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Q & A

231-240
You just Gotta love the
cool new Trebuchet Font !

Why am I writing ?

This Page was last updated on:
Wednesday, June 04, 2003
09:00 PM

The Questions & Answers on this page are locked. 
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( Chun Wan )
Q231: Topaz,
I was wondering if were possible to include moretinted colours like a black and white mode to give afeeling to the gamer that you are talking about thepast.It would be great if you can include more tintablecolours to your collection
Chun

( Topaz )
A231:
Hi Chun Wan:

Hey, Thank You very much for the nice world you submitted of
EVERMORE ! Click to grab your copy.

To answer your question, yes, B&W tinting has been considered, but remember, this would require me to go outside hardware tinting. Right now, I am tinting just by subtracting the
Red/Green/Blue guns from the display.

This is fairly easy to do and very fast but allows you to tint only to black, white, red, yellow, green, aqua, blue, and violet.

To do a true tint where the screen turns B&W would require me to change every single pixel manually, which, can be done, but during this time period of changing pixels, there could be no text movement, or Sprite movement, or map scrolling. In order to allow Sprite animation and Map scrolling where it was B&W would require me to update all 2016x2016 pixels of the map and all 38 Sprites somehow caching their original images, so .. it may be more trouble than it would be worth to write..

Since will focus very heavily on animating EVERYTHING, even when accessing menus, doing a B&W tint would be out of the question. On another hand, SNOW which does not require changing every pixel on the screen, but swirling down 40-50 snowflakes takes as much if not less time than having the underwater effect for the screen, so SNOW will be added to Scenario within the next few days
(actually, it's already here, use to activate it) (In time for Christmas - I owe this to everyone seeing as how I've been a bit slow in updating ).

In the meantime to get a mood-change for current Scenario by tinting the screen, you are limited to
Red/Green/Blue. , , , and to return back to non-tinted display.

Red could signify real danger, fire, or evil.
Green could signify memory, long ago, or getting drugged by that nice innocent girl you date so often. .
And
Blue could signify underwater (especially for use with to waver the display like water), and it could also signify nighttime or a scene at night.

One added advantage is since future will be using multiple animating screen-layers, you could tint the background but leave the sprites unaffected, or just tint one or more sprites
Red, Green, or Blue to show Possesed By Evil, Anger, Sickly, Poisoned, Frozen, and Statue. Remember that in current you can also make a Sprite NPC transparent with , I.E.: and (minus) to return back to non-transparency, or for the player as well, I.E.: and
(minus). There are quite a few effects available !
If you can think of some new ones, feel free to let me know and I'll do what I can to write them for you.

Hope This Helps !
( Sebastian )
Q232: Hi,
Scenario is Just Wonderful but still I've found a bug or two.
(a) I've never found the way to Insert Alpha Object can you please help me out
on this.

(b) Also Scenario Always Crashes when I'm trying to import Tiles something about
Tile00.TXT or something anyway its about the .TXT file or something.

( Topaz )
A232:
Greets Sebastian:

(a) Alpha Objects are pretty easy.
Lisa, one of the top-worldbuilders
(one of many since there are quite a few of you now !) makes use of Alpha Objects quite a bit.

To create one, first off, download an Alpha Object like
FUTRHOME.GIF.
You can RIGHT MOUSE CLICK on this picture which is
FUTRHOME.GIF.

SAVE it inside
\REALM\ to your HardDrive as a .BMP file. DO NOT save it as a .GIF file. There are instructions at the bottom of the page on the Add-Ons to show you how to save it as a .BMP every time. Click for full details.

Bring up and, once you are in the map editor, make
SURE you can only see 7 tiles maximum up and down, that is the same number of tiles you see when you are in Testplay.

Go to the place where you want to add it and hit:

Now you are in the
Sprite Messenger !
Hit and select the ICON just to the right of WARP UP which appears as a blue-crystal arrow facing up , put the red circle-cursor over the icon to the right of that which looks like two boxes , one on top of another and you will see the description appear below as
ImportTile, press or again to select it.

Notice now your cursor has changed !
It is
IMPORTANT to have at least ONE bitmap in your \REALM\ directory or you can crash .. I'll fix this for future releases so a small B&W picture SAMPLE.BMP (190 bytes) will always be included in your \REALM\ directry if you don't already have it.

Hit and you are in a filebox selector showing the actual image to the top-right and the name inside the filebox.

Select one, such as
FUTRHOME (which you should have transfered to \REALM\) and press again.

