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Q & A

221-230

This Page was last updated on:
Wednesday, June 04, 2003
08:58 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.
 

 

( Stephen McNaire )
Q221: How do I make more then two sprites interact in a story line?
Example: How do I make two guards chase a villager?

And once I move a sprite, how do I select it again?

( Topaz )
A221:
Greets Stephen McNaire:

Well now this is difficult, so you have earned ..
(drum roll please)


Your answer can be found in the Answers world at:


This is not an easy thing to do in current !
The Shadow command was written to only handle one Sprite at a time, and I am not pleased with the queing system I wrote for it, nor is there an easy way to repair it without losing compatibility with all existing world files.

To move 3 Sprites at once, you would have one for the NPC, one for the Player, and one for the Tag-Along. The example I wrote, while difficult and makes use of some very odd quirks (and probably won't be fixed so they will always run correctly as set), you can see how to give this "effect."

To change Shadow (it is unfortunate) you have to have some degree of text on the window, even if it is middle frame where it doesn't show and you have to pause for 1 second, and then go to the next page.

Timing is critical to move the shadow from one target to the next and the queue is not set-up to follow a sequence of events exactly. You will have to "fudge" the results. This is one of the primary things I will be fixing for so you won't have this problem there.

I have it set for the new engine that all Sprites on the screen have their own queue and operate their commands in the order they received them.

You can also see a required dummy switch-name to keep the door open as they close automatically exiting Testplay or the Editor. It's things like this I want to have fixed for the new version !

...

(PHEW!) <<next day>> Okay, I also cleaned up one very nasty error that if you used tilde (which naturally comes as part of 8-character filename abbreviation for a long Win95/98 filename), well it would crash out if you touched that tilde character in the Messenger.
Since I redirected that keystroke to show a false one, you can't accidentally type the real one, but you could get it by using the Wizard where it auto-fills in the filename for you.
DON'T TRY IT unless you have downloaded
v0.095a4 !

It doesn't now.. What's happening (is awful and I can't change it naaow!) I am using "^" (carat) for a Carriage Return, a "_" (underline) to denote a cursor position, and a "~" (tilde) to show this uses the extended character set, (LARGE set of instructions follow to show icons, tiles, sprites, you name it). NEVER AGAIN will I make this awful mistake !

It required me to doodle 3 extra characters of "^ ~ _" and to *force* them to "appear" if you typed them even though they weren't what they appeared. Further (recently) I wrote some geez-I-wish-I-didn't-have-to patches to swap between the real "^ ~ _" and the visual "^ ~ _" that appears in the Sprite Messenger anytime you access a filename !

Fortunately I found out recently if I hit (backspace) in the GFA editor
(what I wrote in), I get character #127 (it looks like a little mud-hut!) which is just about impossible to type on the keyboard and is also never used in a filename.

Sooo for my keycoding in , I will make use of that SOLELY to represent a special case in a string, position, or visual adjustment. Sorry for the mess and apologies go out to everyone who accidentally touched a real tilde "~" in the Sprite Messenger !

(Incidentally it was
Shadow who initially brought this to my attention some time ago!)
Nice Debugging work,
Shadow !

Hope This Helps !
( Sergio )
(C:) Still can't see it, the stop thing didn't work, and also, there's a Fortunecity pic instead of the persona pic.

Ive made a channel for scenario users but is used in "mIRC" and the channel is
" #Scenario ".
( Topaz )
(C:) Hi Sergio:
I'm not sure what the problem could be .. It always works when I hit then right-click the mouse on the red and select S[h]ow Picture. This is true for more than just my website but others. That means that the image either timed out or it's not uploaded. I just checked, the image is uploaded.

Regarding mIRC. What software is required to see this and/or where do you get and how do you use the software ? I know a bit about mIRC, but probably not as much as you.


Hope This Helps !
( Hb )
Q222:
Hi, Scenario looks good However I have an issue, I am on windows XP. I tried running Scenario in Windows 95 comapibility mode and all I can get is the really cool music.

I found my old machine and it did run under Windows 95 but I got protection faults each time the character said something when I tried Suzi's quest.

To be precise the intro was fine but when the game started I would get the error for each letter that she said.

Needless to say I never got past her commenting about the green thing slobbering on her.

I tried DOS next but Scenario is not a DOS game.
So what platform is optimal for running Scenario?
Hopefully there is a resolution because I am in World designer mode.

___@___.com
(Email withheld)
Oh and cute pics on the opening screens

( Topaz )
A222:
Greets Hb:

I was afraid this would happen with the real compiler.
Let me compile the latest with the easy-compiler.
You can download that copy by clicking
.
This is a SAFE version, thus the "S." I'm hoping that it will run on more computer platforms.

This version (as my first ones) runs the same speed as the interpreter, so it's a bit slower, but if you have a computer over 200mhz it shouldn't be a problem.

To everyone else, if you are having problems with crashing, please try out this version. If it was crashing and now doesn't please click to write to let me know.

