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    Time tech demo(RPGM1)-Released!

    In case you haven't heard, I'm making a technical demo explaining how to use a custom time system that I built. It's something that I crafted, then left in storage until I was ready to make a huge epic OMG RPG. I don't see myself making an epic RPG soon (or at all, for that matter), so I figure that maybe the community could benefit from this knowledge.

    My tech demo will have examples of the featured time system, as well as basic switches and using items as switches. I'm going to release this to the Mag and the Pavilion at the same time sometime this August.

    For those of you curious how the time system works, I'll explain it in full below, taken from my studio at the Mag.


    --


    I'd recommend you be well versed in using both switches and items as switches before going into this. Otherwise this will be fairly confusing.

    First off, you go into the item creation menu and make time items, such as 7:00 AM, 8:00 AM, 1:00 PM, etc. Use as much as you'd like to implement. For this example, we'll be using items with hour differences, so we make 17 items; 7am-11pm. We also want to set aside some switches; in this case we're using 16 switches, roughly one per hour.

    Don't worry if this doesn't make sense yet, I'll explain.

    Now let's say, for example's sake, that we're in an outdoor area. Now, the first thing to do is give the player the time items. Depending on how long you want the character to move before time passes, you can give the player a little bit or a lot. For this example I'm giving the player 2 of every time item. Now keep in mind the first step in an event won't activate it until they walk into another, so 2 items will take 3 steps before time passes.

    Now, let's create the event that will make the magic happen. Make an event, no graphic, set to touch. We'll make a back page so we can use the page conditions (very important) and leave the first page blank.

    Here's what you do. On page 2, you set a page condition that the player must have the first time item (7:00 AM in this example), and then in the event contents you have the event remove one 7:00 AM. That way the game will be able to keep track of how many items are going through.

    Then you make another page, number 3. You set the condition to 7:00 AM No item, and then you have a switch turn on (number 1 in this example).

    We then make another page, number 4, and set the page conditions to the next item event (8:00 AM) and more importantly, we add the page condition of switch 1 being on.

    Make another page, 5. We have page conditions Switch 1 on and Item 8:00 AM No items (notice the bold? This is very important). In the Event contents we'll turn off switch 1 and turn on switch 2.

    From the we continue in a similiar cycle. One page will have the the requirement of having an item and taking it away, while the next page will require the item not to be there, turning off a previous switch and starting a new one to continue the cycle.

    So what have you accomplished? You've given the player an inventory that runs out, and when it does, a switch is activated that starts the next depletion of the next item.

    You see, in RPGM1 there is no code to check how many of an item you have. If you have 1 7:00 AM item, the system treats it the same as if you have 100 7:00 AM items. The only way to have the system recognize a change is to work backward, giving the player items and taking them away. Then, when the item has run out, the system can recognize that change and make a new code out of it. This is why having an item page condition is so important. You have to have the system check to see if an item is there or not, because it won't otherwise.

    Then what about switches? What are they good for? Switches keep everything running in a smooth order. Without switches all items would be removed, and keeping some form of control would be fairly difficult. Switches also have a useful advantage; since each switch is unique to each time item, you can use switches as a way to keep track of what time it is. Suppose I only want a store to open at 5:00 PM. If I simply made the page condition that the player have 5:00 PM, it would be open every hour earlier than 5, since the player will have 5:00 PM in their inventory until after 6. So instead I could code the guy to open his store to the switch corresponding to 5 PM, and I would get the exact result I wanted.

    Once you get the hang of this system, there are many possibilities for you to use it. If you're looking to use this for more than one time (or make a full-blown calendar system), you'll need something to reset all the items and switches. I usually like making a bed, and in that bed I code it something like this:

    First, I remove all items and turn off every switch. Then, I add all the time items to exactly how many I want and you are good to go.

    You might be asking why I do a complete purge of all items and switches. Two reasons really: 1. It saves time, and 2. It reduces the chances for bugs to pop up. Yes, I could in theory make a bed with lots of page conditions to say something like "it's noon, ready to go to bed?', but really, a one page bed event is a lot easier to code, and there are far less chances of something going wrong.