Notice that it will type it out in all caps. We're done !
Press and NOTICE that the Alpha Object now appears !

(b) Make certain you are using the latest version such as v02-1214 or later !
If you have any
.TXT files for TILES in Scenario, they may not work correctly.. I have changed quite a bit of code since those were implemented and the .TXT is only an assistance to you, the Worldbuilder, not the person who plays the game so they get pretty low priority.
... I just checked making a TILE09.TXT. It's fine and still works.

Bring up NOTEPAD and type out:

minibed

save it off inside
\REALM\ as TILE09. DO NOT type the ".txt" extension, as that is auto-saved in notepad.

Now to import, go save a copy of
TILE-292.BMP, which you can get by right-clicking and saving on this picture to the right:

Save it as a
.BMP inside your \REALM\ directory.
Remember, my website has them saved as
.GIFs and you MUST save it as a .BMP file, save it as filename "TILE09" do not type out ".bmp" for the extension as this is auto-selected when you change the TYPE to save as bitmap.

You can hit either in the Editor or exit completely and bring it back up again to change to your new imported images and names,
(custom .TXT files, if any).

You should see that the name appearing for
TILE #09 NightMoon has now changed to "minibed" and that when you select TILE #09 (which you can get by hitting to PICK a new tile and then using the arrow keys to go to the top-right-hand corner Tile), instead of seeing the NightMoon Tile, you will see the MiniBed Tile instead !

Congratulations ! You just imported a custom Tile !

Phew ! I hope that didn't wear you out too much cause it sure did me !

Hope This Helps !
( Sayonaran Avon )
Persona # 12 is in use by Sebastian, selecting next higher 3rd type
Q233: question: Everything's golden (slightly) in programming land. But I have a few q's (and comments too) to throw down. Here goes:

(a) Version 95b and over crashes my system! Is there something I can do to fix it?? (or will I have to resort to crashing my compaq w/ a sledgehammer?)

(b) Can you write a way for transports to be used in other maps other than #00? I have at least 2 more maps for my hero to travel, and I don't want to scrap my game... and it's almost finished!!

(c) Can you PLEASE, PLEASE, PLEASE, let airships go through warps? I was abusing that until you canceled it... oh ya, boats too. :D

(d) will scen2k EVER run on 3.1? (My sister keeps bugging me about this.) I'll keep scenX, but I need something for 3.1 before I have to push up my sleeves for major butt kicking! (grr...)

(C:) This is the best RPG maker on the planet! I'll use this forever and ever... well, until I finally learn C++, but that can wait...

-- Spinner!

( Topaz )
A233:
Hi Spinner !

(a) Please check with the latest version of 03-0101. You can download that version by clicking . I have made a large number of changes to the system, one of which includes a very detailed debugger. Tremendous amount of work to write ! To my knowledge, this new version runs on all Window platforms.

It's a bit slow for some computers in which case you should change your screen resolution to
640x480 trying both 16-bit color and 24-bit color to see which is the fastest. Since I am not making use of DirectX, changing your screen resolution and/or interpretation/depth of the colors can and will make a difference.

If it is still running slow, you can hit the key on your
Number Keypad to both enter and exit Rapid Rabbit mode which is quite a bit faster for Testplay.

(b & c) Ah ! Actually this was a very good request of yours.
As such, it is fully implemented where you can have an infinite # of transports and for any map.

When in the editor, hit to flip back and forth between allowing the player to enter this map by warping to it when they are boarded on either the
Boat or Airship.

Please do not confuse this with the ability of allowing transports whatsoever on this particular map. If you have it turned ON then it means two things:

(1)
That if the player is boarded on a transport of either the Boat or Airship and they enter a warp that selects this map, then it is permitted.

(2) Further the player cannot enter the water (which makes a bit of sense since boats are expected to enter or already be available on this map)

If, however, you have it turned
OFF for this map then it means the opposite:

(1)
That if the player is boarded on a transport of either the Boat or Airship and they enter a warp that selects this map, then it is FORBIDDEN.

(2) That the player can enter the water (which makes a bit of sense since boats are forbidden to enter by warp this map, and quite possibly, there are no boats on this map because of this)

So when they touch a warp of this kind, the warp will be ignored and the player will not warp to that map. This pauses the game somewhat awkward if you use the
SEEK WARP of to find the marker of so generally you would use exact warp if you expect the player to pass over this warp without pausing for a check.

