 ( F.I.A. )
Q41: Please make the line
in the Sprite Messenger infinite in the next scenario.For
twice I had ended up not enough lines(duh).
|
( Topaz )
A41:
Greets F.I.A.:
I'm not sure I understand you entirely.. Do you want more
then 99 lines to a
Sprite Message, more then 5 lines to a Sprite Messenger
Page, or more then 999 characters per line ? It's a good
question, just please re-word it.
I just
got an Email from someone that said Scenario ran too slow
on their computer so I may hold off on my writing any new
special FX stuff for Scenario until I can isolate why it
ran slow on his PC !
These are good questions of yours and very helpful for
Q&A, F.I.A.!
Thanks !
Hope This
Helps ! |
 ( ChUcK )
(Persona
#12 is in use by Tristan until January)
You're fine with # 11. Just don't swish when you walk. 
Q42: I am VERY VERY confused about how to make a
cinema screen. Can you hel with that?
Q43: For the "Find Shovel or item" thing,
how do I make a picture of that item or get one? And I'm
a bit confused about how to make the guy say"Find my
shovel" or something, then give you a item or move.
Can you please explain in a easier way?
|
( Topaz )
A42:
Greets ChUcK:
Well first off, there aren't any real cinema screen
events. All you are doing is controlling the actions of
the Player, NPC, and Camera to create "story"
events.
The focus by default is both the Player and Camera. By
selecting any of these 3:

You set a new focus. If one is right beside another, and
it doesn't matter the order, then more then one focus is
selected. For every new Sprite Messenger Page, the focus
is Reset back to the Player & Camera by default. To
have a long continued animation from the NPC from one
page to the next, you would need to select once again
to select focus for the NPC again.
A43:
There are no pictures of
items in yet, unless you count those tiny
8x8 icons which you can use as part of an item's name,
but it might complicate issues.
Items only appear in the player's inventory if the first
character is . If it's not. Then it is a flag that does
get set in , and you can check for it, but it
does not show up in the player's inventory. To give the
player the "Shovel", for instance, you would
use this in the Sprite Messenger:
       . This would LIGHT up the flag       which would appear in the
player's inventory only as      . From there it is a simple
matter to do a comparison. Making use of the Terminate
Icon
this tells to EXIT when this page is done.
You can check for this on a page by doing a comparison by
hitting [ESC], Inquiry, and then hitting [TAB] to
select the special characters of which means
to branch on this statement if it is LIT, the special character
(typed once again by pressing [TAB]),
and then just typing out "shovel" . And for the
next inquiry, something simple like "GotIt"
followed by [ENTER].
Since You used the icon you have told the Sprite Messenger to
terminate on this page UNLESS the inquiry was
true, in which case it will go to the label
"GotIt". Quite simply, go to the page after
this one, hit [ESC], Label, and enter "GotIt" .
Now you have the page prior to the one with an inquiry to
compare for the player having the Shovel. And, if so, to
continue to the next page.
You could shortcut this by reversing the flag check and
looking for a NotLit bulb and jumping to label which means
to terminate here, but let's see if you understand the
prior one first.
(YAWN!) Scooze me ! I just got thru
burning 18 CDs for everyone's Xmas prezzies and it took
a-while to get it all. It's 11:04pm here but I'm gonna
finish up all the Email first before turning in.
Hope This
Helps ! |
 ( F.I.A. )
Q44: Mr Topaz.
Nevermind about the lines in Sprite Messenger.Perhaps I'm
just writing too much.
Q45: Can you list also all the play Riff files?
Q46: The "beeline".The
"flow".What are actually their use?
I used them but found they affect nothing.
|
( Topaz )
A44: Greets F.I.A.:
Perhaps.. But maybe not.
If there's a problem or you want a change, please let me
know. I'm out writing this to see and play some great
RPGs in the future so it's to my benefit to assist here. 
A45:
You're lucky I've got them
decompressed in my main compile-area. Inserting..
$besitm1 |
$fnfare1 |
$inn1 |
$item1 |
$wonbat1 |
$besitm2 |
$fnfare2 |
$inn2 |
$item2 |
$wonbat2 |
$besitm3 |
$fnfare3 |
$inn3 |
$item3 |
$wonbat3 |
A46: You
found another dead command. The Bee I drew.. Huum.. I
grew bored.. Sorry..
I also drew the images of pots of honey and flowers for
them.. Programmer's boredom.. 
The Flow Icon however is being used. If it is included on
the first page of any Sprite that has the image of either
Critter or Sprite, then it will auto-activate instantly
that Sprite when you touch it without having to press [ENTER]
or [SPACEBAR].
If it is a normal Tile Sprite, then by Flow it means
that you can Flow into it. And, even if the tile was not
permitted entry, it would if this was one of the
characters located anywhere on the first page for that
Sprite.
The reverse of course is the Block which means
no passage. In this, it will prevent you traveling over
this Sprite even if it was normally permitted.
Sometimes it is desireable to use either the Flow or
Block in certain instances of complex
Hidden/Inverted/Couched Tile arrangements to get the
effect that you want.
Since you're really turning out to be a busy BEE
yourself, you can see some complex examples of the Flow being used
in Suzi's Quest at 03:26/40 and 03:26/41 . Yep, it's that
diabolical Invisible Maze !
In truth, the BeeLine may be used later for panning the
camera around.. But I actually did doodle some flowers
and stuff for it ! 
Hope This
Helps !
|
 ( Wren Pheonix )
Q47: I have some questions Topaz (like that is new).
(That's
fine,but I wanna copy of your game to play naaow! I
really want to see what you're up to !)