I hope this solves the problem for you and other users.
I just can't seem to get the compilation on this correct. It would seem that I need to go back diving into looking at compilation procedures.

Thanks for the compliments on the pictures !
These are some of the nice pictures that I found when I was in the newsgroups ..
I am - sorta using my Dad's account which is a true internet account, the news from there is real access, I - guess it is the public-domain servers (that used to exist) had these pictures in them. No more. But ONT is WAY too slow, they've got server problems or something, always have .. Huum ..
I can only get these pics when I'm visiting Dad, and I can't get the pics wants cause she wants
adult pictures from the newsgroups all the time,
I don't want Dad to see those
.
Guess I can focus more on my programming now than Add-Ons ..

Hope This Helps !
( Wren Pheonix )
(C:) I have come to the conclusion that unfortunately I have overstepped my current abilities and time.

If anyone out there wants to collaborate on an interesting project I just don't have the time, ability (as far as very complicated sprite message setup) or talent (as far as making some alpha objects) please email me at
WrenPheonix@hotmail.com and add something to the subject line about Scenario.

My plan was to create the best world yet created for Scenario involving multiple endings (based on forks set by switches and side quests), a town building section, and random quests!

I have a lot of the plotline drafted, as well as almost all of the imports done, except for the detailed alpha objects I was going to use to create the various 'dungeons' of the game and the houses. Get in touch with me if you want more details. I could maybe finish this myself, but it would take much much longer that I originally anticipated and might suffer if I started
to rush.

( Topaz )
(C:) Hi Wren Pheonix:

While I do appreciate all of the very fine and hard work that you have done, this
Q & A seems to work pretty well. I, too, was thinking of a mass-world where everyone could add to it, but the problem would be that accidentally two good Worldbuilders might add a room directly in the same spot with two different directions for the story to go.

I'll have to give it some thought; there may be a way around this problem, such as each Worldbuilder creates a fixed size room and it's up to me, to link them all into a story.

Okay, I have a Grid Helper size of "MAXROOMS."
Anyone who wants to send me a .CLP of roomsize
9x7, I will work it into an expandable world file called ForeverQuest that everyone can get a chance to enjoy, learn from, and add rooms to. Be creative, and no 9x7 room can be too crazy or bizarre. Remember that .CLP files save all the Sprite Messages with that room data so you can add as many as you like, with switches, treasure, locks, you name it !

Because this will be a small file, you won't need to initially confirm it with me, like world files.
Do PKZIP
(or WinZip) it however.

While in world development it would be more interesting to include custom music and images, for
ForeverQuest the object is to see just how far you can go by using default images and music.

The first person who sends their
.CLP will have control over the story initially.
.CLP regions are subject to modification by myself to make them workable into the current template. If your template is perfect, that is, it snaps right into the current story, then I won't make any changes. This could actually be a lot of fun !

I'll go to prepare a webpage that talks in detail about it and how everyone can contribute to it.
Nice idea,
Wren Pheonix !

I actually did something like this years ago for
Orbs Of Ankhar for the IBM-pc running Telegard. It was a DOOR game that expected multiple callers to keep adding rooms to it.

Hope This Helps !
( Sergio )
(C:) Nope, there's no way to view the pic...

You need to connect to a server called:
"irc.dynastynet.net (6667)" and then connect with a toolbar icon that is a thunder by clicking it (connected when thunder is broken and when not broken, not connected)
and then in "Commands" you go to join channel and then you write " #Scenario " And you should join it when connected.
_________________________
note: Im using mIRC 6.01
And download it at:
http://www.mIRC.com
. . .

(I finally found the way to view the pics, when the background is loading (nothing else should be loading or already loaded) you press "STOP" then press "REFRESH" and there you can view it.)

I've tried Scenario 95-A2 in Windows XP but when I "testplay", It causes a message box to appear saying:

Title = Application error
------------------------------------------------------------
message = SCENARIO caused a GENERAL Protection Fault
(GPF) in module SCEN2.EXE at 0007:015E.
Choose close. SCENARIO will close
------------------------------------------------------------
buttons = &close

( Topaz )
(C:) Hi Sergio:

I do appreciate the invitation and you going out of your way to prepare a place for worldbuilders and guests to enter, but I am not happy with the way IRC is run.

There are too many robots (written programs) in IRC to harass newbies, to extract Email information for later spamming, in some cases extract out personal information that is no-one's business, and to generally make a nuisance of themselves whether they are human or bot.

If you can find or prepare an HTTP location that is
JavaChat, that would be acceptable, and I would be glad to help you set that up as far as providing you with graphic images, buttons, borders, and edges. Or go crazy, and make one yourself. Chances are pretty good I'll look it over and like it, and can attend chat meetings.

. . .

On the line of crashing. I only have access to my computer which is
Win98 so if it's not runnning in Windows XP there really isn't much I can do. I am talking with a few people in Email and we are finding out what is compatible for those computer platforms and what isn't. It's slow going though since I don't have access to that platform.

