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Q & A

141-150

This Page was last updated on:
Monday, April 07, 2003
07:24 PM

The Questions & Answers on this page are locked. 
Click to jump to the last Q & A page where you can ask your question.
I only ask that you have read the questions in here all the way up to the last one so you will not be asking a question that has already been asked earlier by someone else.
 

 

( Chibiness )

Q141:
**If you can't control the battle system: Control the Critters!
While we're thinking about adding Sprite Scripts to Warp Controls, let's go another step. Critter Sprite Scripts would be activated before the critter jumps, and it would still jump if it was still in range after Sprite Messenger execution or if the Sprite Messenger Specially Terminated (the obvious problem then being "how do we prevent more than one critter from activating a script at once? Go in order?")

(C:) Not having wandering critters is a good idea, to retain backwards compatibility with slower systems, but I'm still pondering a way to make pseudo-random critter encounters aside from 'whack-a-mole style' hidden creatures using a complex system of couching and
switches.

Q142: **More Workarounds
If I may suggest a workaround for answer # 68 the end-game scenario, how about a looping screen that says [Ctrl-C or Alt+F4 to quit]
(And why is it that we can't quit worlds inside scenario, and return to the main menu screen without closing scenario.exe)

(C:) To the one who worries about the sprite messenger only being 99 lines long...
Try handing off your sprite scripts to new sprite triggers!
I had a Difficult time at first finding out how to change scenes in a script and keep script running, and I had to use that method.
Leave your player on a new sprite when one finishes, and the new one will be triggered... (Although not always, I'm having some trouble with my third sprite handoff. I'll keep Q&A updated with my findings.)

(C:) **About the Program
Before reading all the Q&A's, I suggested my answer #70 semi-original idea of skipping the passkey code, and compile worlds as protected stories.
The completion of that feature would allow the story to run automatically, meaning the game can then be installed as Scenario+World. Links could be added to auto-run the particular world using command line options. SCENARIO.EXE /NoPopups
/Sample.wrl

Q143: Will you ever re-implement Tinting the hues of Screen/Sprites again? Did that not work on some computers, or slow things down?

Q144: Did I hear you say you're removing sprites? 14-7=49? I don't get the math...

(C:) I program in HTML, CSS, DHTML, ASP, Q, RapidQ, and VisualBasic (chibisoft.cjb.net) Does scenario need any helpers?

Q145: Heya Topaz, Me, Chibiness again. (who are you again?)
Can't wait to get my game to a state of playability, where people can have fun solving things and killing stuff.

Thing is: I downloaded Tom's Quest, and found an intriguing bug in Scenario's Battle Engine: When your character gains a level after level 99... Scenario is fooled into thinking that every new experience point grants you a new level, and keeps adding a stat to luck, wizardty, strength, and defense, as well as adding 205 to hits... I'm sure given enough time, there'll be some overflow errors here somewhere... But because of the wav-file that plays for each experience point, it's still counting... What's the deal on Bugs? Do we post them to Q&A?<p> Expect my story out in a month or two... I'm calling it... 'Ophelia'...

(C:) I had v 0.093a, and there's C now. (D, please do not use C) I noticed in version 'a' that the treasure did that, but it didn't hit me to bring it up.

I did start writing a readme.txt file for Scenario for New RPG authors. In it I wrote the words "Warp Pops return a player to the last warp-location or warp-direction they stepped onto. (Useful for exiting towns: Just make a lot of warp-pops!)"... I guess I'll have to take it out now... (cry)
(You Betcha!)

About the Warps, and the airship, I'll re-download Scenario and see if the errors still happen. The airship problem was this: I parked my airship on a drawbridge. I activated the sprite that withdraws the drawbridge, then it got stuck, and wouldn't go back out. I broke the drawbridge in the game.

Q146: In v0.093a, the camera did have limited warping support. That's how I first tried to move it before I learned *camera*shadow ... Why don't NPC's support the *npc*warp type commands?

Q147: On the Main Edit Menu, under 'Tiles', What do the options "Swap and Reset" do?

Q148: This question is about the very first option in the game: "New World".
First, it asks if you're sure that you chose 'new world'. My only quarrel with that option is that both Yes and No continue on to the next question...

