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    Troubleshooting topic

    I guess I'll go ahead and make this. I think some people may find it useful. This topic will cover with any programming issues that I have dealt with or am dealing with. Obviously I was already a fairly advanced user of RPGM1 before I started this project, so this is kind of an advanced RPGM "issues" guide. However, newbie questions are certainly welcome. This is more for your benefit than mine. Here are some of the issues that I've dealt with in the past and have come to a conclusion on:

    Copy and Paste "bug":
    I noticed that sometimes a copied event would not work properly when the original one did. This was due to the fact that the original event had "take over the event" (take over a different page of itself) commands. When an event like this is copied, the copy will take over the original event instead of itself. To fix this you just have to go to each "take over the event" command and have it take over itself instead of the original event.

    The Probability "bug":
    Even RPGM1 veterans were surprised to find out that whenever you choose the percentage of a 2 or 3 way probability event, you are actually choosing the percentage for choice 2 and 3, NOT choice 1.

    Custom Music issues:
    If there are any musicians out there that might be interested in composing music using the sound effects in RPGM1 but maybe don't quite understand why it doesn't sound the way that it should, this info. is for you. Composing comes pretty naturally to me and it is what I studied in college so I was able to figure things out pretty easily. Here are some possible questions that an RPGM1 composer may have and the answer:

    Q) Why does everything sound at once?
    A) I think that most people attempting to make custom music on RPGM1 probably already know the answer to this, but just in case; you need to use the "wait" command to separate the sounds.

    Q) Why does the music "drag" (slow down) so much?
    A) This is related to the first question but a little more complicated. If you have already tried making music without the "wait" command, you probably noticed that while the sounds are relatively close in time proximity, they don't technically sound at the exact same time. This means that the more sounds that you have clumped together without a wait command, the more the music will drag. It's best to keep your compositions down to two voices (i.e. parts, such as bass line and melody) to keep it from dragging.

    Q) What are the limitations of "writing" music in RPGM1?
    A) Most notably, you won't be able to do anything for the duration of the music. Each sound can only be used in one key or mode, so you need to use sounds that work together. There aren't a whole lot of options for melodic instruments to begin with. There's about 3-4 that work pretty well; most other sounds are more percussive than melodic, and even the ones that do work well have little to no sustain, so the music will sound staccatto most of the time.

    Any questions? Fire away. The questions above are just speculated, hypothetical questions. If you have a real question, feel free to ask it here. Of course you're always welcome to add your own hypothetical Q&As to the pool of knowledge.
    Last edited by JANK; 04-14-2008, 11:14 PM.
    My RPGM project: Fantasia Saga
    Coming Soon!

    #2
    Re: Troubleshooting topic

    Like I pointed out in the general info. topic, I think I'm going to have to do something to deal with the memory limitations, particularly with my monster system. I'm thinking of simplifying the system and re-doing it from scratch so I can have lots of absorbable monsters instead of just a few.

    I'll probably just make it so that all monsters are absorbable, and each absorption will change you into a particular kind of monster with specific stats. that will never change (similar to the system used in the first SaGa on the Game Boy). In other words, I'll have an event that changes your monster's stats. all to 0 first then add the specific amount of stats. to make your monster exactly like the one you absorbed (except maybe with less HP, since some monsters have HP in the 1000's and that's too high for a character in this game). I haven't actually tested this out yet.

    As for skills; I think I'm going to make it so that certain skills are required to change into certain forms (like in SF) rather than limiting the absorptions by your monster type. I think I'd also like to have it so that you will lose certain skills when you change into a certain type of monster. I believe that this system is not only more complex and flexible than my previous system, but it will also take up less memory. Instead of having a different page in a monster event for each type of absorption (depending on what monster type you currently have), there will only be 2-3 pages per monster character (in any given monster event), with the page conditions being a switch indicating whether or not your monster has a particular skill. Most of the weaker monsters won't even have a skill requirement, so it will just be one page per monster character, always leading to the same absorption.

    I hope this makes sense. I know that's a lot of text to get through.

    *Edit*

    I just came to the realization that you can't make characters lose skills in RPGM1. Urgh...that's annoying. This will detract from my monster system immensely.
    Last edited by JANK; 04-21-2008, 02:07 AM.
    My RPGM project: Fantasia Saga
    Coming Soon!

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      #3
      Re: Troubleshooting topic

      Yeah, the inability to "forget" skills here is also an obstacle in my game too (which is not really too much a big deal in mine, at least)

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        #4
        Re: Troubleshooting topic

        I might just make it so that there's only a chance that you will learn a skill when you absorb a monster, that way it won't be so easy to get every single monster skill and all the best forms in the game.
        My RPGM project: Fantasia Saga
        Coming Soon!

        Comment


          #5
          Re: Troubleshooting topic

          I forsee that game balancing could possibly be an issue that will turn some players off. It's extremely difficult to have balanced battles in a super non-linear game like this. In your opinion would you rather most of the monsters be underpowered of overpowered? Be honest. I'm guess most people would prefer underpowered. As of now my game can be difficult because of the battles. I know if I were playing someone else's game I wouldn't give a second thought about quitting if the battles were too difficult.
          My RPGM project: Fantasia Saga
          Coming Soon!

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