Home Screen-Shots Download Add-Ons History Guestbook Q & A YouTellMe Links
001-010 011-020  021-030  031-040  041-050  051-060  061-070  071-080  081-090  091-100 
101-110 111-120 121-130 131-140 141-150 151-160 161-170 171-180 181-190 191-200
201-210 211-220  221-230  231-240  241-250  251-260  261-270  271-280  281-290  291-300 
Q & A

151-160

This Page was last updated on:
Monday, April 07, 2003
07:25 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.
 

 

( SBSmith )

Q151:
I have winows XP. Why wont scenario work?

( Topaz )
A151:
Greets SBSmith:

has not been designed for all versions of Windows. I only have access to a Win95/98 platform myself and I can only make it compatible with other operating systems based upon the information they give me.

If you would like to add another compatible operating system to , please click
HERE to see how you can help.

To my knowledge is now compatible with Windows XT, 2000, and NT.

Hope This Helps !
( Wren Pheonix )

Q152:
I think I take my turn with a few rapid fire questions now since you took care of Chibiness so fast ::snicker snicker:: I am putting in a large battle scene for a cutscene type of thing, and I put some switches in on sprites so that they could die, and dissapear from the screen, however, if the [magicwand] [litbulb] switchname is on the same page or after the text of the character dying, then when the sprite is ran that switch isn't turned on until several pages later, as well as some of the movement/shadow commands. Am I doing something wrong?

Q153: I also found out that the sprite messenger wants a page between shadow movements, such as some text or something, otherwise it doesn't quite work right.
I also had to add sprites/critters to the final destination of the shadow command moved sprites with switches, or further attempts to manipulate the moved (i know it isn't really there) sprite or critter would just make it dissapear. So far, this battle scene is taking up 120 pages of sprite commands, and it isn't near done, I do however have the player move to new sprites to continue once i fill one up.
(Q) Is there any way to be able to move the window around while writing messages? This is so someone could count tiles during shadow/move/camera commands, otherwise, you have to stop, exit the sprite message, do all of your counting, and then return and edit the sprite.

(C:) I am also writing some complex switch/sprite combinations for a town building aspect of Monster Hunter Logan. I bet I could use the import tile command to great effect during this part of the game!
If you could look for or help me create some cool tree house type of tiles (like living forest type of buildings, where the woods/forest actualy make up the walls,floors,celing of the buildings) I would be most appreciative, however, if you cant because you are busy (you probably are) then no problem, perhaps you could supply me with the links that the other person sent you?

(C:) i like the fact that music playing will continue at the same place if you start that same music again. This allows you to place music sprites all over a map to change that particular region to have a specific music, or to continue that same song once you have warped to a new map. At first, this didn't sink in, but now i really like it.

(C:)
could you give us a list of what you are working on? This way we could see what you feel is priority work and what is if you have the time? This way, you could even perhaps ask us what feature we would like to see added next, in a poll or in your tell me section.

(C:) Thanks again for all of your hard work on this engine. I plan to finish out Monster Hunter Logan and then come up with a different game, finish it, and submit both. Then in later versions of Scenario (version 94 or 95??) I will either do a remake of the games, or produce sequels!

( Topaz )

A152: Hi Wren Pheonix:

This is a complex question. I may need you please to send me either a clipboard sample of it or the .WRL so I can see exactly what you are talking about.. Always ensure you are using the latest version of , in this case v0.093e.

(Playing with it..) Ah, I think you are saying the Sprite that initialized the switch doesn't vanish. That is true.. This is necessary so you can move a "switched" Sprite to a new location without already being missing, or having a duplicate waiting for the original to replace it. To vanish an NPC during a Sprite Message, use the Mask Icon by itself without changing the focus to the player. She'll vanish then.

A153: The Shadow command is clumsy and not perfected. Suffice it to say, you can Shadow move to a Sprite, but only one at a time. To answer your other question, it is very easy to move the Message window while you are working on it.

While you are in the Sprite Messenger, press [Esc] and hit [Home] to go to the top menu selection of Location. Press [Enter] and then re-position the window to any of the 3 places it can be so you can see around it. Also note that v0.093f (not yet released) will allow you to press F1 to hide the information window in the Sprite Messenger so you can see more of the screen.