I have a beef with the second question. 'Blank' should open a new blank world, ready to be filled with ideas. on my computer, I get a GFA Runtime Error -002... I'll
send you the WRL. Maybe it's broken. 'Sample' allows you to open any other world to start with, which is surprisingly similar to the 'edit world' option...

My question therefore, is why not get rid of the second question altogether, and assume that if they wanted to edit a world, they'd pick 'edit world' instead of 'new world'? If I choose 'new world', I'd expect to be able to go to it, without being asked once if I indeed wanted that option, and again, if I really wanted 'edit world' instead of 'new world'...

(C:) And there's no option to exit Scenario listed in the menu, but there is if you press [ESC].
Not that I'm trying to force it to be too large of a menu, and I like it the way it is, but it just seems like 'Exit S.R.M' or something should be there.

( Topaz )
A141:
Greets Chibiness:

You know I've been waiting all my life for a Brainiac like you ?? <<teasing!>>
Geez I didn't even understand this.. Ahhm.. (tiliting my head on a pivot reading your inquiry..??) I think the answer to this question is no.

(C:) Acch.. Definitely not. If I have enough years left in me, I'll make a Zelda-RPGMaker, but for now is the thinking one with switches that I like. Further, I'll probably make a Gamemaker first, one for Breakout/Galaga/PacMan/Fighter type games. I've seen what is out there, and once again, I see a definite need for an easy-to-use Gamemaker. Geez, I gotta do all the work here !

A142: Hmm.. Definitely not. The player may want to try their luck and play again with the same or a different saved game file.

And you can't quit worlds inside and return back to the Main Menu cause I think it's going to be a bit of hard programming I haven't tasked my brain to do yet.
You have suggested it though so take a number with all the other requests I'm fulfilling for others and I'll get 'round tuit.

(C:) These are actually indirect questions ya know..
Try out SuziQ (Sample Quest) at 02:40/39. I have an example of handing off one Sprite to another in sequence..

A few unpublished rules that I've made recently:

(1)
A Sprite will be checked for and run under the player upon completing a Merchant

(2)
A Sprite will be checked for and run under the player if the player winds up at a different position then when they started the first Sprite Message.

(C:) Hmmh.. I think the Worldbuilders are having a hard enough time realizing they are not supposed to include an additional file extension let alone the fact that DOS doesn't exist on the newer computers.
I'm calling a
_shell() that acts like DOS but you cannot feed it complex arguments as you've described. There actually is no DOS on these new computers. I'm fortunate to find a way to call a DOS program without actually using DOS at all.
What is planned will be a single .EXE that runs cleanly with no way to reverse-encode, decrypt, or unpack how it was made. There will be no Passkey code. All Worlbuilders will have the opportunity to get their world compiled notwithstanding they have posted one or not.

A143: Tinting was done on an all-graphic version of , but switches weren't installed yet, and switches is what took far more of my programming ability then any special effects I could ever crank out.

Look for screen effects, including Snow and Rain in future .
Doing these effects, including tinting the screen will take no system time away, but unfortunately the tinting will effect ALL of the map & sprites, I cannot separate the two now.
Naturally the Message Window and/or overlays will be unaffected by any tinting taking place.

A144: It is unimportant now. The technique was going to be removing 7 sprites, (7x8 = 56) and gain 56 Sprites but they would all only be facing forward and have no ability to face any other direction or animate. The Import Tile allows custom images on tile locations so this will be considered instead. Custom Sprites will also be allowed, but they will have to be "converted" a special way with a program I have not yet written for the public Worldbuilders of .

(C:) Before you turn on the shmooze too hot and heavy there is no-one here to impress.
Realize this is a one-man project all the way. I'm using a prototype programming language that I purchased from Germany and have zero support for it completely, for the main reason I cannot speak German.
It is not C++ or VisualBasic but a language especially designed for businesses. I, however, am using it for it's immense 3.7megs of global variablespace, a real treat for someone like me who is always running out of memory from demanding too much with global and local variables.
All the graphics, effects, menus, file-handling, etc. are written entirely by myself, and most of them update the screen one pixel at a time because that is the level I had to go to in making good graphics known to GFA.
GFABasic (the language) can plot pixels, read them back, read the keyboard, the mouse, open read/write files, and that's about it ! is a little over 10,000 lines of source code with over 400+ Procedures and Functions of my own.