I also posted a notice that if someone would like to help, they can send me an install CD with proper installation ID CODE. I will make a dual-boot system and can then debug at a closer level what is causing problems with
Windows 2000/XP/ME.

Hope This Helps !
( Destroyers )
Q223:
I want to make an item store in my scenario,
what should i do to make it?

( Topaz )
A223:
Greets Destroyers:

Making a merchant in couldn't be simpler !
Make any Sprite you want where you want the player to talk to for services such as an Inn, Items, Weapons, Armor, or Runestones.

NOTE: They do not have to have a Sprite Message if you just want them to be a Merchant ..

From there, put a Merchant Tile anywhere Up, Down, Left, or Right of the Sprite:

Like so:

In this, when you talk with this Sprite, IF there is a Sprite Message attached to the Sprite, it will be run first, but after that, it will do a quick scan on all four corners to see if there is a Merchant Tile. In this case, there is, so the Items Merchant routine will pop up !

To prevent the Merchant Check from coming up after you have finished your
Sprite Message, use or . Normally you wouldn't do this but it's there if you need it.

That's all there is to it !
You are encouraged to download the
Answers world file which addresses questions like this and those that are more complex as well. If you ask me a good question that cannot be easily explained in Q & A, then I will make a Custom Room in the Answers world explaining in detail your answer. You can download the Answers world by clicking .

Hope This Helps !

( Dark Avenger X )
Q224:
How do you hide a monster so you have to activate a switch for it to appear?

(C:) I LOVE THIS MAKER! Very easy, so it's my top one rpgmaker, until LiveRPG comes out, of course!
( Topaz )
A224:
Greets Dark Avenger X:

There is an example of this in SuziQ
(the sample quest provided internally) at
Map #
4 (Main City) at cursor position 16x18 or where it appears as this in your Info Window:


You will see that there are two Shazy spots. You will only see these if your ZOOM lens shows you 7 tiles up and down maximum, the same as testplay.

To make your own custom critter be invisible (and inactive) until you trigger a switch, follow the example:

Find a clear spot on your map and hit (using the arrow keys select the Critter you want) and press .
We have a critter. Now, to make him invisible (and inactive) until you trigger a switch, hit
(notice the critter now appears shazy!) (and type out the name of the switch, I.E.:
GOTCHA)
and again press .

You cannot invert a
Sprite or Critter so you don't need to worry about the key for inverting. That is only used for complex tiles that change definition and appearance.

If you just want the Critter to be invisible and always be active when the player steps near it, just leave off the switch.

We're done !

Now, it is important that when you do activate the switch with:
that you use the
Magic Wand SOMEWHERE on that page, usually before the switch is a good place, so you will have:



Remember that the
Magic Wand tells the Sprite Messenger to UPDATE the map display with all the changes when it reaches the end of this page. Now it is a simple matter of having the player trip that switch and you can have any number of critters appear and on any map for that matter.

(C:) Hey ! Glad you like the system !
Please let me know when LiveRPG is complete and the URL address to it.
I'd like to see it.

Hope This Helps !
( Wren Pheonix )
(C:) The randomizer map thing sounds pretty cool!
I had many hours logged on Azure Dreams. I assume with your item system in scenarioX that we could actually build a monster gatherer system? Gotta snatch
them all?

I checked the example you gave me (fearsom dragon indeed) and although it had a nice effect, I may have to try something else.

Q225:
(A) I have an idea to use with the link command to give scenario a little twist. I planned on having the main player take on allies during the game. These other heroes would give the main player more abilities, such as the rune spells and increased sword and armor power.
Do you have any suggestions on how I could write the sprite messages for that?

(B) how would (or can?) I make the screen flash white?
Even if it would take a second or two, it might help.
I am trying to make a thunderstorm scene.

(C) Does the torch icon in the sprite messenger just make an area of light around that tile as if it was the player in a torchlit map? Can I disable the player torch?

(C:) I had no luck finding those mailing lists for you

( Topaz )
A225:
Hi Wren Pheonix:
(Sorry BIG TIME for not answering this sooner ! -
It's been real hell getting back in my FTP and I'm never really cozy unless I can answer questions the same day locally and post them remote the next day !


(A) Since I've decided to stick with current as the august program to do it all I may hold off a bit before I do random dungeons. Right now I want RAIN, SNOW, THUNDER, and EARTHQUAKES. Yep, I run the Forum here so I can use all CAPITALS if I wanna.

To answer your question, I'm - not really sure I would want this.
However, since future items can be keyed to be active always, then you could adjust the Strength, Agility, etc. of the player if they are merely -carrying- the item. This will be Item Set Class 2. You can have normal default or the new one I had planned for .

Also items have the ability to gain -levels- and -ability- based upon their use and the player's own growth. Thus the "Companion" that assists in combat.