(C:) I can send you a 64x64 pixel Tree if you like. Click HERE to download your bitmap Tree.
Future website will add Alpha Objects to it's list of add-ons, including fully detailed and decorated rooms. I am going to post one downloadable image of that today to give others an idea of just how useful Alpha Objects can be. I don't have entire RPG themes based on the elements, wish I did !

(C:) Actually the music forces a reset if you warp from one map to a different one during Testplay. It only "catches" where it is supposed to be if you are using [Tab] for Testplay, you entered a RIFF, or you are playing a new piece altogether without warping to a new map. Would you like it so the music doesn't reset at all even if you warp ?

(C:) I post pretty well what I'm working on in the main page, however at this point I am working on getting the music to play from the root where your .EXE is stored, after that "F" for Wolfette to do a fill-in region. Other then that I'm constantly dabbling in all parts of the coding for , trying to make it run a little better..

(C:) You betcha ! Look for Alpha Object Room Insert in v0.093f this Monday !

Hope This Helps !
( Zero )

Q154:
Why is your site so big
How did you get a server to sponser your site?

( Topaz )

A154: Greets Zero:

Are you complaining or bragging ?

My site is not very big.. Aside from 3-4 new .WRL files, the original size with all files and webpages was just under 4megs about a month ago. It's a bit bigger now cause I now I've got room to explore.

has a sponsor now I think out of necessity. I had (and still do) my website on Geocities and although I was getting a large amount of traffic, the server went down often saying that exceeded it's bandwidth, try back in an hour.

I think sponsors like this one, got tired of waiting around an hour to get more files so, since I did request earlier that I was looking for a sponsor, three people mentioned one, TNRStudios. I talked with the owner, he said he really likes my program and would be more then happy to sponsor (for the traffic too I think)
Very nice and kind of him ! That plus the fact that is 100%
Freeware I am certain made all the difference. If it were commercial or Shareware in any way, I don't think anyone would want to sponsor me then.

RPGMakers are difficult things to write but no-one should have to pay money for a project as small as mine. Some of the unbelievable prices RPGMakers tout with $1000 registration or even $100 is just plain ridiculous ! It's a creativity tool and one everyone should get a chance to use and build in.

Hope This Helps !
( Goth Child )

Q155: I was wondering if it was possible to make items turn switches on and off. or just have an item turn it on.

(C:) I think Scenario needs more tiles and sprites. I like Scenario very well but for my needs that would be very nice.
(I'm kind of an art guy and I'm all into eye candy)

( Topaz )

Greets Goth Child:

A155: This is a good question !
I have plans in the future for the player to "use" items, that is to bring up their item list and instead of showing those horrid 7-char. flagnames it would be a 32x32 image, (click
HERE to see an example also example of changing typeface, and item images, [Backspace] to return back, this is planned for future )

To have an "item" switch a flag for now, you could have a Security machine, that by touching, gives the text, "I inserted my card into the slot" and then do the switch with the Sprite Messenger. This is the only way to "use" items for now.

(C:) I may expand Tiles to 100 later, but 28 Sprites is as high as it's going to get until I get around to Beta Objects. In the meantime, use Alpha Objects to create an unlimited # of tiles. See my example in SuziQ at: 04:35/25 . Touch the Pillar there to move the Alpha Object to a new location. Remember, an Alpha Object can be up to any size even bigger then the screen and you can detail all the tiles you want beneath it to give it definitions.

The v0.093f I am posting Monday will have an Alpha Object Room, that is, a pre-rendered room with high detail including fireplace, 2 beds with quilt covers, Table set with Teacup and Teapot, two chairs facing opposite of each other, hanging trellis and photo frame, also two small drawers, one with a flower pot on top. It is not comprised of tile images but just one BIG image that is 320x224, fully explorable by the player and Sprites all over the room to detail items as well as walls intelligently placed within the confines the room has set. But you could just as well have an image that is 2016x2016 pixels in side, the entire map, if you so choose.

Alpha Objects can have unlimited detail. Some of the advantages of this, if you want to draw all of your rooms and cities in a Paint program, you can do so and then will never need to use linked tiles at all to build anything. Making good use of these you can have several hundred tiles that you so can choose for your world creations, and they can be as small as 32x32 as well. Alpha Objects for the time being though, are used to add to, not replace the usefulness of normal 32x32 tiles.