    Another item to add when you get the hang of it is a clock. After all, you're dealing with time, so being able to see what time it is is really needed, right? Clocks are actually fairly simple. You simply set a page condition for the switch that the hour that's on, and tell the player that in a message (the first time item won't have a switch corrosponding to it, so you simply use the first page of the clock event for that. Page 1 is 7, Page 2 is 8 with a switch 1 page condition, etc.)

    Once you really get good at it, you can add events to transition between times. I've added a changing color screen to the No item pages, and the game looks dark in the morning, bright at noon, and back to dark for night. You can also have a portable watch or some similiar item. On the second page with the No item page, I made another page and added a requirement for a stopwatch item. If the conditions are met, the player is told the time the exact moment it happens. This might annoy some players, so I leave an option to remove the stopwatch, and the game still works without it.


    With this time system you're really only limited to your imagination and file constraints. You can use switches for every day and have a full-blown calendar system. You can set items for one minute for timing events like races. Make Shenmue III, or a port of Zelda: Ocarina of Time, or a new Harvest Moon. There are a lot of possibilities for what you can do if you master this.

    Having said all that though, there are some drawbacks. First and foremost are space complaints. With 500 switches and 250 items, you're going to be hard pressed to find a balance between story and time events. Although it all depends on how you balance that. You could make a game follow the events of one year, and even in my example that takes 381 switches, which only leaves you with 119 switches for story events, and that may not be enough. The other big problem comes from the limit of events in a given field. As I remember, there are only 128 events in one given dungeon (can't remember the exact number, but it's something close to this). Even if we use only 100 spaces for time events, that means for a fully covered map area, there can only have 100 spaces you can step on that produce a time effect. Your game is going to feel very small. One drawback that's unavoidable is the jerky walking you'll encounter when walking over these events. While some can put up with this, there is no way around it.

    Hopefully this will help inspire new games with more features to come out, and give players new ideas to break the boundaries of RPGM1, and other makers as well. This guide is not the bottomless pit of knowledge; rather, this is a new spin on how to use different coding to achieve impressive effects. What I'd love to see is not only players use this system in their games, but also mold it and expand it into something even better. I've only opened the floodgates; it's up to you to use this knowledge and perfect it, expand on the ideas here and create something even better.
    Last edited by 1ce; 08-30-2009, 03:27 PM.

    #2
    Re: Time tech demo(RPGM1)- How it works

    That's a really clever use of the system! Very well thought out, too.

    I could see it having some really neat applications for certain offbeat games.

    If I understand this correctly, unless the events are on every single space, or the player walks a nearly straight line the entire game, the application of time passing would be inconsistent based on how often the player stepped into "time tiles"; is that correct?


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

    Comment


      #3
      Re: Time tech demo(RPGM1)- How it works

      That's correct. When you first walk on one tile, I learned it doesn't activate until you walk onto another tile. Probably because of the touch command and the fact the tile has no graphic.

      I'm glad someone in taking an interest in this.
      Last edited by 1ce; 08-07-2009, 04:41 PM.

      Comment


        #4
        Re: Time tech demo(RPGM1)- How it works

        Hey all. More news to report.

        First off, the game will be available at both the Mag and the Pav on the same day, August 30th.

        Secondly, a progress report. The title has seen many revisions since I started. I originally planned to have a tutorial section you played through, and example levels in the editor where you could see basic examples of how things work. Due to my annoyance with long text in RPGMaker, the tutorial section got cut. Now the game is one hubworld, that sends you to different example levels to teach you concepts.

        There are three time system levels, two switch levels and two item-switch levels. Each one has a basic template of how something works (say, the basic switch room has a door that uses switches to open and close). There will also be a man in a tux that explains what is happening in that particular level. If your in the editor mode, you can easily indenify which event is the tux guy by looking for the event over a star, for easy navigation.

        I've tried my best to streamline the game as much as I could, and make it somewhat accessible. For example, every level is located at the top-left of the dungeon, so you're not frantically looking for it in empty spaces. I' also going to seperate a simple example from the level and put it away from the level itself. That way, you won't get confused figuring out which is which. Granted, tech demo can be confusing, but hopefully this will help to make mine the best tech demo there is.