If you would like to help (and I do appreciate you offering!), you are welcome to:

(1) Post any interesting world files you create to the Download Station for others to enjoy. When I have a chance I will rank them based upon important and enjoyable aspects of them.

(2) Ask good questions in Q & A (you got this one down pat I think!)

(3) Submit any pictures and/or MIDI/WAVs you would like to see in the monthly Add-Ons.
I will give you full credit for each one and place your name beside them.

Thanks most recently to Wolfette who answered my YouTellMe #6 and provided 2 very good links to sites that can provide additional images for 's monthly Add-Ons !

A145: I had almost forgotten about that bug when someone mentioned it several months back.. I haven't worked on it cause I've been busy (answering Email some of it!)
But I will look into it.. It's something simple to fix just cut-off at level 99 and have the level display increase when the player gains a level in the Defeated Critter Screen. It's not showing a change and that needs to -ahhm- change..

(C:) Regarding you writing instructions for . If you'd like to send me a copy and they explain the Sprite Messenger and Editor well, I may let you use your instructions to assist others until I find some free time to build my own definitions for them.

I would like to take this time out to say that
Serge has done a very nice job of explaining some complex and useful issues in Worldbuilding and was clever enough to put it in as part of his game, nice touch ! You may look to playing some of his game as he is right on the mark detailing .

Those new people out there, I have made a very easy lead-you-by-the-hand tutorial on downloading, installing, and running Scenario. You can get there by clicking HERE.

Regarding "breaking" your bridge. Please send me a copy of your .WRL and I will see if it can be repaired. You really aren't supposed to put a transport on top of a switch. I could check and prevent for this easily enough if you like ?

A146: Well, NPCs aren't really the player or even related. I can't "warp" the NPCs because they are defining a bit of data beneath them and cannot move for that cause. You are welcome to place a switch under the one you want "moved" and create a copy of them at their destination pressing "H" to ensure that it will not be "there" until the switch is set.

Although I am detailing the importance of Forcing Facing a direction, you can also see how flipping a switch "changes" the initial location of a Sprite once a Sprite Message is complete from here: 04:35/14 .

I do have plans (immediate ones at that) to allow for custom Sprites just as you can now have custom Tiles, and they will be able to go anywhere on the screen, but just like the NPCs before them. When you exit that Sprite Message, all must be returned back to their original positions. In fact, they never moved at all, they just seem to.

The next item on Scenario's tablet though is Authoring, so Worldbuilders can sign their .WRL files much like SNES Dante 1/2/and GBC RPGMaker does.

A147: Swap is the same as Invert, pressing the "I" key, and Reset is the same as pressing the "R" to reset the status of this tile. I see it is clearing the switch status to (which I don't want) so I'll set it to leave the switch status alone.

Incidentally, pressing 0 (zero) clears out a Tile from Hidden, Inverted, and Switch-Attached status leaving only the Tile and optional attached-Sprite Message remaining. It shouldn't be needed because of the Info Window, but if it gets hard to find what is what, hit that to get some degree of sanity back for that single map cel.

A148: I've still got over 100 Email in my Inbox and no relief in sight !
I finished up the Authorware part of Scenario, that would be version "E" for Enter Name when it is ready. It also asks for an optional Email and Website, these are displayed near the bottom when you press [ESC] for the menu That information is transfered in every Scenario world file so no-one will lose track of who wrote what or how to contact them.

Ah well.. To answer your question, this is an old logic error I just never got around to fixing.
As difficult as it is for me to keep up with all your questions

(did you know that you have asked 20 questions in my Q & A less in less time then 24 hours not counting comments?),

you
did find an error !
I wouldn't have found it since I always opened the Blank world from the filebox, but if you don't it does crash (simple file missing error). The code for initializing a world I wrote almost a year ago. Going now to fix it. Thanks !
I also fixed that double-load too so it just does a single load progress sweep.

(C:) There are three easy ways to exit . You can hit CTRL-Q anywhere and will exit promptly wherever it is, saving off your current progress.