Hope This Helps !
( Azazale )

Q156: Man thats a lota readin, Im pretty sure i read em all so Im going to ask my question now.
Please excuse me if youve already answered it humans make mistakes....Is there a manual I can print out for this anywhere? Thanx for the help

( Topaz )

A156: Greets Azazale:

Chibiness has written some very nice instructions for current and they are included with the newest version (posted yesterday - v0.093f) . You are welcome to download that version + text instructions. At this time, these are the only instructions for . I've been busy concentrating on getting Scenario compatible on more Window Platforms and in improving the Sprite Messenger to get some decent instructions of my own together.

Hope This Helps !
( Wren Pheonix )

(C:) I must say i am drooling over the possibilities of the alpha objects, but at the same time saddened and frightened.... (oh, okay, not really frightened, just angry at my own lack of drawing talent)
I hope you post MANY different alpha objects for us loyal fans of Scenario RPGMaker. (I mean many many, if you could add 10-20 every month, I would still crave
more).... The only problem is, and it isn't all that bad, but if you do have some really good objects out there, then I may have to give Monster Hunter Logan a overhaul and make it the best I can. (also very large, considering all of the imports I already have in it...I will try to keep it down under 1.4 megs, so it will fit on a floppy)
Now to just sit and wait in anticipation for your update on monday (don't worry, I won't
riot if you don't have it out on monday... probably)

( Topaz )

Hi Wren Pheonix:

(C:) Fortunately for me I do have posted. (would hate to see you riot!)

Alpha Objects are not intended as replacements to map drawing. I am hesitant to put a lot of them together because then the RPGs will all start to look alike unless I could provide 100 a month or so. No, Alpha Objects will be any tile bigger then 32x32 but usually not any bigger then 128x128 (4x4) and is intended ADDING to a room rather then replacing the room itself.

I anticipated this difficulty and it must be one that AgeTec's PSX RPGMaker did not anticipate because they have several Add-On type entire maps which, unfortunately, lead to very similar RPGs if even the story is different.

Everyone is encouraged to continue Worldbuilding with tiles as they have and to use Alpha Objects as useful additions to their world creations. I will post 10 per month with one always being an Alpha Object Room. This should not interfere with normal Worldbuilding and could be considered a bonus to an already well-written RPG.

If I haven't already mentioned it yet, I need all authors who submitted these World files to contact me before the 15th of March:

"Tom's Quest, Scenario Quest, Logan's Quest, Dark Craft, Dragon Slayer, Dragon World, Ophelia, and Quest For The Planet."

While I may know many of you personally, I need you to give me your proper full name or group/company name and to confirm Email addresses so I can add "Author Project" to your world creations so you register them in your name and so ownership will always be known to each of them.

If you have sent me more then one project with a different name, I need to know this as well.

If you would like to re-submit your world files with "Author Project" already filled out by yourselves, that would be fine too. You can reach me in either case by clicking
HERE.

I can extend the date past the 28th, but I need more then one Worldbuilder submitter to request this.

Hope This Helps !
( Topaz )

Ouch ! I lost a few Q & A that were sent my way when I moved here !

Could you please re-send them now that I am fully moved into FortuneCity ?
Thanks !

I am receiving numerous Email and questions about the tricky workings of Alpha Objects and it seems no-one is interested in making them a switch, so by popular demand, I'll return it so you can use it only in a Sprite Message with no switching ability, which will make it much easier to build. I may do another inversion/inversion of couched/hidden/switched tiles. Hopefully not ! Always look to the sample Suzi's Quest included with the newest version of the Scenario engine to see how to do advanced techniques. Especially, look to these new additions:

Also, forgot to mention, you can use Shift " [ " and "]" to go up or down a map and force the X & Y position to stay the same. This is useful when testing or building stairs.

02:35/44 - Stairs Leading Up
02:17/15 - Wandering Lizardmen
02:00/01 - Absolute Warp + Warp Catch example
03:02/02 - Calling Named Warps, note that the "Puzzler" is inside a Sprite so no match found
04:30/09 - Warp Catch for "City" - note Warp Catch to right so this is were player arrives !

Hope This Helps !
( Doctor Hebert )

Q157: Is there any fan sites for Scenario?

Q158: Hey is it possible to change the resolution in scenario games?