(B) This is more than a fair request. I was saving it for -RAIN- sequence but let me hook you up one now. Use together to flash the screen white. This will be available in 0.095b Not Yet Posted ! There are some new neighbors that moved in, might as well say illegally, and they are WAY out of line. The noise from the Lord-Of-The-Flies activity every night from 6pm to 10pm of random kids age 2 - 12 has driven me away from my main computer and I now work on my 2nd one in the closet. That's cozy and quiet, well- was, new neighbors moved in and put their speaker-system smack dab there and if they hear me typing they thump on the wall right next to me ..
Grr.. This will all get resolved Monday. My NICE neighbor below said she heard them too and she's diagonal where they are so they MUST be loud. Anyhoo.. I slept some hours, turned this couch she let me borrow into a bed. New bed, can't sleep in my bedroom now cause they play BASS waaay too loud and then thump the walls randomly all night long for the hell of it anyways..
Huum.. I'm telling you all my troubles.. Sowwy.. But it does affect progress on and
.MDX Jukebox since I gotta get some sleep some days so I am ready to work on them the next day. I may wanna move and gov. will let me do that once a year. Will talk with Dad about it..

Where was I.. Oh yah, use to flash the screen.
My neighbors left their place finally (geez they even gotta slam the door as hard as they can, gee must be so hard on them to hear me typing, I use headphones for movies and music).. But, this gives me some time to work .. I'll post
v0.095b sometime before midnight tonite ..

(C) Disable player torch ?
Do you mean you want it pitch dark where you can't see anything except the player and can stumble into walls and then some ? I have planned to add a flickering light-effect as one of the images for a Sprite (internal). Basically it flickers and is transparent, brightest in the center WHITE and works it's way outward. Looks GREAT on torch tiles and related.

Also as a free roaming spirit since it's a circular glow. Yes, you will have transparency effects for Sprites. Where they will appear in Testplay like you see them in the editor with optional background floating. Need to doodle a nice Ghost Icon for that one.

(C:) Not a problem. I'm borrowing my Dad's account for Newsgroups when I visit him and Mom and did manage to get 500+ pictures.. I put together some Storyboards today, but they -may- not be as nice as they could be. I really need several thousand pictures to choose from to do it the right way. Ah well .. As always anyone is welcome to donate images for the Monthly Add-Ons of any kind. I only ask that if they are Storyboards they do not include images of real people, only Anime will be accepted if a person is shown in the picture.

Spaceships, Castles, and anything else for that matter is fine though. The pictures need to
-Fill A Need- that is, while I do enjoy looking at pictures of pretty girls (sorry, was I thinking out loud?) the picture is useful enough two or more Worldbuilders might incorporate them into their creations because of their detail, depth, and usefulness.
As always I'll engrave your name right next to the entry so who knows who submitted what when the files are all in and accounted for.

Hope This Helps !
( Dark Avenger X )
Q226:

(A) How can you merge two items to create one item?

(B) How can you make a sprite move away from you?
(Example: When you talk to a sprite he will move one space to the left)

It's me again!

(C) Can Scenario make a catterpillar system(like Dragon Warrior)?

Two in a row!

(D) Is it possible for a day & night sysytem in Scenario? And if it is, how?

( Topaz )
A226:
Greets Dark Avenger X:

(A)
There is no immediate way to do this.
Certainly you could create two switches that use the player's icon as the first character to have them both show up in the player's inventory, I.E.:




From there, you could talk to someone or meet a Sprite Message somewhere that does a comparison check for these two items and, removing both, replaces it with a new item, a 3rd one that also shows up in the player's inventory, I.E.:





(B) This is done with the Backwards command icon.
If you do it without setting a focus, the Player and Camera will both move in the opposite direction the player is facing. You need to have the focus on the NPC
(The Sprite you are talking with) so have a in front of it like so: .

Note that this does NOT move the NPC in the opposite direction the Player is facing, but the opposite direction the NPC is already facing. To force the Player or NPC to appear above/below/beside the NPC use the Position Icon .

Remember that the focus stays the same until you leave that page at which point the Player and Camera are reset to be the only ones in focus.

(C) has a basic "caterpillar" system where one NPC can follow you.
It is important to note that this NPC is not related at all to any Sprite or Sprites the player has talked to. You specify the Sprite Image # following the player like so:


For instance, will make the Little Girl "appear" to follow you everywhere.
Remember, this is just an image, that is a shadow of where you've been. In no way is this another player or has any attributes except to be as shadow of where the player has been.
No flag is set when you make this "shadow" so it is up to you to set and clear appropriate flags if you plan to do conditional checks to see if "she" is with you, I.E.:




(D) There are no flags or counters that mark the passage of time when you are in Testplay, however this is not to say that you cannot make it appear to have a night and day sequence.

You could upon setting certain flags like doing mini-quests decide then is the time for lights out, at which point it is a simple matter to use a switch to show a difference in the critter encounters the player might meet (at night)



and to use:

in a Sprite Message to restrict the view like it is getting dark outside

and from there you could have the player travel home, with this restricted view, and not seeing a normal full view of "outside" a structure until "morning."



