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Q & A

61-70

This Page was last updated on:
Monday, April 07, 2003
07:17 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.
 

 

( 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 !

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