( Topaz )

A157: Greets Doctor Hebert:

Ahhm.. You're kidding right ? I don't know if I'd put in a fan site yet (geee I wouldn't MIND though! I'd be the biggest fan of it! )

A158: You can change it from full-screen size to standard screen size by pressing [Shift]-[Enter]. I see some of you out there want a scaleable screen with sizers, which might be a bit of work, but I'll set it so you hit [F2] to go double screen size for those of you running 800x600 or higher. This for projected release v0.093h.
All versions of v0.094a and beyond are now obsolete.
There will be no further attempts at animating Scenario, read below for details on new project.


is closing up, I'll finish up the important details listed below, but Venture is my next project.

Hope This Helps !
( Topaz )

Important, I am finishing up writing Scenario RPGMaker !
Instead of doing complex animation steps in current Scenario which would be a bundle of very complex coding, , I am already starting to work on Venture, a new project.. Now, here is what I promise to do before I drop Scenario completely:
Ensure Warping with ANY of the new warps works 100% accurately and correctly
Get the Shadow Command to do Xonia's Magic Trick correctly
This will fix for good the glitches in the Shadow Command
Fix the level 99 Experience Points error
(Is there anything I missed, please reply if so)

Here is what Venture will have:

NO scrolling maps, fixed display like Legend of Zelda where you scroll screens
NO limit to the number of Tiles / Sprites / Critters / Portraits / Combat Backdrops
ALL Tiles can have an animation so lava bubbles, water ripples, etc
Inclusion of Alpha Objects and new Beta Objects
Guaranteed operation under all versions of Windows, no use of PKZIP or PKUNZIP
All items will have an associated picture, thus Sprite Messenger scripts to each item
Wandering Sprites and twitchy Critters
Found companions can aid you during Combat sequences - no limit to # of companions,
(They are treated as an item for the storage of data to Venture, you can have any # of items, they will scroll around in a visual window sorted by name, inclusion of special Icon-Characters is also allowed)
Torchlit view, screen tinting, fadeouts, multi-effects all possible and available
Ability to customize typeface, borders, and included image importer.

A big task, no ?
But this will be easier to write then updating Scenario to 100% animation.
Because of the large number of 52x56 Critter Images I have prepared for Scenario, this will also be the default size for combat in Venture, but I am going to be checking for any size outside this and permit it on the combat field.

Whyyy am I dropping Scenario ??
Current Scenario keeps track of a single (one) 2016 x 2016 x 24-bit screen.
Total = 2016 x 2016 x 3 x 1= 12,192,768 bytes (12 megabytes!)

New Venture keeps track of a 288 x 224 x 24-bit screen with
16 inserted screen layers.
Total = 288 x 224 x 3 x 16 = 3,096,576 bytes (3 megabytes!)

A gaining of 9,096,192 bytes or 9megs of variable space !!

Although there are a few moderate overlays in current Scenario, adding 12+ screen layers opens extreme animation possibilities to
Venture including Fog, Wavery views, true Fadein/Fadeout by pixel, screen twisting, text scrolling, explosions, etc..

Mind you, none of this would have been possible with the currently parallax map-scrolling Scenario..

Also I have a little over 650+ Mp3 files I have put together for RPG music for some years now.

They are very RPG in nature with original special album CD soundtracks from
Final Fantasy, Chrono Cross, Xenogears, Legend of Mana, and several hundred Ambience effect music like Rising Star, Lodoss Wars, Prospero, Replicant, City Hunter, etc., complete with young girls singing the Japanese lyrics in some of them.

Can someone please write me a program that runs in the background to play Mp3s based upon reading the contents of a text file in the local \Venture\ directory, like:

p l ay m p 3 . t x t

If this can be done, then I will start posting some of these Mp3s in Scenario Add-Ons as well.
You will of course receive full credit for your program and added to the credits as author of the background Mp3 player. And your program must run on my computer Win95/98. Cause
I want to listen to some great Mp3s too in RPGs !

Comments, Replies to both new project Venture and mp3 player routine ?

( Chibiness )

Q159: How about releasing the EXE-izer, so we won't bother you by repeatedly requesting that you turn our outdated scenario files to EXEs for us. I'm sure you will get very very tired of that...
You may get tired of replying to me with the millions of things I could say you could add to Scenario...

(C): So I take it that Venture will start at v0.095 ?