Alright, I actually started to
dig in and make maps, when I found out that I still
didn't know enough. I realized that you could not walk
from one floor type to the next (example, from grass to
cave floor), he would just stop like I was against a
mountain. How would I change this? Use the flow switch on
every leading edge?
(I mean every place the grass touched the cave floor(see,
I already checked your Q&A for possible answers)) or
is there an easier way to do it (I would have a heckva
lot of grass, ice, cave and firefloor to cover :( )
Q48: Next question, but sorta on the same line, I
put some doors into my buildings (they are much better
with doors ya know) and when I test played, they opened
by themselves and let me in, but when I tried to leave,
even though the door was open, he wouldn't go out, do I
again need to use the flow switch?
Q49: I had a good idea about how to set up my
outside field map and towns. I have towns as small field
maps with the buildings, and the shops warp you to a new
area on a map, the other buildings (homes and such) just
open up and let you walk in, is there a way to have the
celing (i was using dias tiles) over the house go
transparent and reveal the floor and people, furnature
and such once you open the door?
Q50: While I was working on the map eariler, senario
did something funny and suddenly (i don't know if it was
because i was using some other programs (messenger and
mp3 player)) while I was trying to place tiles, it would
bring over the ship (the transport) and then try to set
it down and say i couldn't set it on top of another
transport, and i was not even touching the enter key to
"pick up" a transport, i was just trying to use
the space bar and lay down tiles. I finally just saved
and shut down senario and started it back up and
continued, it just confused me quite a bit (not a hard
thing to do sadly). Was it just a glitch on senario or
did
I inadvertently tap a key that started the whole thing?
|
( Topaz )
A47: Greets WrenP:
No, you don't need to use that Sprite for everything.
There is a situation of a couched Tile showing the
inverse of its definition. It's not very hard to do. Look
at SuziQ at:
01:10/14, 01:10/15, and the patch of tiles at 02:08/02.
All these are is an additional tile placed
"beneath" (by pressing "I"
to swap the tile to the opposite underneath), and then
picking a new tile. Here is the law of
"couching" .
1. If it is not a Switch, or has a
couched tile, the image and definition are the top.
2. If it is not a Switch but does have
couched tile, the definition is bottom, image is top.
3. If it is a Switch but OFF, then the
definition and image are the top.
4. If it is a Switch and ON, then the
definition and image are the bottom.
5. If it is HIDDEN, reverse the
DEFINITION only (multiple reverses are okay at this
point!)
6. If it is a Sprite and not HIDDEN,
then activate based upon switch ON / OFF.
7. If it is a Sprite and HIDDEN, reverse
the active state so by switch OFF, it is ON, etc.
If you are just
now reading this fellow viewer, please
look over my answer to this question.
It is a common question in Scenario and one of the most
difficult ones to answer !
I may occasionally make a link in my answer to send you
here if it seems your question is along these lines.
Two complex HIDDEN switches are at: 00:55/04 and 00:52/07
.
Remember that word, "Inactive" that appears in
the Info Windows tells you that there is a
Sprite Switch here, but based upon the status, it either
shows the Sprite info or the words
"Inactive." Use this, as it will save you hours
of switch developing later.
It gets deeper then this but this gives you an idea. And YES
it was bloody hell to write and figure the coding to this
myself ! You can see how this differs from
most other RPGMakers that require complex script-coding !
I did all the hard work for ya !
If you want 100% entry from any tile, these are the ones
that allow this. NOTE ! A sub-flag is created based upon
the last tile you just exited so you do not enter a City
from Grass and can then walk on the water. You also see
I'm having problems with my two transports of disabling
this flag when the ship is docked or the Airship is
landed. These sub-flags are not created when entering
"Bridge" or "Stairs" however.
These tiles can be entered from any other tile:
<- Note
the SaveSpot engages "Save" however.
This tile must be crossed like a bridge. That is, you
cannot change direction when directly in the middle of
it. There is an exception, it becomes a WALL if there is
more then one of the same type beside itself. It is used to normally transfer
from one Tile floor to another.