Look to future to not have this seek-pause when entering a Named Warp as I know that seek time of 2 seconds detracts from the gameplaying for a bit. In the future, I'll be using a length shifting seek-array. This may take a little longer for a world to open, I haven't written the code to "collect" the names of warps as they are recalled so I don't know yet.

All in all, however, a good suggestion and I hope what I provided for new transport management will be effective and useful for you and others.

(d) I am now compiling by not requiring a 386 processor, or 8087 so version 03-0101 should run in Windows 3.1 and I would be delighted to hear if it does !

(C:) Thank you !

I am trying to make it very easy and usable for others so everyone can write the RPGs they always wanted to, but were detracted by complex systems. While the current engine is light-years from my original premise for it a mere 3 years ago, I still think it is a very solid system, and the
Sprite Messenger the easiest way to do difficult animations, effects, and flag/switch adjustments.

Hope This Helps !
( Kenuchii )
Q234:
(a)
First i would like to say scenario is good but i have two porblems, first i dont know how to alow people to enter cities and caves from the world map.

(b) I cant find out if there is a patch for windows 2000 cause my abilities to save and testplay are limited.

(c) how do i make mor party members
thanks

( Topaz )
A234:
Greets Kenuchii:

(a) Creating warps from city icons to other maps is really quite simple.

Ensure that you are viewing 7 tiles from the top to bottom of your screen, that is, the same display you get when you are in
Testplay. If you are viewing the map scaled differently, from the editor hit:



Your screen should now be sized at the same size for
Testplay.

From here, move the cursor to a portion of your map where you would like a city to be. Generally this would be a map outside.
NOTE that the large castle image on the first outside map is an Alpha Object and is not covered in this tutorial.

Once you have the cursor where you want it, hit , move the cursor up to the top-left-hand corner where it says NIL and then down a step to the tile just below that where the info window will read City. Hit to confirm your choice.

You have just selected a new Tile ! You can use either the to plot this new tile anywhere you want on your map or holding down the key you can pres and/or hold down any of the arrow keystrokes, either the 4 collected together just to the left of your number keypad, or provided you have the NUM-LOCK light turned off, then you can use the regular arrow keys including the diagonal ones to plot a tile where the cursor is, and to move the cursor in that direction.

This is useful for rapidly filling in areas if you like.

NOTE that by plotting this CITY tile, it DOES NOT immediately tell your game that this is a warp to a city. It is just the IMAGE of a city, which to the editor means a tile the player can enter from any other tile. This is ALL it means until you put a warp on it.

Now hit and you will be presented with a selection of options:

Add Which One ?
SPRITE
CRITTER
WARP
TREASURE
LOCK
TRANSPORT


If you do not see the choice of
Transport listed on your screen, then you are using an older version of and you should upgrade to a newer one. You can get version 03-0101 by clicking .

Confirming you have the latest version of From the choices listed above hit to select that you are going to add a WARP.

A new screen will pop up:
Image Of Warp ?
BLACK
TILE
INVISIBLE

Because we have already plotted the tile of City we can safely say
Invisible, which merely means to use the current tile image beneath the cursor (in this case, the tile of City), so hit .

There are many different kinds of warps, and the easiest one to learn is the
Absolute Warp.

You will see several types of warps, but we want to keep this simple and easy for now so hit:

From the map editor, hit for
Absolute Warp.

You will be notified that the position to warp to will be recorded where the cursor is when you hit one more time, and at this time now, you can use both square bracket keys and arrow keys to specify the exact location this warp will take you.

Once the cursor is over where you want it to warp, hit .
A notice will appear that the warp was added and would you like to make a return warp here as well ? This very simply means that if the player now touched WHERE the cursor is, they will be warped exactly to the warp tile that brought them here. Generally, you would say NO and build a new adjacent warp entirely, but you are welcome to use this mirror technique if it assists you.

Realize that when a player is warped, they can walk backwards on to a map cel matching the same cel as they warped to, which may put them "outside" of a map where it is impossible to enter the map since the tile they arrived on does not match the type or class of the actual inside map. It's a good idea to have warps send the player inside the destination map and not on the edge of the map.

That is how you make simple warps.

Kenuchii, pause for a bit, the following may not apply to you since you are just learning warps. Stay with me though, it will all make sense in the end.

For you veteran Worldbuilders, I am going to explain a bit about the
Named warp.

Now some of you out there may be saying,
WHY should I use a named warp when an absolute is so much easier to create, plus the fact that if you do create a named warp, that you cannot put a Sprite Message directly where the player will land whereas with an absolute warp, you can.