You can also hit [Esc] and select GOODBYE. This way gives you an option to compress your work into a single .WRL file for easy transportation to a floppy diskette.

Also, if you have in a window smaller then your main screen, you click on the CloseBox or hit [ALT]-F4 to exit .

For the work you are doing in , just use CTRL-Q . Also remember that I have added CTRL-S recently so you can save your work and continue editing in .

With ALL my menus and selections, you can either hit the first letter of that menu selection to jump to the first match, as well as the [PgUp], [PgDn], [Home], and [End] keys to jump to the first or ending selections. You can use either the arrows on the NUMBER KEYPAD or the primary four arrows to the right of your right-most Ctrl key.
The NUM-LOCK's thin and tall [Enter] key can also be used to confirm a selection instead of the main [Enter] key as well..

I'm gonna take a nap for an hour now, I think I earned it..

Hope This Helps !
( TrooperZD )

Q149: How do you make an EXE file?

( Topaz )
A149:
Greets TrooperZD:

is not capable of making .EXEs yet. In any case (this be known) when it does make .EXEs, there will be no nag-window (Freeware Notice) neither the logo showing it was that it was made in. The only thing to recognize it was written by me will be my Pyramid in the corner showing busy activity from time to time. The author can so choose a custom logo specifically for themselves when it their .EXE is run.

While this may sound all and good, here is the tricky part. I will not be uploading the compiler nor will it be available under Freeware, Shareware, or even Commercialware.
All Worldbuilders that would like a single .EXE must send me their original .WRL or .WRP file and I will convert it to a much smaller .EXE and send them back the results PKZIPed as a binary attachment.

There will be no tricks, whistles, gimmicks or otherwise. Whoever sends me a .WRL or .WRP will get it sent back as a single .EXE once I have the compiler complete, no-one will be barred from doing this.

From there, you can market it as Shareware or otherwise if you so choose, make a profit, whatever. Knock yourself out. . I'm interested in Just the world file to play and learn from so
I can make a better Freeware Scenario engine in the future for everyone.

This is my lifelong goal..

Hope This Helps !
( Chibiness )

question: C: (I meant D. I typed C. Bad typo.)
(C:) I already signed the guestbook. I will be sending you my WRL file shortly, with the complete introduction. It demonstrates the warping-hallways and the drawbridge error
rather nicely. I will also be sending you a Readme.txt file, that seems of the quality to include in a zip file, along with unzip.dll and scenario.exe...
Nice Download Tutorial, BTW!
(Thanks!)
(Sorry about all the questions. I'd allowed them to build up over a few days. It won't happen again.)

Q150: Will we be able to change the text for things like 'Set Sail!' or 'Airship launched!', maybe in an add-on like boat.txt or airship.txt ? (And if those files were empty, would it skip the page, like in a sprite message?)

(C:) Suggestion: My last post for a few days...
I don't know if [player][shadow] does anything, but if it could do the same thing [npc][shadow] does, (giving the player controls temporarily to a sprite), we could
warp around NPC's AND have more than one NPC acting on the screen at once...

( Topaz )
A150:
Greets Chibiness:

(C:) Hmmh !! As I most definitely have seen ! I do very much appreciate your submitting this world file in the Download Station March 15 !

It will show others the importance of developing a gripping and tightly interesting story that carries you for a short ways and then relies on the player to help out the character, which, having become so fond of, they most definitely do. This is forgotten I think in several of the world submissions so far, and it's good character and storybuilding like you have done that I think will add the missing human emotion and human heart to some of 's recently posted world files.

Regarding changing the transport texts, I can do the airship.txt and boat.txt suggestion but I'll tell you now since I first started writing , the Airship has yet to give me a landing message !
It's in the code, I just need to find out why it's not being displayed. Let me fight finding this error first and I'll go to add the two optional .txt files.

(C:) Chibi, we've gone over the Shadow command in great length in private Email. I know it's flawed. All commands in will be adjusted so they roll on a queue so you can place and time absolutely everything. This is going to be a bit of work, but required I see if I want to get Xonia's magic trick in SuziQ to work properly.

Hope This Helps !

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