Hope This Helps !
( Vivi Mikimoto )
(C:) Hi,First off, I would like to say this is a awsome RPG maker,
now on to the question...

Q227:
(A)
I want more than one sprite to follow me is there any way to??

(B) Can you explain the whole inquiry thing to me?
(This is a good question and the answer I sent you below will be included in FAQ !)
( Topaz )
A227:
Greets Vivi Mikimoto:

(Hey, sorry to take so long answering this! - I am going to apply your question (B) to a future Frequently Asked Question so it will be very descriptive)

(C:) Huum, it is very nice to hear when is working well for someone , although I still have some concerns and complaints on compatibility I need to work through.

(A)
As I mentioned above, there is no way to do this.
There is a fairly complex example of having it appear that there is a Sprite following an NPC in the
Answers World, which you can download by clicking , and find it at position:


However, there is no way to have more than one "image" of an NPC following you.
Refer to answer #
226 section C by clicking . You will have to be patient until I start work on

(B) The inquiry process is vital in a RPG you build to determine and act upon any inquiries you might have, whether it is checking to see if a player has an item before continuing, if they have enough money for a special purchase, to see if certain switches are in place, and lastly to ask a simple Yes/No question or a more elaborate one with multiple choices.

First off, you need to know that every single page in a single Sprite Messenger page can be labeled. These labels are referred to later whether or not an inquiry is TRUE or FALSE, and will go to that page with that label.

DETERMINE IF THE PLAYER HAS AN ITEM IN THEIR INVENTORY

A227: (b1) from the Editor:
(choose the image you want)

Now you are in the Sprite Messenger.
It is important to note that ALL inquiries are conducted AFTER the current Sprite Messenger's Page is completed. There are no exceptions, an INQUIRY CANNOT be done before a Sprite Messenger Page UNLESS the inquiry is on the page prior to that.

Now type out something simple:
If you can get me one of
those Apple Pies, I will
give you a key to the
North Gate.


Now hit
(Make sure you are on the word INQUIRY!)

Since this is a viewable switch/item the player can carry, we hit first to select a special character of LitBulb to show that we want to to go to a new Sprite Messenger page Label if this flag is LIT. Hit again to select the Player Icon of to shoew that the flag we are checking is a viewable switch/item the player can carry, followed by "applpie" since you can only have up to 6-character viewable flags

The line should now look as follows:


You should note that you can only have up to
7 (seven) characters for a viewable player item since the first character is to show it is viewed in the player's inventory. Otherwise flags can have up to 8 (eight) characters. You will have up to 16-characters in future as well as 2-descriptive text lines and an accompanied 32x32 pixel image. But you'll have to use this way for now.

Press and The next input line asks for a label. Now, the label is what you are going to give a page AFTER the page AFTER this one since the next page will just grumble that the kid didn't get his apple pie.

So for this label go ahead and enter as follows:


Hit again and you're back to the Sprite Messenger editor !

Now hit either or the
(down) arrow key on the last line to go to a new page, the 2nd page of this Sprite in the Sprite Messenger.

Here we have the kid grumble:
No Apple Pie ?
Maaan go get me one !

On a NEW line, insert by the Terminate Icon since we want THIS page to now end without continuing to the page AFTER this one, where you did get an Apple Pie after all. Remember that all commands in the Sprite Messenger must start as the first character on that line. You CANNOT mix displayed text with the commands on a single line.

Hit either or the
(down) arrow key on the last line to go to the new 3rd page.

This is the Got-Pie page so let's put our text in:
Hey, thanks a lot !
Here's the Key !


Where ApplePie is REMOVED from the player's inventory and they are given a Violet Key which just happens out of odd coincidence to match the lock to the North Gate.

Notice the space between the name of the item and the continuation of commands. You need this or it would try to interpret the Key Icon as part of the name of the switch you are turning OFF.

We haven't labeled this page yet so we're going to do so now:
Hit and type in the label:
followed by . Now if the player talks to the kid and does have Apple Pie in their inventory, the kid will take it (turn the flag OFF), and give them a Violet Key (Key to North Gate).

Now to really make this a good Sprite, let's make it so the kid remembers who gave them pie. Otherwise it'll ask for another piece of pie and give you another key if you went through the entire sequence again, and that might not look right in your game.

On the same line where you are turning the switch off and adding a violet key, or you can pick the line just below this one, add:

which tells you that the next page run will be the NEXT one after this current one, and to now terminate (thereby not running the next page until you talk to the kid again)

We're ready for one more page so hit either or the
(down) arrow key on the last line to go to the new 4th page.

And simply type:
Thanks for the Apple Pie !

Because we used the this Sprite will ALWAYS now start on the 4th page (this page) until RESET (hit in the main map editor) or you start playing a NEW GAME.