Actually you can do both, and I haven't really gone into this yet so I will now.

For the purpose of warping to a new location or map, you can use a named warp without any difficulty. Some of you advanced Worldbuilders however want to warp to a new location where there is a
Sprite Message attached to the immediate destination, so you use absolute warps. You can do this, or use a Named Warp, or both.

Remember, that you can put a
Warp Catch inside your Sprite Message and IF you warp to any cel one space away that has a Warp Catch, it will go there instead, I.E.:

Where the white represents the actual location they want a player to warp to, when touching a particular warp. In addition to this, there is a Sprite Message linked to this tile so it will be run instantly upon touching this.

In an absolute warp, it is very simple, you just tell to warp to the exact map, X, and Y where the white is represented. Since there is a
Sprite Message there, it will be run immediately on arrival. But you cannot mix a Named Warp with a Sprite Message on the same map cel, so how would you have a named warp run a Sprite Message immediately upon arrival ?

Make the blue the named warp , let's say,
"CITY"
So the white will still have the
Sprite Message we want to have run immediately upon arrival. SO how does it know to run the Sprite that is adjacent ?

Make sure that on the first page of your
Sprite Message you have a Warp Catch as one of the commands listed there. Now when the player warps to the blue a check is always made for any adjacent Warp Catches , even if it happens to be inside an adjacent Sprite Message. In this case, there is, so it will HOP from the blue directly to the white because of the Warp Catch located inside the Sprite Message there.

If there isn't a Sprite message, then you can either put a Warp Catch adjacent to the
NAMED WARP or, if you don't have any adjacent warp catches, then the player will arrive promptly on the NAMED WARP cel. Remember that touching a Named Warp does not warp the player at all ! This is just the marker name and location that a Warp Seek will be looking for.

If you want to ricochet warp between two or more points, when a
Warp Seek cannot find a matching Named Warp then a new search is made for any matching Warp Seeks besides the one that the player is on. If one is found, then the player will warp there. See SuziQ at . Notice there are 3 (three) pillars there that all have the same Warp Call name of Pillar.

Also notice that there are 3
Warp Catches beside each pillar.
Why would you use those ? Well, we don't want the player warping directly on top of the Pillar when they arrive.

A brief example follows showing the use of a
Named Warp.

Kenuchii, you can try this if you like, but it is a bit advanced, so you are not required to learn or understand it immediately for simple warps.

Returning back to the map cel you plotted a City tile on, after selecting that you want your Warp to be INVISIBLE
(which remember, merely means to use the tile image already beneath the cursor), then you are presented with a new list of choices:

ABSOLUTE
DIRECTION
SEEK ID NAME
RECORD ID NAME
CATCH

Hit for SEEK ID NAME and then it will ask for the name.
Well, what is the name of your city ? Lets say
SUNBROOK for this example.

Type it out and hit again to confirm.

We're almost there !
Now using the square bracket keys to change maps and the arrow keys, position yourself on the new map where you want the player to arrive at by touching the city icon, hit and because we are now recording WHERE this warp actually arrives, we hit and type out again SUNBROOK, confirming the name again by pressing .

That's it ! Now go back to where the
Warp Seek for SUNBROOK is move the cursor a bit away from there, and hit to enter Testplay. Have your player step onto the City tile and after a moment of searching, the player will be WARPED to the matching Named Warp , which of course, is right inside your city of Sunbrook.

Now I am not saying you cannot use absolute warps, but in the long run, this will be easier, especially if you shift locations of your warps later. If they were absolute warps, well, you'll have to re-encode all of them that got shifted or will be later. But if they are
Named Warps, then they will be searched for based upon their name, which would not be changed by MOVING the destination warp.

The warp not explained in this tutorial is the
Direction Warp which allows the player to "surf" from one warp to another. There are many examples on the 5th map (#04) in SuziQ. Hit the key to enter any warp while in the map editor to see where it puts the player for debugging purposes. I will undoubtedly explain Direction Warps in later Q & A ..

Named Warps aren't the easiest things to understand in ,
Kenuchii, but they are vital for shifting the location of a player, for accessing the other 15 maps, and for organizing your rooms, dungeons, castles, and cities, and without having to rewrite them if you shift the locations of one of them, and you can associate the destinations with up to 8-letters for a reference name.

A234 (b):
Regarding your Testplay and SaveGame ability, please let me know if version 03-0101 allows you to do so for your computer platform.