        Hope you guys are looking forward to it.
        Last edited by 1ce; 08-13-2009, 03:46 PM.

        Comment


          #5
          Re: Time tech demo(RPGM1)- How it works

          Then what about switches? What are they good for? Switches keep everything running in a smooth order. Without switches all items would be removed, and keeping some form of control would be fairly difficult. Switches also have a useful advantage; since each switch is unique to each time item, you can use switches as a way to keep track of what time it is. Suppose I only want a store to open at 5:00 PM. If I simply made the page condition that the player have 5:00 PM, it would be open every hour earlier than 5, since the player will have 5:00 PM in their inventory until after 6. So instead I could code the guy to open his store to the switch corresponding to 5 PM, and I would get the exact result I wanted.
          I had this idea years ago and submitted one like this in the Tips and Tricks section of the old Pavilion. It started with something simple and evolved into something a little more ambitious. My initial idea came from Way of the Samurai and it can be found here. Basically, it was a more detailed "day/night" system for RPGM1. And it gave the feeling that time was passing. There are some differences. I didn't intend for it to be used with items, though I suppose you could. The main detail I emphasized with the system was the little changes you can apply to the screen color as every hour passes. The only big difference here was time only passed everytime you "zoned" into a different area by increments of an hour. By using an intro event, the 24 switches will alternate. A "time-dial" item could also tell you what hour in the day it was if there was one in the area.

          Also...I had a theory that you could apply time to days, months, etc...but I really didn't want to get that far into it. It will be interesting to see it work, nonetheless.
          Last edited by Dallas Alvis II; 08-13-2009, 06:42 PM.
          ------------
          Guan Yu: "Is your lord Cao Cao still alive?"

          Xiahou Dun: "He says he can't die until you do!"
          ------------

          Comment


            #6
            Re: Time tech demo(RPGM1)- How it works

            Funny you should mention change screen colors in your time system (which I read, btw), in my time system demo there's a variation where you can add change screen colors. It's really easy to do, just position them between the time changes.

            I also liked how you did your system. It's far simpler than mine, but it could work very well without using too many switches.

            Originally posted by Dallas Alvis
            Also...I had a theory that you could apply time to days, months, etc...but I really didn't want to get that far into it. It will be interesting to see it work, nonetheless.
            I'm sure that using my system you could make a calendar system that tracks days over a long span of time, but I haven't tried doing it myself. It would simply be turning on a switch and turning one off to progress to the next day after you, say, went to bed for the night. Then as you have restocked items and wake up, the switches are done and it's the next day. Your only limit would be how many switches or item-switches you could use to make a new day.

            Or you could even use your "rotating time" idea and apply it to days in a week. Granted, this would mean you can't keep track of individual days, but you could easily track days in a week, from Sunday to Saturday easily.

            You've given me some new insight and ideas. Thanks.

            Comment


              #7
              Re: Time tech demo(RPGM1)- How it works

              The game, as according to the original plan, is complete

              Of course my work isn't finished. I have been planning to include a rather detailed readme with the demo, so production has moved on to that. I have th introduction and first part of the time system down, and I'm now working on a section that goes, in detail, every page you need to make it work. It's going to be a bit of a pain, but hopefully it will answer any questions that someone has about how it works.

              I'll post more progress as it happens.

              Comment


                #8
                Re: Time tech demo(RPGM1)- How it works

                Here's what took me most of the day typing up.
                This is straight from the Readme file that comes with the game.
                Any questions or comments, I'll be glad to respond to.


                3. Time system- Start from Scratch

                Okay, let's say that most of the mumbo jumbo in section two flew over your head. No big deal.
                After all, nobody said this was gonna be easy. This section of the readme will take you from the
                very beginning, starting with booting up the RPGMaker disk to coding every page to finishing up.

                Alright, let's start. Pop in the RPG Maker 1 disk into your Playstation. Then, go to RPG MAKER and start editing data. First, I always go to configuration and set the cursor to 1 and the music off, but you can do what you'd like. You'll also want to make a basic character to control when we get to playtesting.