Also since this is the last page, and there are no pages after this we don't need to put a Terminate Icon .

ASKING A SIMPLE YES OR NO QUESTION

A227: (b2) from the Editor:
(choose the image you want)

From here, type out a simple YES or NO question.
Have you met the Princess
yet ?


Hit
(Make sure you are on the word INQUIRY!)
and hit followed by

Anytime you make an inquiry and it is just a single letter of Y or N then a Yes or No inquiry will be asked once the entire contents of this
Sprite Messenger have been run.

The Messenger is now asking for a LABEL to go to so you can type out:
OHYAH
(note, all labels are capsblind, that is, you can type them in uppercase, lowercase or mixed and they are all interpreted correctly as UPPERCASE)

Since we are going to this label of OHYAH only if the player selects Yes in the question, then the page following this one would be run if they said No, therefore, we hit or the
(down) arrow key on the last line to go to a new page, the 2nd page of this Sprite in the Sprite Messenger.

Now type out as a reply for NO:
You haven't ?
Maaan you are missing out
she is soo cute !


The page following this one will be the response for Yes so we need to terminate this page. RIght under the text hit , select the Terminate Icon and hit to paste it in your message.

Most RPGs do not have a memory of the original answer you gave for your first time to talk to a Sprite that asks you a Yes or No question. You can trick them by very easily talking to them again and reversing your answer the second time around. If you wanted this Sprite to remember your answer to a question without ever asking it again, just put a anywhere before or after the icon which tells the
Sprite Messenger to LOCK this page as the new one to run when you talk with this Sprite again.

Remember that you cannot enter commands on a text line that is displayed so you must have the commands on a new line, such as the 4th or 5th using the text from above.

We are ready for the 3rd page of this Sprite Message so hit or the
(down) arrow key on the last line to go to a new page, the 3rd page of this Sprite in the Sprite Messenger.

Now go ahead and type out the text if the player chose Yes as their answer:
You have ?
Would you like to join
her fan-club ?


Which, of course is another inquiry entirely and not elaborated in this tutorial, and you could make this one a Yes or No one as well. If you used a Lock Icon in the page prior to this one, then you should use one here too. If this is the last page for this Sprite, then you don't need a Terminate Icon as it will end normally.

Don't forget that we need a LABEL for this page as this one will only be reached by selecting Yes so hit and type in the label:
followed by .

A shortcut for you advanced Worldbuilders. You can choose the Terminate Icon as a label to GOTO if the Inquiry is correct. Naturally, if you wanted a message to continue based on a Yes or No inquiry, you would type out the opposite of either N or Y to go to Terminate if that statement was true, (thereby leaving the opposite choice to continue to the next page), I.E.:

The boat has been prepared
and we can set sail now !

Are you ready to leave ?

Since we do want to continue to the next page if the player chooses Yes and to just quit the Sprite Message right HERE if the player chooses No we make our inquiry as follows:

Hit
(Make sure you are on the word INQUIRY!)
and hit (remember we want to EXIT if you say No), followed by and then our label: hit , select the Terminate Icon followed by as the FULL LABEL name to go to. Do not put any more than this one Terminate Icon.

Remember not to use the full word of "Yes" or "No" for the name of the inquiry as this will not be interpreted correctly. Just for Yes or for No followed by to enter in the label to go to if this statement is TRUE.

ASKING A MULTIPLE-CHOICE QUESTION

This is the most complex of all of the types of inquiries you can conduct in and, as such, it will be a little longer to explain.

A227: (b3) from the Editor:
(choose the image you want)

There is not enough room in the 9-character space to enter in multiple-choices for the default inquiry line, nor is there enough space to enter multiple labels on the single label input line so you must enter in a custom line of "code" on the 5th line. A check is made for this so it is perfectly valid.

Let's enter the text first:
We know Lord Mordred has
escaped to one of three
places, but which one ?


Now put the cursor on the 5th line. You cannot have displayed text on the 5th line and you must always enter your line of inquiry "code" on the 5th line, if you want to have a multiple-choice question. A basic error check is made to ensure it is on the 5th line, but you can screw it up if you're not careful.

Hit to select the Inquiry icon which is used only for this special data to follow, then type out (and do not worry that the text scrolls off the screen):
ice mountain,ice,shadow forest,shade,murmuring swamp,swamp

What this means is there will be 3 choices, and choosing the first will jump to the page with the LABEL ICE, the 2nd choice will go to the LABEL SHADE, and the last choice will go to the LABEL SWAMP.
Press now to go to the next line, in this case, the start of Page #2.

If the player hits , this is counted as a valid choice and ignores the choices skipping to the next page (the one you are on now), so go ahead and type for this page #2:
Ah, you are not ready yet.
Prepare yourself,
return and we will decide
where to go from there.
And on the 5th line hit to select the Terminate Icon since you don't want it to continue to the next page, where we will have our choices.
will have two additional lines above and below giving you seven lines total per Sprite Messenger page, but you can only enter commands in the TOP and BOTTOM so you can have 5 lines of text displayed unhindered and uninterrupted by any additional commands.