A234 (c):
Current only allows you to have up to one tag-along sprite.
Click
to see usage and examples.

Hope This Helps !
( Mr. Morteo )
Q235:
Can you help me? As you can imagine I loved yor "cutie characters" but i use (and will always do it) rpg maker 2000
So, I can't use your sprites, so my question is ...

(a) Can you make another version for the rpg maker?

If you say nope, then...
(b) Can you tell me wich character editor use to do that??
(Idraw sucks!!)
( Topaz )
A235:
Greets Mr. Morteo:

(a) & (b) is en route after I have worked on and finished other projects first. will be much more powerful than current Scenario and allow a Sprite Message and accompanied image & 2-line description for each and every item the player carries in a graphic list. I have 50+ more years in my life, I'm retired, so I think it can be done.

I have written and for years have been using a custom one specifically for my projects.

In the future, I will make a program called
Image Clipper which, although designed specifically for my programs, will allow you to clip images from any bitmap via keyboard and at exact sized cel images.

I haven't heard of
IDraw.
Some graphic toys you should get your hands on are:
Display (100% ) written by Jih-Shin Ho,
Paintshop Pro 7 (Commercial package by Jasc Software),
Irfanview (100% ) go here --> http://www.irfanview.com

Display is a keyboard-only DOS graphic tool and toy of the very best kind.
If you're a mouse-aphobic like me, you'll love
Display where almost every single keystroke is a command.

With ability to preview images before you load them and razor-sharp per-pixel alignment using arrow keys and numeric entry you can crop, resize, recolor, and re-render almost any image.

Paintshop Pro 7 has about the best color quantization scheme I have ever seen to convert true 24-million colors to 256 colors, as well as bilinear resampling and Smart Sizing. Making use of it and the Magic Wand which "magically" selects solitary odd-shaped images from the bunch is what I use to extract new Sprites and images to work with.

Irfanview is not as powerful as Paintshop Pro 7 but still has some very nice features nonetheless. I use it to screen-capture images from SNES gameplay (usually Japanese RPGs) and save them off as 24-bit bitmap file named spr##.BMP to re-render later as the way it saves off JPEG and .GIFs is not nearly as powerful or accurate as Paintshop Pro 7. Irfanview is very much like a mouse-version of Display described above.

Oh yaas,
PSP7 can also save JPEGs at an exact filesize of your choosing showing you a preview of it before you save. I try to keep a tight small-file collection of all of my Add-On archives (the master images) and this ensures keeping the quality for later Add-On rendering. Making use of PSP7's lavish effects such as JPEG Artifact Removal and Edge Preserving Smooth can cut down the size of a master image file and in many cases improve the quality of the final compared to the larger original image.

The
Cutie sprites were actually from a GBA game I played in Visual Gameboy, some kind of out-in-space board-game. Since you can remove alpha and graphic channels from the display, I nipped out each of the 8 frames to each of the cuties. From there, I brought up PSP7 used the magic-wand to capture each of them in motion, then re-sized them with Bilinear Resample which does the very best with resizing small sprites to new similar sizes. Using my own image clipper, I picked up each new rendering, adjusted them to be centered in the 64x128 area for a new Add-On Sprite and then updated the webpage.

It took 3+ hours in all to get the 5 cutie sprites captured and rendered and a some-odd 2+ additional hours to get the face images as I had to play the game in Japanese
(which I don't know!) to get any of the faces to appear in their varied emotional moods. The little blue-haired robot-girl I couldn't find get her all moods.

This may seem like a bit of time to you, but I am excited at the prospect of my little RPGMaker being able to make use of new
Sprites outside of RPG95.

Look for many new rendered sprites direct from
RPG2000 in the future.
These are sized to
24x32 so I will need to resample each of them myself for new Add-On sprites for and .

. . .

(*) You mentioned in some private Email to me that you liked RPG95 and/or RPG2000 and would never make use of . Well, that's fine. RPG95 and RPG2000 are indeed good busy RPGMakers, but they are a large part to contributing as to why I wrote in the first place, because they were so very complex to use.

I hope you take a good look at Scenario before deciding too soon, however.

It should run in WinXP now and I wrote Scenario because of RPG95 and RPG2000 being so complex to use. Further, RPG2000, translated from Japanese to English by
Don Miguel, will not receive any changes, or additions, nor RPG95. They are fixed programs, and consequently illegal to own a translated copy.

