( F.I.A )
Q61: With the sprite messenger,how can make 2 or
more sprite move(walk) simultaneously?
Q62: How could I make the some sprites(townfolks) to
> wander about when not talking?
|
( Topaz )
A61: Greets F.I.A:
There is an example of NPC, Camera, and Player moving at
the same time at:
02:30/40 .
A62:
originally
allowed for this, and then I received some complaints
from others about it running too slow. This is why I
asked about using the statues of Sprites..
Remember, you can still also only have 14 Sprites. I may
increase this later, but to no bigger then 28 certainly
and only 14 would be in the system, the remaining 15-28.
Animated had quite a bit in it, but no
brain ! Sparkles shimmered off every Sprite's wings when
they fluttered and moved, torches flickered, etc. I still
have the image components for all of this, and was
starting to work towards this again, but then someone
mentioned that barely runs on their computer..
(SIGH)
It's hard to please people sometime..
I know if I asked the question in YouTellMe, everyone
would want the Sprites to be animated
and wander randomly, but they may not realize the cost of
speed to the system if I did this..
If I go this route, I'll retrieve some of my older coding
that allowed for every single Sprite to
have it's identity. With the new Shadow Command, it would
be possible to animate 20-30 Sprites all at the same
time, but I have a speed factor to consider.. I dearly
want to get back where the Savespot animated and
shimmered over the player in addition to the animated
sparkles of curing for hitpoints, etc. let alone the
"Wander" flag for NPCs.
THIS TIME I AM NOT going to allow CRITTERS to wander
tho.. is supposed to be a thinking game
and the math was difficult enough to "catch" a
person when they were in midstep of movement.
Hope This
Helps ! |
 ( Suraht )
Q63: Hello Topaz. Wren Pheonix introduced me to this
site, and I'm about to start in and try to get something
halfway playable banged out. I played a little of the
world he made, and I came up with a couple of questions:
First, how is your progress coming on getting boss type
monsters available for use?
Q64: Second, is there any possibility of having
adjustable stats on the monsters, so the creator can
create pseudo-bosses or just make the monsters
stronger/weaker as needed?
Q65: Third, what is the purpose of the critter icon
in sprite messenger?
Q66: Fourth(and final), does the I Love Pikachu icon
do anything?
|
( Topaz )
A63: Greets Suraht:
To be honest I haven't done anything yet with that idea
being busy getting
Q & A in order for 100+ questions in the future. I
see it is of interest and instead of writing a tutorial
as planned, I will go ahead and write the routine for the
BOSS or custom critter.
This will be a special case critter and occupy one full
page of your 99 in a Sprite Messenger's page. It will
have definitions, strengths, weaknesses, and rely on
either it's own image set (including simple Sprites), or
expect an imported image. It will be desireable to have
the boss 3 critters across in size maximum with no combat
backdrop so the boss will extend into that field as well.
The inquiry for this page will be whether or not the
player survived a combat, escape is impossible and not an
option if a boss character.
If Escape is possible and the player does, then the label
"Escape" will be jumped to.
This will represent a fair amount of work on my part and
I doubt I will finish before New Year's.. It will mark a
major change for , however, and
will be reflected as v0.093, the ability to have custom
critter classes and definitions.
A64:
At this stage in the game
I would say NO. The Boss or Custom/Critter definition will
take the place for this. I feel better about this in not
having to modify or allow for modification of my
24-critter table and maintaining it at the 999 balance
for the final critter.
If, after the Custom/Critter ability is made for v0.093
and for Worldbuilders, and there is still a strong desire
to have custom hitpoints and definitions for the default
24, I will consider it.
A65:
At this stage, it is not
used, and with the development of Custom Critter Class,
it may not ever be used. Perhaps in the future to force a
simple combat with any of the default 24-select critters.
A66:
Naah.. I just like Pikachu
and was pleased I could doodle the little fellow on such
a small 8x8 pixel scale. Pikachu ! 
Hope This
Helps ! |
 ( Yackin )
Q67: Do i need any programming to build a RPG in RPG
Maker?