You should be on Page #2 now so go ahead and type:
Very well ! We will go to the
Ice Mountains to look for
him !


You could enter optional flag-setting commands here and, of course you need another Terminate Icon so this choice won't spill into the 2nd one.

We need to enter a LABEL for this page, our first choice, so hit and type in the label:
and

Now hit or hit the down arrow key on the last 5th line to go to Page #3 and type:
I see.. We will search for
him in the Shadow Forest !


You could enter optional flag-setting commands here and, of course you need another Terminate Icon so this choice won't spill into the 3rd, the last one.

There is a different LABEL for this page, so to enter it hit and type it in:
and .

Hit or hit the down arrow key on the last 5th line one more time to go to Page #4 and type out:
We have a boat ready,
so we will row through
the Murmuring Swamp
to locate him !


You could enter optional flag-setting commands here and, of course, since this is the last page of this Sprite Messenger, you do not need a Terminate Icon as it will end normally without it.

Type in the last 3rd LABEL for this page, so to enter it hit and key out:
followed by .

For you advanced Worldbuilders, you can also hit and select the Label Icon followed by the label name for this page. You can only have one per page and although there is a rudimentary error check, you could confuse it if you are not careful.
For this will be the only way to enter a label for a page.

YOU'RE DOING GOOD !

The last inquiry type is the easiest one to learn so take a break if you need it, and we will finish this up presently ...

ASKING A NO-QUESTION QUESTION

You read that right. Sometimes it is important for a Sprite to jump to a label irregardless of any flags set so you can skip around parts and pieces of your Sprite Message based upon earlier inquiry and conditional checks. To do so:

A227: (b4) from the Editor:
Hit
(choose the image you want)
(Make sure you are on the word INQUIRY!)
Now hit again to bypass asking for an inquiry and then type out the label you want for the next input, followed by . When the contents of this Sprite Messenger page are complete, it will immediately jump to the LABEL you gave it, no questions asked.

If you jumped to an earlier label and there is no way to exit the Sprite Message because of an infinite loop you made, you will have to hit during Testplay to exit out to the editor to fix this.

. . .

Because of the length and depth of this multi-part answer, it will be included in a future FAQ underway. To get the most use and enjoyment out of , you are encouraged to read up on these when they are available, and of course all of the current
Q & A posted both here and in pages prior.

* Feel free to print out this page for reference so you can read it later until I get around to writing the detailed FAQ.

Hope This Helps !
( Stupid? )
Q228:
hey how come my stupid scenario rpg maker be acting stupid on my well first i CANT test out my frigging games second thers no manual i dont know where to start i download like 3 rpgmakers and i STILL cant test my game why?

( Topaz )
A228:
Greets (Stupid? - you didn't leave an Alias and you do seem to be using this word a bit much for one sentence so what am I to think ?) :

First off, know that won't lead you by the hand. If you want a system that does, be prepared to cough up some serious cash and look to some of the works done by AgeTec (which is several hundred programmers) and other independent programmers. I like to believe my RPGMaker is easier to use than others, but then my opinion could very well be biased.

is a hobby of mine, a pet-project if you will and one that I have put a fair amount of my time and energy into both designing and writing the code for. Most of the questions you have about it are answered here in the
Q & A Forum, you just need to read up on a few more of them. I am - uncomfortable about putting out full instructions because I would prefer others to come visit my site at least once a week to find out what new things are available for download, and any new questions asked that have been answered. Also to (hopefully?) ultimately post a world creation of their own for others to learn and play in. One of the primary reasons I wrote it. It also gives me a chance to look at the world and ask myself several questions such as where did this author have difficulties, how could I improve/simplify what they did here, etc. In this, the very best Feedback I can receive is a world file as not only does it compliment (and complement?) but also shows me what is possible now and probable for future releases of the engine.

Providing full instructions to the system will help and will be available at a later date, but I will have them listed in an ONLINE .HTM format complete with
Sprite Messenger Icons to answer difficult areas, and I have a FAQ to put out first before that.

If does not run perfectly (or AT ALL) on
WinXP/2000/ (and I believe WinME however I have both my computers now running WinME thanks kindly to Chun Wan and they seem to run Scenario just fine), it is because it was written in a Windows 3.1 16-bit programming language called GFABasic and was originally intended for German programs and programming.

While primitive in many ways, it most definitely satisfies my need for a good programming environment with keystroke-only saved sourcecode, 3.7megs of variable space, and up to 37,000 lines of sourcecode entry possible to each program.

If you can find me a programming language that has or excels these features listed above, allows you to enter code in exactly like QBasic for DOS including creating variables on the fly, can play both .WAV and .MID background to it's execution, contains a .EXE compiler, and is compatible with ALL window platforms, then you are welcome to let me know and I will look into it as the platform for which will be written in the future.