I personally don't care and secretly admire
Don Miguel for translating a RPGMaker, illegal to own in the U.S. or otherwise, that spans 10megs of installation, but others might care and penalize, and this prevents you from contributing world files in the future for what could be personal profit and fame from your hard earned Worldbuilding ability.

is under a constant state of growth and from Dec. 1st, 2002 to Dec. 30th 2002, these features were added:

* Underwater FX
* Snowflurry FX
* Infinite # of transports on any map and ability to allow/prohibit player boarded on a transport to warp to any of the other maps.
* WinXP compatibility
* SafeWave driver for older computers

Planned for the future is:
Playing RealMedia music and Mp3s (just download any of the Daily Music for an example). Sample link below, this is New Year 2003 music although I do post a RealMusic file with every Daily Bulletin, consequently, you could collect quite a few by reading my bulletins.

http://members.dfwonline.net/dw817/dailymus/newy2003.zip

Playing RealMusic in . This is not a pipedream. I have already written the code and tested it, and oddly enough, it will work on any soundcard no matter how primitive. I am - very excited about this since to my knowledge NO SOFTWARE can play RealMusic as part of their game or gamemaker. And I can tell when it is done playing and start it over again so it is true background music in the game.

The map editor is very intuitive and the overall system remembers the positions, selections, and last choices for over 400+ procedures and functions and selections used in the engine itself. Thus, all menu locations, last tiles chosen, and cursor position are saved each and remembered each and individually for any of the maps you work with.

Over 20 world files have been written by others, and unlike the massive overhead of saving off worlds in RPG95 or RPG2000, if you decide to use the default images and music for everything, even in a world that has 350+ Sprite Messages, such as Suzi's Quest (the default sample), PKZIPing the .WRX file as a complete RPG comes PKZiped to 125k, not a meg, unless you are using a meg of add-on imagery & music.

While I have not listed complete ideas yet, many good suggestions have been posed and will be followed through such as a DEFEAT icon that teleports the player when defeated in combat to an exact map location so you do not completely lose - game over - load a saved game - but are penalized as the Worldbuilder sees fit and can continue your quest at a new point.

Background
.WAV effects such as engines, rain, applause, etc. I would really like to see a world that shows the interior of a spaceship with Sprites moving around, a story forming, and that deep rumbling sound you hear from the ship's engines. While this background .WAV effect will not be available to those people running SafeWave (generally Windows 3.1 users), they will be available for everyone else.

Random encounters, not done through tile selections but instead inside the
Sprite Messenger for more direct control and the ability to turn it off/on based on the player' s position and status in a game and their location. I will try to make this as simple as possible when it is in effect so there may be some additional tile data to record random encounter positions to separate positions of air/water/land combat.

Scrolling Storyboard text, where an entire page of text can slowly scroll on to the screen not affected by any effects or Sprite Messenger Commands you do once the scrolling has started.

will grow .. in time .. It is my lifetime project..
As it's author, I am not asking for money nor do I plan to in the future.
I just want to see what you and others can build in it. I very much enjoy playing unique and original RPGs and see my program as an engine to contribute to the great creativity and genius in others, and to share their world creations with everyone else, not just for playing these games, but for learning from them; good Worldbuilding techniques, stories to carry you, and gameplay that keep you wondering
(and wanting to know) just what will happen next.

There are a lot of very creative and talented people out there who have a "story" they want to write. To share their life experiences, ideas, and dreams with others. I would like to think can help them achieve this.

If you make something interesting in , please beam up a copy to the
Download Station so others can both play and learn in it. This is all I ask.

Hope This Helps !
( JTBETA )
Persona #12 in use by Sebastian - shifting you to the next persona ..
Q236: I have 3.

(a) How do you 'Tile Couch' critters and make
them pop out at the right time?
(b) How do you do the same thing with sprites?
(c) What is 2+E?(I'm joking. Actually, how
do you use critter messenger
to make a critter speak ONLY,
before it attacks?)[I've seen
that in the game Dragon Slayer]

( Topaz )
A236:
Greets JTBETA:

(a) Adding critters, both visible and invisible in is pretty easy .. First off, from the main editor, where you can plot tiles, make sure your cursor looks like this:

If your cursor does not look like this, hit the backwards apostrophe located just above your key until it does. Hitting this changes your zoom lens between four different sizes. The size I will always want everyone to have their system set to when explaining most answers to in
Q & A will be this size, where you can see no more than 7 tiles up and down.