-Thanks
|
( Topaz )
A67: Greets Yackin:
There aren't too many RPGMakers out there that don't
require some degree of programming do they ? 
tries to stay away from this as far as
possible, but you will notice there are a few concepts in
programming that must be learned. Variables. When you
say:
   which quite
simply means to increase your goldpieces by 15.
If you understand this, then programming in really isn't too difficult.
The Inquiry display in the Info Window at the
top-right-hand corner of your Sprite Messenger display is
a conditional statement that will jump to a Label if the
statement turns out to be true. Let's say we want to
check to see if the player has at least 10 Goldpieces to
ask the FortuneTeller a question. So your Inquiry will
be:
   and the label
might be simply:       
This FortuneTeller is a nice person that doesn't want to
take your last coin so even if you do have enough, she
won't take all of it, but will continue if you have MORE
then 10 Gold.
The
means is Less Then Or Equal To . You can create it easily
enough with keystrokes of "<" and
"=" or vice-versa. auto-creates it
for convenience and to give you maximum space across for
your inquiry.
Now, if this statement were NOT true then it would branch
to the next page in the Sprite Messenger. But, if it WERE
true, a check would be made to find a page that does have
the label "toopoor" . When found, it will go
there instead.
Suzi's Quest has many and multiple examples of correct
and complex usage of the Sprite Messenger including these
"Programming" techniques. To take maximum
advantage of the system you would do well to learn these
concepts.
There is no "programming" in the sense of
typing out command words or dealing with arrays but there
is "programming" in the fact that inside , you do have access and knowledge of
variables and the "commands" in programming per
se are the little icons. 
Hope This
Helps ! |
 ( Tristan )
Q68: Hi, I want to know how to end a game. Is there
something you have to do to end it?
Q69: Can I make my game work in a SNES emulator, or
Q70: is there some way to disable the world editor
for when I give it to other people?
Thanks for your help, i'll post my game as soon as i am
finished!
|
( Topaz )
A68: Greets Tristan:
I haven't made a Sprite Command Icon yet for termination
of the game.. I wanted to put together something
interesting that saved snapshots of the
"Screen" inside when a Sprite
Messenger event took place. It would sort them by the
number of pages run inside and keep a tally of the
current snapshots and length of events. Naturally, it
would sort the longest events to the front, but also take
into account when the event took place so it's like a
natural photo album.. This is going to be a fair bit of
work, but I would like to see this, and, of course, have
credits (not mine - yours) appear during this transition
and music change period. I could make a Camera Icon that
snapshots a picture yourself, but I think it would be
more interesting and challenging for me to determine
"what" is considered an important event in the
RPG and to snapshot it based upon the series of events
taking place.
I think Earthbound for the SNES did a good job of this
with the Camera Man.
Say "Fuzzy Pickles!" 
If you just want the game to end, I could make a command
to essentially lock the system. Most RPGs do this at the
end of the game. I don't think it's very good, but I
could do that, and then return to Load/Save game like you
lost the game ?
A69: Let me read your fortune.. Ah.. I see you are
not a programmer, yes ?
Sorry Tristan, to my knowledge SNES is
obsolete, so much so that there are actually quite a few
emulators out today for it.
I'm not about to write or make compatible on an
obsolete system that only runs on an emulator ? Yeeph !
A70: It's the age-old question. I wanna make
something good but I don't want anyone to see how I did
it ? I've been requested this in already. I think
I'll have an option to "Compress & Protect"
a world file. This will not require a special key
to open. Nopers, you YOURSELF won't be able to get into
it ! Natch you won't have an option to overwrite any
existing world files with this new protected world file
as the extension for it will change as well to
".WRP" and I'll be looking for both and show
the "Lock" Icon inside the Filebox.
Regarding finishing your world. That's fine ! I've got
two in review right now, looking good, but one doesn't
want to post till I get the protection feature finished..
Huum.. I guess I'd be the same way if I put as many hours
as I've seen you lot so far put into by looking at your maps and scripts ! 
Hope This
Helps ! |