View Full Version : Game Help
Lunchbox19464431
01-27-2008, 08:09 PM
OK. Im using an idea to run multiple quests at once without needing a flag for each quest, any ideas? Also Im trying to decide on the main story following your char.s being bounty hunters, or rebels. Any imput on that would be of help too.
Dungeon Warden
01-28-2008, 02:19 PM
OK. Im using an idea to run multiple quests at once without needing a flag for each quest, any ideas?
What do you mean? Why not have a flag for each one? Are you worried about running out of flags? If so, use a variable. You can keep track of the quest the player is on by using each digit of the variable. ie quest 1 is 1, quest 2 is 2, etc. You can also do it this way:
0 = no quest
1 = quest 1
2 = quest 2
3 = quest 3
4 = 1 and 2
5 = 1 and 3
6 = 2 and 3
7 = 1, 2 and 3
You can expand this for more quests. This will work if the party can be on more then one quest at a time or if you want to keep track of which quests the party has finished.
You can also use divide (/) and modula (%) to figure out the place in the number. That is if you had a number like 249, then 2 is in the hundreds place, 4 is in the tens place and 9 is in the ones place. Dividing by a multiple of 10 will remove any number below that number because RPG Maker 2 rounds off all numbers. So if you wanted to separate the number at the hundreds place, just divide by 100. 259 / 100 = 2.59 -> rounded to 2
Modula does the opposite and keeps everything below the number. 259 % 100 = 59.
To separate the tens place from the number you can then divide by 10 to get 5.9 = 5 (remember, RPGM2 rounds off).
With this we could keep track of how far along the party was in a quest as well as which one the party was on. Using the above example, and assuming ones place is quest 1, tens is 2 and hundreds is 3, then quest one is done (ones = 9), quest 2 is half complete (tens = 5) and quest 3 has been started (hundreds = 2). If there is a quest 4 (thousands place), it would be equal to 0 and therefore hasn't been started yet.
I hope this is what you were looking for.
As to your second question. Please write your story the way you want to write it. Don't waste your time asking for someone's opinion. Only you can decide what works best in your story. The big details ultimately don't matter, it's the small details that really make a story stand out.
chigoo
01-28-2008, 05:40 PM
i have the same prolem im afrade to run out of flage and also im now useing vb and those vbs work like if you have +1 vb it controls everything in vb+1
what i mean is let say i make up a vb and call it run are all the #s in the vb its own vb ( vb=variable )
Lunchbox19464431
01-28-2008, 05:57 PM
Thanks, that helps a little. As for the imput on a game. I do realize that I should make a story my way. But as a future designer I know that to get people to play my games I should get imput and see what others like or think. If I like my game thats good, but if others like it too its great.
Dungeon Warden
01-29-2008, 03:41 PM
Thanks, that helps a little. As for the input on a game. I do realize that I should make a story my way. But as a future designer I know that to get people to play my games I should get input and see what others like or think. If I like my game thats good, but if others like it too its great.
There is only two kinds of input that are of any value to you:
1) You show someone your finished product and they offer advice on how to make it better. By finished product, this would mean your completed script at this point. Later on, you'll want someone else to look at your finished game before it's released to the public.
2) Advice on a particular aspect of your game. This means giving as much detail as you can about something you're having a problem with and asking advice on the best way to deal with it.
It is pointless to ask questions like, "which is better, A or B?" because the answer will be a matter of personal taste and have nothing to do with your project. You need to be very clear about how the answer will affect your game before anyone can give you any kind of meaningful answer.
Nje789
01-29-2008, 07:14 PM
Stories are cliche.
Make a game where you travel through time to mess up the story at various parts repeatedly until you get something resembling an ending.
First, you go through the story normally, but there's tragedies at every turn and at the end they all add up to an impossible situation, and then you fix it via time-travel, but every time it causes unexpected problems, but then you figure out it's actually a sort of puzzle, and you eventually solve the puzzle of what you need to do at each point in time, and the ending is achieved.
This is probably already a cheap sitcom on tv somewhere, but it could be good.
Lunchbox19464431
01-30-2008, 03:18 PM
Your right, well everything except the time warp thing (sounds like chrono trigger or something) anywho, thanks for the help.
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