your email may get
missplaced! |
![]() ![]() Q100: where did you get all those cool anime picks for your page? any good site in particular? |
![]() ![]() A100: Greets Mahima Mekigido: The best and easiest place to get random Anime (where I only keep 10% or less of what is in there) is in the Newsgroups. alt.binaries.pictures.anime Is a good starting point. Sometimes I'll go out on a frenzy binge to find some exceptional anime and for that, I use my web-browser and search for keywords such as "very best anime," "award winning," "anime gallery," "rpgmaker graphics," and "rpg anime" etc. You get the idea. Also Mahima, you need to realize I've been collecting rpg-specific pictures for years now in hopes of one day applying it to future ![]() ![]() ![]() |
( If you would like to link
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