( Topaz )

A159: Hi Chibiness:

No, I'm working towards getting the .EXE compiler ready and I would like to be the one turning out the .EXEs. I would get to play some great RPGs this way too ! Don't worry, the final .EXE will have no entry screens + you can replace the Logo (Mynx holding the Planet) to any 320x224 logo you want.

(C): No, Venture will start out at humble v0.01 just like did years ago.. It'll be a long climb, but a much quicker one with more memory and 16-frame overlays to a single screen.

Current has to keep tabs on what is underneath some of those windows and that's a pain to keep track of, especially when they get 5 or 6 levels deep.

Hope This Helps !
( Millen )

Q160: I'm having trouble importing alpha objects, I save the bed into my realm, and placed a sprite in a room and typed "(importtile) bed" in the sprite messenger, nothing happens, I'm really stoked on the alpha objects idea, but i can't get it to work,
please help

( Topaz )

A160: Greets Millen:

Make sure that you are using v0.093g* . If you are, be certain that you are putting a space after this,



Notice the extra space after castle ! You need this so when you put Sprite Messenger commands after it, it will know where the text ends. Look to future /
Venture to intelligently determine it is a non-alpha character and not require a space.

If you're still having trouble, you are welcome to send me a copy of your world by clicking HERE and I will repair it, and upload it back to you.

Really do appreciate your interest and enthusiasm on Alpha Objects !

Hope This Helps !
( Millen )

(C): To the almighty Topaz,

I just wanna say that with the alpha objects, Scenario is with out a doubt on its way to being the best and easiest RPG maker ever!!! I am extremely excited for "Venture" mostly for the ability to have multiple characters.
Keep up the incredibly good work, my rpg will be completed soon.

Sincerely,
Millen

( Topaz )

(C): Hi Millen:

Well, I must say it is very refreshing to see someone posting good things about my program!
Sometimes I get a little wary on if/and/or/but am I doing the right thing and/or things in and making good progress. I can really get down on myself and do definitely appreciate your re-assurances on my work. Although it might be very difficult to write into multiple players at this point, since Venture is starting out and still not formed, I do definitely see the need for multi-party RPGMakers and RPGs.

Very well.. I think no more then 4 should be sufficient, and this will introduce floating objects, that is, objects any of the 4 players can carry yet may be used only in certain circumstances. Further, that there should be an image association with each and every object. Most Win95/98 icons are 32x32 in size so already I have a nice selection of images to choose from. If I do have multiple players though, I would have to have multiple critter encounters, which is something I was trying to avoid in Venture.. AH !

How about this ? Similar to .. what was that game called ? .. For the PSX2 .. Dark- Cloud ? You had 3 players and only one of them was visible and active at all times.. I seem to remember some RPGs of yesteryear that would ask to speak with someone in your party, and you had to change the leader to that person.. Mind you, that might be more trouble then it's worth, and instead, go with 3 players for 3 critters.. There are many possibilities..

My original notion was for Venture to be simpler (if possible?) then and have images for all items, including weapons, and a Sprite Message could be written for each and every object. There would be no level 4 Armor or level 3 Weapon. Instead you would write a Sprite Message quickly defining the parameters of the object so combat would be selecting an item from your inventory every single time, whether to club a critter, to select a potion, or toss a bomb.

Any suggestions and/or ideas from others regarding this ? Remember - I'm out to make an easy RPGMaker, not a system that is difficult to use at a cost of making great RPGs. Simplicity in the system is a priority with me and I believe several others who still might be in the dark regarding certain features and/or balances of Introducing multi-players may complicate Venture further then . I personally would love to have it, but I'm thinking of Venture down the road and the complexities that would be opened by allowing multiple player definitions in a RPG..

Sincerely,

001-010 011-020  021-030  031-040  041-050  051-060  061-070  071-080  081-090  091-100 
101-110 111-120 121-130 131-140 141-150 151-160 161-170 171-180 181-190 191-200
201-210 211-220  221-230  231-240  241-250  251-260  261-270  271-280  281-290  291-300 
Home Screen-Shots Download Add-Ons History Guestbook Q & A YouTellMe Links


( If you would like to link me, please use this picture, it's just under 10k ) 

This website was made with Frontpage Express, a program you already have on your Win95/98 computer !
Click on your (Start),
Programs, Internet Explorer, and see Frontpage Express right there ! Get Creative !  
1