This is the "Throne" It cannot be entered from
the bottom or exited from the top. And it shows the
player back into it, if entered from the top. Aside from
this, it can also be entered from any tile. You can enter a new Tile
traveling thru this.
This are the "Stairs" Tile. It cannot be
entered or exited from left to right and can only allow
passage up or down. It
is used to normally transfer from one Tile floor to
another.

This is the "Doorway" It cannot be entered or
exited from left or right and must travel up or down to
enter and exit. It hides the player's sprite when one
step above it for doorways, and prevents entry from the
back if both the tile to and prior are the same. You can enter a new Tile
traveling thru this.

This is the "Bed" It cannot be entered or
exited from the top or bottom and must travel left or
right to enter and exit. It covers the player "with
bedcovers" naturally when
on top of.
You can enter a new
Tile traveling thru this.

These tiles allow entry to their adjacent ones based upon
their "Type"
<- these
last two only for map # 0 or are considered new tiles
entirely !

This one tile BLOCKS all movement under all circumstances
despite the terrain the player is attempting to enter
into it. "Mountain" It is also the only tile
the Airship cannot travel over.
You
can cross the "Mountains" by couching a hidden
tile beneath it to reverse it's definition. This is the
ONLY way to appear to travel over this terrain.
A48:
I just checked doors,
open, close, to many different terrains, to warps.. They
seem fine. If you would like to send me a copy of it, I
might understand this question better, and you can
highlight the exact area. Since I wrote , chances are pretty good I could fix it.
A49:
What a neat idea ! Yes, I'm updating "Answers" to
show how to do it. I had forgotten that Dragon Warrior 1
did this...
... Phew ! That was a bit of work ! Got it all done. You
can see it on "Answers" at:
01:31/09. And yes, this girl likes to sleep ALONE ! (Hehehe...)
I can see there's an error in my switch not taking into
account changing the tile beneath a Sprite as well as
it's visibility status. Look for a fix to that in next
release, that + the spot where the player is hidden first
entering the door.. These are technical and may be hard
to fix..
also I added Theme music to the "Show A Title
Screen" Example.
Unnecessary copy of
"map2.dat" found in "Answers!"
Removed.. Filesize of
"Answers.zip" is now 3124 bytes.
A50:
Just be glad it didn't
lose your work ! Some of my earlier versions of , if it crashed anywhere, would lose your work
as well.. Make sure you are using
v0.092d ! Earlier versions had a problem if
the cursor just glided over any of the transports in the
editor mode. I posted this error briefly in the Download
Station and removed it once I had fixed the error in
v0.092d.
Hope This
Helps ! |