Okay, from here hit
(pick your critter with the arrow keys from here and hit again to select it)

Now you have made a critter !
To make it invisible, that is, where it will not show up in
Testplay until the critter is close enough to pounce on the player, with the cursor still on the newly created critter, hit the key. You will know that the critter is hidden because the tile will appear shazy and a small will appear in the Info Window just to the right of the critter details. To remove the hidden status, just hit the key an additional time.

Some of you veterans may be wondering if you can create a hidden critter by pressing the key. No, you can't. Remember you cannot invert a
Sprite (where the image is a Sprite), a Critter, or a Warp.

If you delete a critter or any tile for that matter later with the key, remember you need to
unhide the tile so it does not appear shazy. You will only see this shazy appearance in the default zoom lens. I may correct this in the future so when you delete an element that had a hidden flag on it, it will be removed automatically.

(b) You cannot hide Sprites if you are using a Sprite image unless there is a switch attached to it. Using switches is a detailed process and is covered more by clicking .

There are many examples of both hiding and revealing
Sprites that have Sprite images. Here are just a few located in the default SAMPLE world, "Suzi's Quest."
Remember, in the editor, hit the key to SWITCH ON or OFF a switch when the map editor's cursor is beneath one. You can tell that the cel is attached to a switch because of the and that appear in the bottom-right-hand corner of that single map cel.


This Guard will change position and messages based upon the defeat of the Corsican Brother Gobblins just to his right (your left).


Once these 3 critters are defeated, 3 new hidden and inactive ones appear and then become active.


When these 7 Scorpions are defeated, the shy talking Scorpion Sprite changes position and a new secret room is revealed. NOTE that switches carry over to all maps so also check out position: to see that this new Scorpion is only revealed and active also when the 7 Scorpions on the other map are defeated.

There are many other examples. You may need to play a bit of Suzi's Quest to find all of them.

(c) This is a good question, and I hadn't considered someone misinterpreting the order of events to create one. To make a custom combat Critter "talk," from the map editor:

Hit
(pick your critter IMAGE with the arrow keys from here and hit again to select it)

Confirm you are adding a Sprite Message now by hitting , and again after having read the notice to type in a message.

Now, to make this Sprite PAGE a custom combat critter, NOTE that you are only changing this PAGE of this Sprite, NOT the entire contents of the Sprite itself, hit:
confirm with and now you have changed the first page of this Sprite to a custom combat !

Go to fill out the details as you like for this critter.
Now, to make your critter "Talk" hit
(make sure you are on the choice INSERT PAGE) and hit to confirm it.

Now, what you have done is insert a normal page prior to your custom combat page.

Remember that having a custom critter on a Sprite Message does NOT terminate that sprite after combat nor does it prevent you from putting normal Sprite Messenger pages both before and after it.

From here, type out the text you want to have appear prior to the custom combat.

You're in trouble now !

To go to the page with the custom combat, hit or the down arrow key when you are on the 5th line of this page and you will see that it did not get lost, but MOVED to the 2nd page.

When you have everything where you want it, to save this Sprite Message, hit:
and you are back !

Now, when you talk with this "Critter"
(remember, it is not really a true Critter but a Sprite with the appearance of a normal Critter and a custom combat defined on page 2), you will see the opening text first, and then combat will occur.

It is
IMPORTANT to note that I have recently changed any custom combat that occurs inside a Sprite Message, to LOCK to the page right after the combat. If there are no other Sprite Messenger pages, then this sprite will TERMINATE and cannot be called again.

Hope This Helps !
( Sayonaran Avon )

Q237:
(a)
(numba 1) I have made a world that i want to beam up, but I've made it in Version H and then updated the more tricky stuff in 95a. Will this have problems running on the most current Scenario?

(b) (numba 2) 03-0101 didn't work on Win 3.1 [my sister begs you to either make one that works, or take it out of your help file], but works fine on my pc (runs Win98), but it's a tad slow. What's up with that?

(C:) Scenario is soo cool! When will ScenX come out? Soon, i hope, because I'd love to make more worlds w/ more heros!!! (oh yeah, can you up the extra guys to make a party of five? my sis is working on a Journey game that she would like to throw down in ScenX, and it has five memebers... :D) Don't mean to be cheeky!

-- Spinner!
( Topaz )
A237:
Hi Spinner:

(a) This shouldn't be a problem. The latest version to date is 03-0204 and you can download that by clicking .