                The first important thing to do is go into items. Here, we'll make our time items. It's important to label them as you'd like, since you'll be used to seeing them as you make your game. Make as many as you'd like for your system. In this example, I'm going from 7 am to 11 pm. So my item inventory looks like this:

                1. 7:00 AM Other
                2. 8:00 AM Other
                3. 9:00 AM Other
                4. 10:00 AM Other
                5. 11:00 AM Other
                6. 12:00 PM Other
                7. 1:00 PM Other
                8. 2:00 PM Other
                9. 3:00 PM Other
                10. 4:00 PM Other
                11. 5:00 PM Other
                12. 6:00 PM Other
                13. 7:00 PM Other
                14. 8:00 PM Other
                15. 9:00 PM Other
                16. 10:00 PM Other
                17. 11:00 PM Other


                The important thing to remember when making these items is to set them to Other, and make sure the items can't be broken or sold. Hide simply shows whether there's an item description, so they will show up in the inventory. This is useful for figuring out what time it is, or if there's a broken event, you can pull up the inventory and figure out what it's doing.

                Next, we move on to events. But first, you must make a basic dungeon that's big enough to walk around in. Something small would be fine.

                Now we can move to the events and make the magic happen. Select your level.

                You can put the time event anywhere you'd like, but for my example I like putting time events on different grounds, so I have the time events on a small dirt spot when the rest of the map is grass.

                The first thing we have to do is give the player the items. If the items aren't in the player's inventory, this whole time system won't work. Thankfully it's simple to do. You can easily use the intro event (press X on any empty space, the fourth option down) to add these items. Or, you can make an event that gives the player items if you're just playtesting. It's up to you. You can also give them as many items as you want, depending on how long you walk each hour to last. For playtesting purposes, I give the player two of each time item.

                Now, we start making the time event itself. You'll be making one time event, and then using the duplicate feature to copy it to other spaces. We do this for many reasons; it reduces the amount of bugs our system can have, it's more memory efficent, and it's far quicker and easier to do things this way.

                So, press X to bring up the menu, and select Create Event. Your event should start out something like this:

                Page 1/1

                Event Contents-None

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                -
                -
                -
                -
                -
                -

                Now, This first page is rather useless for our time system, but it has to be there. So, press triangle and Add Page (Back).

                And here's our starting point. The first thing we're going to do is remove the first time item, in this case 7:00 am. If we only code the game to take away 7:00 am in the event code, the rpgmaker will take away the item whether the player has the item or not (don't ask my why the game acts this way), so we need to put a page condition that requires the game to check to see if the item is in the players inventory. So our second page will look something like this:


                Page 2/2

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 1 7:00 AM Yes
                -
                -
                -
                -
                -

                ----------

                Page 2/2

                00-Remove Item:No 1 7:00 AM
                01-
                02-
                03-
                04-
                05-
                06-

                There. Perfect. As the player walks around, the item 7:00 am is being taken away, and until that happens, we can say it's 7:00 am.

                Now for the second part of the plan. We need to make an event for what happens after all the 7:00 am items run out. After making another page behind 2, we make a page condition to see if there are no 7:00 am items, so when they do run out, the event will activate. It looks something like this:

                Page 3/3

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 1 7:00 AM No
                -
                -
                -
                -
                -

                ----------

                Page 3/3

                00-Switch On: 001
                01-
                02-
                03-
                04-
                05-
                06-

                So, what have we done here? We've basically run out of an item, and a switch has been flicked on that starts the next chain of events. The system works in a cycle after this; one page event will look for an item and remove it, while the second page event sees there aren't any items anymore and turns on a switch (and turns one switch off, which I'll explain later), to start the cycle all over again.

                THAT'S IT. THAT'S THE SECRET OF THE TIME SYSTEM. We start a chain of events where we remove items and keep removing items to track the progress of the time items. Once you understand this, everything will fall into place.

                Let's continue, and you'll start to see what I mean. Make another behind 3, and it's going to look similiar to event 2, except for one key difference.


