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    Questions as I go.

    So, I have been working on an RPG version of a Legend of Zelda game.
    Most of it was easy enough for me; dungeon mapping, town, enemy, and character creation, treasure setting, and so on.
    Lately, though, I have had a few issues with what I dub the slightly more advanced moves.

    (Modes, event detailing, etc.)
    Hence the thread...

    Question #1: In some dungeons I have created locked doors that were intended to be opened via floor switches.
    Is this possible and, if so, what do I do to make it work?

    Question #2: What is the most efficient way to make a two stage boss battle?

    (Fight, win, boss transforms, fight.)

    More questions to come as I work.
    If such questions are answered elsewhere, feel free to tell me.

    ...I was never here...

    #2
    Re: Questions as I go.

    #1:http://www.pavilionboards.com/forum/...ead.php?t=7552

    #2:Im not sure of the proper coding for this, but you should get the idea

    Boss Battle: Great Ape
    -Win/Loss
    --Start/Win
    ---Boss Battle: Great Ape Final Stage
    ----winning code here
    --End/Win

    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

    Comment


      #3
      Re: Questions as I go.

      First off, welcome to the pav.

      Now to your questions. For your first one you will have to use an invisable event. Place the event in front of the door.(Note the door shouldn't be considered a locked door in the dungeon editor. A normal one will work.) In the event you can set the condition for it to play. Set it to Dungeon switch off. In the actually event make it say something like-
      "We need to find a way to unlock this door" then a movement command. Move the party away from the door just a little. Just enough so if they step toward the door the event will trigger again. When you filp the switch it will be one and the event won't play.

      As for the second question it's pretty much what you put up there. Have the first fight happen,, after you win have some dialogue and then start up fight two. Before the second fight you can add flashes and stuff to make it seem like it's transforming.

      Comment


        #4
        Re: Questions as I go.

        Good news, I was finally able to work both problems out.

        Thanks for the help, both of you.

        ...I was never here...

        Comment


          #5
          Re: Questions as I go.

          Okay, i have no answers except for the boss one:

          You can have a storyteller for the first boss, where it appears as a background if it's a monster. Then, when you win, you have another storyteller, where the same monster in on background, then do flash, fade out (on top, of course), then fade back in on a key after the background is changed. This will make it look like it transformed. Next boss... It's what I'll do for my final. Hope it helped!

          Comment


            #6
            Re: Questions as I go.

            I have the two-stage fight handled for now, but I may look into what you suggested sometime.

            Question #3: How do I make items, like keys, vanish after using them once?
            Multiple, same-key dungeons. I didn't want to end up able to run through everything after just one dungeon.

            ...I was never here...

            Comment


              #7
              Re: Questions as I go.

              Are you using the key in an event or to unlock a door(Ive never used a locked door)

              Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

              Comment


                #8
                I'm using the keys to unlock locked doors. I'm trying to make it look and feel a little more authentic since I'm going for a Zelda theme.

                -
                Question #4: Apparently, I'm able to make some areas inaccessible at the start of the game...how do I make them accessable later?
                Question #4.5: Similarly, how to I configure dungeon access so I can only go into a new one after I clear the previous one?
                Perhaps have bosses drop specific keys to the next dungeons, but that would be a lot of keys to deal with.
                Last edited by NamelessRPG; 06-13-2008, 08:01 PM.

                ...I was never here...

                Comment


                  #9
                  Re: Questions as I go.

                  #3 Assuming your keys are treasure objects than you can place an Auto Event in an area that the players can only reach once they no longer need the keys, then remove them using "Party Control" -> "Remove Treasure." (I think)

                  #4 I presume you speak of Towns, Dungeons, and Castles here. Go into Town Properties, Town-Castle Properties, or Dungeon Properties and change their accessiblity there (in an event, ofcourse).

                  #4.5 For this I shall use something I did in my game as an example. At the start of my game the PC is on one end of an island and must search the rest of it for her lost comrade. Along the way she will find a dungeon (a pyramid). If she attempts to enter it an Auto Event in the first room will trigger and do a short cutscene, at the end of which she is teleported outside the pyramid and pointed in the direction I want them to go. In order to enter they must posess a perticular item (the Unsealing Stone). The Auto Event checks for it, when the player posesses the stone a different cutscene is played, the stone is removed from their inventory, and the event turns itself off. The locked door? It was never really locked.

                  [EDIT] You can substitute treasure items for variables that track what dungeons they have defeated. Don't forget to rationalize it, or the player will be extremely upset.
                  Last edited by Stormy; 06-14-2008, 02:26 AM.
                  stodi no na ka cenba

                  Comment


                    #10
                    Re: Questions as I go.

                    #3: I hadn't considered doing that, I'll try placing them in the boss rooms and test it out later.