(b) Take what out of my help file ?
The current version
03-0204 should be quite a bit faster than 03-0101.
I am having to ask "permission" marks as the errors
WinME/XP/2000/NT were having was that I did graphics without asking the system to. You don't need this for Win3.1/95/98.

(C:) As mentioned, I doubt will have the ability for multi-players in a combat party now or in the future. This all falls to . I'll start this new project after I finish up FAQ which will have graphic examples of Sprite Messenger commands and answer a lot of common and difficult questions too.

I was hoping to start work on my own
RPG "What Color Is The Sun?" after FAQ but I am receiving quite a bit of Email wanting multi-players in combat, and that just isn't possible with the current engine, so I will want to start posthaste.

Hope This Helps !
( Shadow )

Q238:
(a)
but there was a question I really needed to find, I've been
trying all night to work out how.

I'll just ask the question here I guess.

I know I have done it before, but how do I master the Multi choice Question
Spirite thingy? The icon with the blue triangle and the white question mark?
I can get as far as even making the replies to your choices

(b) but I can't
remember how that lock icon works. When the player answers the right way, I
want the MESSAGE TO STOP, not continue onto the other boxes. I also want the
message to stop completely once the player has made the right choice (No,
not lock all run once only in the menu, because that would only give you one
chance and it would screw the game up. I mean keep making the sprite talk
until you make the right choice).

Thanks, Bye.
( Topaz )
A238:
Hi Shadow:

(a) There is a very detailed answer to this and other ways of making decisions in found by clicking .

(b)

Well done, Shadow !
You will find your room in the newly updated
Answers world at:

Click
to download the Answers world now.

It is important to remember, that if you want to GOTO a LABEL without asking a question, from the
Sprite Messenger hit:
(make sure you are on the word INQUIRY)
The NEXT keystroke will bypass the inquiry check !
From here enter in the label you want to FORCE GOTO every time after this page has been run, and hit to record the label you want to GOTO.

You will notice that the corner top-right window will have INQUIRY blank and LABEL to have whatever label you want to GOTO after this page.

Hope This Helps !
( Sayonaran Avon )

Q239: I have two problems with the mask (it's
driving me nuts!!) I'll lay them out for ya.


(a)
Our hero gets hexed by an evil mage and he becomes
a little boy. The spell wears off once he leaves the
place where the mage is training. [at first, our hero
kept becoming invisible, but I've used reset vaules on
this near the door, but it kept pausing the system]


(b)
There is a special case where it is full of past
warrior's prized weapons. Our hero touches it,and he
becomes one of them. (with beefed values and stuff!)The
spell wears off near another door, keeping some of the
beefed values. [This time the wear-off has a message
attached to it. If you missed the case, and head
straight for the door, the message would come up, spoiling
the suprise!]
( Topaz )
A239:
Hi Spinner:

(a & b)
I'm not sure if you can repeat this error with the current version. Are you saying that the "mask" of the player is inappropriately vanishing ? And if so, where ? The door-frame no-longer hides the player if the tile above the tile-above-the-door matches it.

To change the mask for the player (which is permanent until you remove it, including game save or world close), but it does not affect the true player's default mask, use:
for instance, to change the player into the Dark Lord.

To make the player invisible, use:
(lowercase letter i)

To remove the player's overlay mask, or to make the player visible, use:
(period)

If you are still experiencing problems with the mask vanishing, please send a small sample
.WRX so I can see it in action and ascertain what the problem is.

I always learn the most about correcting bugs when I can see them first-hand.

Hope This Helps !
( J.T.C )

Q240:
I read your response... Would it be
possible to keep the mask permant on everything except the
Boat and Airship? I realize that the Airship is meant
to be used on map 0 only but I am using the boat on
that map and intend to use the Airship on another. I
suppose I'll send you my incomplete world so you can see
what I am doing.
( Topaz )
A240:
Hi J.T.C:

(a) At this point, with the new transport storage where you can have any number of and on any map, I think your mask is permanent until you change it. I've since removed the soft-mask (which caused problems back in 2001) and favored a more permanent one that is also recorded with a saved game.
Click
to see some ways to change the player's mask.

(b) Phew ! That's a difficult question, and no it doesn't earn you an Answers Room as the solution is a nasty one. If you plan on charging different amounts than the shop has, you will need to make use of multiple-choice and inquiry/label checking the current # the player has. Essentially, you would need to make about 2-3 pages for each of the possible situations where the player has an item 0-9 of.

Regarding you sending a world file for me to look at, that would be great, I'd love to see it !

Hope This Helps !

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