                Page 4/4

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 2 8:00 AM Yes
                Switch 001 On
                -
                -
                -
                -

                ----------

                Page 4/4

                00-Remove Item:No 2 8:00 AM
                01-
                02-
                03-
                04-
                05-
                06-


                See the difference? We require the rpgmaker to look for that first switch. This way we can keep the time system going forward. If that switch wasn't there, it would continue to go to the 3rd page, where switch 001 would get turned on all the time. Switches help keep the time system in order, so don't underestimate their usefulness. And the other big change is we start removing 8:00 am from the players inventory. So as long as the player has one 8:00 am item, we can consider it to be 8:00 am.

                Now, let's make another page, number 5.

                Page 5/5

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 2 8:00 AM No
                Switch 001 On
                -
                -
                -
                -

                ----------

                Page 5/5

                00-Switch On: 002
                01-Switch Off: 001
                02-
                03-
                04-
                05-
                06-

                Now that we're out of the 8:00 am item, we turn on switch number 2 to continue the chain of events to begin taking away 9:00 am. Since we no longer need switch 1, we can turn it off.

                From here, you basically continue with the same process. You check for the item in the players inventory, and with the right switch turned on, you remove that item you checked for. Then, on the second page, you see if you've run out of that item with the right switch turned on. You turn off the old switch, and turn on a new one.

                If it's still confusing, I'll provide the rest of the time system below of my example. Even if all of this makes sense, I would still recommend looking at the entire event code below to get a feel for how it looks overall.

                Page 6/6

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 3 9:00 AM Yes
                Switch 002 On
                -
                -
                -
                -

                ----------

                Page 6/6

                00-Remove Item:No 3 9:00 AM
                01-
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 7/7

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 3 9:00 AM No
                Switch 002 On
                -
                -
                -
                -

                ---------

                Page 7/7

                00-Switch On: 003
                01-Switch Off: 002
                02-
                03-
                04-
                05-
                06-

                -----------

                Page 8/8

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 4 10:00 AM Yes
                Switch 003 On
                -
                -
                -
                -

                ----------

                Page 8/8

                00-Remove Item:No 4 10:00 AM
                01-
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 9/9

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 4 10:00 AM No
                Switch 003 On
                -
                -
                -
                -

                ----------

                Page 9/9

                00-Switch On: 004
                01-Switch Off: 003
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 10/10

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 5 11:00 AM Yes
                Switch 004 On
                -
                -
                -
                -

                ----------

                Page 10/10

                00-Remove Item:No 5 11:00 AM
                01-
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 11/11

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 5 11:00 AM No
                Switch 004 On
                -
                -
                -
                -

                ----------

                Page 11/11

                00-Switch On: 005
                01-Switch Off: 004
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 12/12

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 6 12:00 PM Yes
                Switch 005 On
                -
                -
                -
                -

                ----------

                Page 12/12

                00-Remove Item:No 6 11:00 AM
                01-
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 13/13

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 6 12:00 PM No
                Switch 005 On
                -
                -
                -
                -

                ----------

                Page 13/13

                00-Switch On: 006
                01-Switch Off: 005
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 14/14

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 7 1:00 PM Yes
                Switch 006 On
                -
                -
                -
                -

                ----------

                Page 14/14

                00-Remove Item:No 7 1:00 PM
                01-
                02-
                03-
                04-
                05-
                06-
                ----------

                Page 15/15

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 7 1:00 PM No
                Switch 006 On
                -
                -
                -
                -

                ----------

                Page 15/15

                00-Switch On: 007
                01-Switch Off: 006
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 16/16

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 8 2:00 PM Yes
                Switch 007 On
                -
                -
                -
                -

                ----------

                Page 16/16

                00-Remove Item:No 8 2:00 PM
                01-
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 17/17

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 8 2:00 PM No
                Switch 007 On
                -
                -
                -
                -

                ----------

                Page 17/17

                00-Switch On: 008
                01-Switch Off: 007
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 18/18

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 9 3:00 PM Yes
                Switch 008 On
                -
                -
                -
                -

                ----------

                Page 18/18

                00-Remove Item:No 9 3:00 PM
                01-
                02-
                03-
                04-
                05-
                06-

                ---------

                Page 19/19

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 9 3:00 PM No
                Switch 008 On
                -
                -
                -
                -