If you are just at a loss on how to enter Testplay for having forgotten to read the included instructions, and is running correctly on your computer, then hit to enter Testplay and once again to exit it.

Hope This Helps !
( Vivi Mikimoto )
(C:) Thank you for answering that question...(#227)
(You betcha !)

Q229:
Where do you get the program to make an Rpg maker?

(C:)
(a)
Maybe it wold be good idea to add in a quick battle intro (the one you have when the monsters jumps at you you) like when the montser jumps it zooms in and you fight.

(b) It would alo be cool if you can go nd look in side an air ship and store items there like in final fantasy 9.
( Topaz )
A229:
Hi Vivi Mikimoto:

(C:)
Actually, thank you for addressing one very complex and detailed issue of that I probably took for granted and just expected everyone to sail into it as best they could.

To answer your question, was written in a German Programming languaged called
GFABasic. I was introduced to it years ago by Russell who said I am a very good programmer, would I please leave QBasic and try out GFABasic instead. I've answered this question quite a bit now so it will most definitely be in the FAQ for newbies. Suffice it to say that I am a pretty lazy person as far as programming goes and write code in probably the worst way possible using GOTO, FOR/NEXT, and DATA statements. These are very old ways of programming today and you can't even find QBasic on any new IBM-pc computers and some are even missing from Windows 95/98.

In the future, I'll post the Freeware version of QBasic and sourcecodes for other people to play with, but
GFABasic and it's compiler are commercial programs (and were very difficult for me to both pay and get the original model translated to English!). Giving credit where credit is due to:

Russell Hayward for introducing me to the programming language and showing me some basic concepts like pixel plotting and copying rectangles from hidden pages.

Dale Bryant (a very good friend and GFABasic programmer).
He passed away nearly a year ago, and showed me how to get GFABasic registered, (which cost me
$125 (which is an ungodly amount of money for my small budget!) converted to Deutsche (German) marks currency),

and Gustavo, without his help and interest in my works and coding, Scenario would not have been at all possible.

Look for a longer commentary on these GFA friends of mine in future pages.

(C:)
(a)
I'm not sure I understand you fully.
Did you want there to be a DEMO combat, like in a story or Sprite Message ?

(b) Yes, I agree, that would be COOL .

Unfortunately, there is a terrible border to cross that lies on either side of simplicity and complexity not just for the Worldbuilder but for the programmer.

The more features anything has, the more complex it becomes.
I am still trying very hard to keep this a simple system yet I always want to be open and receptive to good ideas.

If you wanted to have the appearance of the player appearing on-board a ship where the normal 70-tiles would not be enough to lay out the detail, you could screen-capture the deck of a ship from another game, such as Final Fantasy 9 as you mentioned, convert it to a
.BMP file, and use it as a large Alpha Object in much the same way as ROOM.BMP is used in the Sample quest of Suzi's Quest at position:


Current does not have a limit on the number of "Items" (switches) the player can carry. All other items which are fixed include Weapons, Armor, Potions, Runestones, Miracles, and Keys. There is no reason to "store" them as they can be carried at all times.

Future will also not base it's limit to the number of true items you can carry merely to make the game harder, including armor, weaponry, and other items. I think it is really rude of games to limit the number of items you can carry just to set limits to make the game harder to play. You won't see this in my coding, and I will set it so you can carry the maximum # of items that are comfortable both for my programming and where the limit does not interfere with gameplaying. At this time, I have scheduled a maximum of 50 items, viewing 10 icons across each 32x32 pixels and 5 down with the top-portion of the screen for other data such as properties, uses of items in selection, and lengthier 2-line descriptions to each of them.

Those games that limit you to only carry 4 items per player have obviously never heard of a good backpack or TARDIS.
Maaan I miss Doctor Who with Tom Baker !
Wish they'd bring it back to KERA since it's off the air now.

Hope This Helps !
( Thunderhawk66 )
Q230:
Will Scenario RPG Maker be Ported to Windows?

( Topaz )
A230:
Greets Thunderhawk66:

I'm not sure I understand your question ?
Do you mean will it be compatible for the non-conforming
(yep, I definitely like that word!) Window Beasts that are out there, like WinXp/Win2000/WinME ?

I certainly hope so ! Perhaps it will give pause for
Microsoft to think a bit more about making new operating systems that won't run older software.

I have most recently added a
Debug feature to catch errors, especially for WinXP users. Hit anywhere in to activate the auto-debugger. Select Option #3 (File Debug) just prior to when you know will crash due to an incompatibility issue of your windows platform. And EMail me the results of DEBUG.TXT so I can track down how to make it work on your computer.

To everyone else running Windows XP. Please do the same.
I am understanding that the editor works fine in for WinXP but that it crashes in Testplay. Your DEBUG.TXT informaion files will help me get this working for you. You can send your results by clicking
. Be certain to include a copy of that DEBUG.TXT either in the body of your message, or as a binary attachment.

Hope This Helps !

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