                    #4: Specifically towns in this question.
                    I know how to make them accessible/inaccessible from the start, but I was wondering how to make them open up later in the game.

                    #4.5: Your answer sounds similar to my idea with the keys, so I suppose I will work with that after "decorating" the dungeons.
                    Working with the variables sounds like it would be more effective but, in all honesty, I seem to have trouble understanding anything about them.

                    Thank you for the answers, I was at a bit of a standstill without them.

                    ...I was never here...

                    Comment


                      #11
                      Re: Questions as I go.

                      #4 You do this using an event command. I don't remember which one right now, and its 2 AM here, so it'll have to wait until tommorow.
                      stodi no na ka cenba

                      Comment


                        #12
                        Re: Questions as I go.

                        Control>Properties>Town Properties.

                        And I might be able to explain variables to you. There are several different ways of explaining them, it's just a matter of reading the right one. If you want, I can try. One thing to know though, is that variables are nothing without events to change them with event codes (Control>Increase shared/internal Varible), and events to check for those changes via Value-Conditional Branches.

                        If you want a more involved explanation, then just ask.
                        Last edited by Ωbright; 06-14-2008, 03:25 AM.

                        Comment


                          #13
                          I happened to be in the editor, so I can check it out. "Modify Town Prop.," correct? Seems like an event version of the town creation screen.
                          I'm assuming that once I set it up, I work with the event occurance details and it should work. Of course, from there it goes into variables...

                          If you would, a simple explanation would be appreciated. Preferably something focusing on "Point B unlocks after completeing Point A."
                          If I can learn at least that much, I should be able to understand everything else on my own.

                          -
                          It is getting late for me as well, so I'll check in next time.
                          Last edited by NamelessRPG; 06-14-2008, 03:50 AM.

                          ...I was never here...

                          Comment


                            #14
                            Re: Questions as I go.

                            Allrightee then.

                            Lets say you want to create an automatic event that only happens after something else happens. Lets say you want to change the weather automatically, after you take the weather stone from a pedestal.

                            First make an invisible event in the layout editor, set it to only activate 'if variable 001 = 1', and use the event code Control>Modify Map Properties to change the weather of that place to 'thunderstorm'. The next event code you input should be Display>Display OFF for the event, unless you want to do something else with that event later, in which case you would use a Control>Modify Mode, or use the variable amount again Control>Subtract Variable to make variable 001 = 0 again.

                            Now you need the pedestal event. You can use the decorative display of the blue gem for this, just for this explanation. Place an event code Control>Modify Shared Variable to increase variable 001 to 1. You can also add a Display>Decorative Display OFF code to make the gem disappear after you take it. This is a very basic event, and you would probably want a Q-A Branch asking if you want to take the weather gem, but i'm trying to keep it simple.

                            See what I did there? I made 2 events. One event changes a variable, and the other one lies dormant until the condition (variable 001 = 1) is met. You can also place Value Conditional Branches which check the value of that variable, for more complex applications.

                            MAKE SURE that you keep track of the variables on a separate sheet of paper, as there's no way to label them in the editor. You NEED to do this to make sure you know what each variable is associated with. Trust me.

                            If you need more help, I can try something even else even.

                            Something elven. Eleven elven things even.

                            I need to go to bed.

                            Comment


                              #15
                              Re: Questions as I go.

                              Originally posted by Ωbright View Post
                              Allrightee then.

                              Lets say you want to create an automatic event that only happens after something else happens. Lets say you want to change the weather automatically, after you take the weather stone from a pedestal.

                              First make an invisible event in the layout editor, set it to only activate 'if variable 001 = 1', and use the event code Control>Modify Map Properties to change the weather of that place to 'thunderstorm'. The next event code you input should be Display>Display OFF for the event, unless you want to do something else with that event later, in which case you would use a Control>Modify Mode, or use the variable amount again Control>Subtract Variable to make variable 001 = 0 again.

                              Now you need the pedestal event. You can use the decorative display of the blue gem for this, just for this explanation. Place an event code Control>Modify Shared Variable to increase variable 001 to 1. You can also add a Display>Decorative Display OFF code to make the gem disappear after you take it. This is a very basic event, and you would probably want a Q-A Branch asking if you want to take the weather gem, but i'm trying to keep it simple.

                              See what I did there? I made 2 events. One event changes a variable, and the other one lies dormant until the condition (variable 001 = 1) is met. You can also place Value Conditional Branches which check the value of that variable, for more complex applications.

                              MAKE SURE that you keep track of the variables on a separate sheet of paper, as there's no way to label them in the editor. You NEED to do this to make sure you know what each variable is associated with. Trust me.

                              If you need more help, I can try something even else even.

                              Something elven. Eleven elven things even.

                              I need to go to bed.
                              That makes two of us.

                              Comment

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