                ----------

                Page 19/19

                00-Switch On: 009
                01-Switch Off: 008
                02-
                03-
                04-
                05-
                06-

                ----------

                Page 20/20

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 10 4:00 PM Yes
                Switch 009 On
                -
                -
                -
                -

                ----------

                Page 20/20

                00-Remove Item:No 10 4:00 PM
                01-
                02-
                03-
                04-
                05-
                06-

                ---------

                Page 21/21

                Event Contents-Yes

                No Graphic

                Move Type-Don't Move

                Start-From All
                Touch

                Page Conditions
                Item No. 10 4:00 PM No
                Switch 009 On
                -
                -
                -
                -

                ----------

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                00-Message: Ugh, I'm tired. Time to go to bed...
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                You can end it in numerous ways, but I find this one to be the easiest. After you run out of time items, you basically stop time at 11 pm unless you do something. I either have the character automatically walk or warp to a bed event (covered in the next section), and have that event remove all items and restock the player with new ones. We'll cover this in the next section.

                Once you finished, duplicate this event to every space you wish time to pass, and don't forget to playtest it!

                I hope this example time system helped you better learn the in's and out's of the time system I've made. Feel free to copy this onto your own game and see how it works. If you mess around with it, you'll eventually understand how it works, so don't be afraid to mess around and make mistakes. The only way to learn the right way is to do it the wrong way.
                Last edited by 1ce; 08-19-2009, 05:29 PM.

                Comment


                  #9
                  Re: Time tech demo(RPGM1)- New Content Inside!

                  I'm happy to report that the readme is now complete, sporting 7 sections of writing.

                  And with that, the game and readme file are basically complete. I'll just playtest and spellcheck, and the game will be set to hit it's August 30th release date.

                  Comment


                    #10
                    Re: Time tech demo(RPGM1)- New Content Inside!

                    Congrats on the progress! It sounds like it would be very cool to see this play out for real. I'd be particularly intrigued to see how fluid it is in conjunction with other events that use scripts.

                    If I had a Dex Drive I'd definitely be checking this one out.

                    Also goes to show why customizable time-of-day events (or consistent timers along with the ability which is in RM3 to change the sun/weather/sky) are such an essential feature for all future RPG Makers.


                    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                    "I live and love in God's peculiar light." - Michelangelo

                    Comment


                      #11
                      Re: Time tech demo(RPGM1)- New Content Inside!

                      Gosh I wonder how much memory this chews up. That was my dread with expanding my day/night system with a days, months, years thing. I just kept it simple. This is pretty interesting, and rather impressive I might add. But it's got to take a good chunk of scenario data I imagine.
                      ------------
                      Guan Yu: "Is your lord Cao Cao still alive?"

                      Xiahou Dun: "He says he can't die until you do!"
                      ------------

                      Comment


                        #12
                        Re: Time tech demo(RPGM1)- New Content Inside!

                        Thanks for your interest guys, and thanks for posting.

                        As for memory concerns Dallas, it is something to be careful of. The whole demo only has about 4 levels that use the time system in them, and the entire demo takes 3 scenario blocks. I've never tried to make a big game using the system, but it IS a memory hog. Thankfully there are no real memory restrictions on rpgm1, so you can work around it.
                        Last edited by 1ce; 08-21-2009, 06:02 PM.

                        Comment


                          #13
                          Re: Time tech demo(RPGM1)-Release date: August 30th

                          And now the game has been playtested for the final time, and the readme is spellchecked for the final time. The game is complete, 100%.

                          You'll download the zip file Time3.1. From there you'll get two files; one gme, TimeSystemTechDemoV3.1, and one txt, named README2.

                          Something to note:

                          The file names end in Version 3.1. This is the first final version out. I'm putting it in versions, because I don't plan on being done with the game just yet. When (and if) I find people with new ways to use the time system, or develop them on my own, I will update the readme and game to add them. So this may not be the last of the time system we'll see.

                          Until the 30th, be cool.

                          Comment


                            #14
                            Re: Time tech demo(RPGM1)-Release date: August 30th

                            The game has been uploaded to the Pavilion today. I hope it'll get uploaded soon.

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