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    Dumb restrictions ruin minigame ideas...

    Why, oh why did they not put a random number generator in the program? Any number of minigames could be made using this. Instead, I have to program results, which is obviously not random. Also, why did they not put a command that checks how much money you have? In my minigame, you could conceivably cheat by playing the card game with no money to gamble and be able to play anyway. If you lose, you are really not losing anything, because you were at zero to begin with. Sorry...just a few small gripes.

    #2
    Re: Dumb restrictions ruin minigame ideas...

    Why didn't they put a "Remove entire Party" modifier in it? It would help me sooo much in the project I'm doing (over 24 characters that you can choose from) but alas they do not.

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      #3
      Re: Dumb restrictions ruin minigame ideas...

      Here's another one....I want to have random monsters drop rare treasures very very infrequently, so you might be able to play the whole game without seeing one of these, or you might get all three. The idea was to have a character made that you "turn in" the treasures to and get an item. The more of the treasures you have, the better item you get. But as anything dropped randomly cannot trigger a variable change, I have not figured out a way to incorporate this scenario. I was going to do it the cheap way, where I have something typed in the item's description, and in order to turn in the item, you need to know what the code in the description is. But people could just guess at the code until they got it right. Also, there is no way of knowing which treasure you will get first, so branching paths are kind of screwed up. Can anyone think of any type of solution to this scenario?

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        #4
        Re: Dumb restrictions ruin minigame ideas...

        How about a goddamn copy and past event option!!!

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          #5
          Re: Dumb restrictions ruin minigame ideas...

          Originally posted by Perversion
          Also, why did they not put a command that checks how much money you have? In my minigame, you could conceivably cheat by playing the card game with no money to gamble and be able to play anyway. If you lose, you are really not losing anything, because you were at zero to begin with.
          I get around the money problem by not giving any out in random battles and not using default shops.

          Then I can keep a variable equal to the money at all times.

          I need to know these things because the kinkier services at my Brothels are expensive!


          Originally posted by reddragon_56
          Why didn't they put a "Remove entire Party" modifier in it? It would help me sooo much in the project I'm doing (over 24 characters that you can choose from) but alas they do not.
          They can't.

          You need a party leader for the camera to focus upon and track.

          The ideal answer would be a transparency control (like in 2!!).

          But you can swap out the whole party in a single event... just not in a single command.

          Good Luck with it.

          Originally posted by Perversion
          But as anything dropped randomly cannot trigger a variable change, I have not figured out a way to incorporate this scenario.
          Why not?

          If you drop treasure items just have an auto event on that map conditional upon having that item which will increase a variable.

          Then check if that variable is greater than one.

          If so, change it back to one and remove one of those items from the inventory. That way the variable and the inventory is kept constant if they get multiple stuffs.

          It may get tricksy because you might need two treasure items of the same name and swap them out when you cahnge the variable or the auto event could hiccup. I am messing with RPGM2 lately and am a little rusty on details of 3, but that is the only problem I foresee.

          And VonWert: Yeah! And why doesn't copying script commands carry over to other events? Or even to other modes of the same event (without having to use Add Mode from Copy 'cuz then you gotta copy the whole dang mode and it can only go "next" in line).

          4 better be an improvement or I shall Destroy The Universe AGAIN!!

          Peace
          Last edited by Rodak; 02-14-2006, 04:24 AM.

          MOO!




          Comment


            #6
            Re: Dumb restrictions ruin minigame ideas...

            Originally posted by Vonwert
            How about a goddamn copy and past event option!!!
            That would've made the creation process go MANY times faster. In fact, C&P all around(I HATE making skills/scripts from scratch all the time!) would've been better.
            Last edited by Crimson Knight; 02-14-2006, 06:31 PM.
            Quote of the moment - "When you cut down a tree, don't stand near it."

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              #7
              Re: Dumb restrictions ruin minigame ideas...

              Oh my God, it was so annoying not being able to copy and paste events. Making events from scratch every time really made the game making proccess much more annoying. Oh, and what was up with having to make new skills for each enemy? They should have left the RPGM2 skill system in tact.
              Games:

              SS World (RPGM2) Extravaganzicon Contest Winner
              A Ronin Story (RPGM3)
              SS World 2 (RPGM2)

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                #8
                Re: Dumb restrictions ruin minigame ideas...

                How do you make minigames?

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                  #9
                  Re: Dumb restrictions ruin minigame ideas...

                  By being creative, Rathman55.

                  Comment


                    #10
                    Re: Dumb restrictions ruin minigame ideas...

                    Oh, and what was up with having to make new skills for each enemy?
                    Gah, I hate that. It's the same problem with classes. I want to have the same healing spell learnable by multiple enemies and classes, and I have to create it from scratch for each and every one! WHY?!
                    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                    Comment


                      #11
                      Re: Dumb restrictions ruin minigame ideas...

                      One thing that can be a bit frustrating is the forced display of morning, noon, evening, and night in the dungeons. The display of time of day should be optional. When you are working with events based on time limits, it really looks a bit crazy with the display constantly changing.
                      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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                        #12
                        Re: Dumb restrictions ruin minigame ideas...

                        Yeah, they could have turned off the time display in the dungeon, given that since the dungeon's environment looks the same no matter what, it's irrelevant. But, I guess it can be useful in debugging to make sure characters and such have the proper day/night settings for their event codes.

                        It's a bit off topic, but one thing I wish I could do is assign a name to a variable. That would make it a lot easier to keep track of what they are used for.

                        Comment


                          #13
                          Re: Dumb restrictions ruin minigame ideas...

                          Originally posted by Rodak
                          Why not?

                          If you drop treasure items just have an auto event on that map conditional upon having that item which will increase a variable.

                          Then check if that variable is greater than one.

                          If so, change it back to one and remove one of those items from the inventory. That way the variable and the inventory is kept constant if they get multiple stuffs.

                          It may get tricksy because you might need two treasure items of the same name and swap them out when you cahnge the variable or the auto event could hiccup. I am messing with RPGM2 lately and am a little rusty on details of 3, but that is the only problem I foresee.
                          Thanks for the help, Rodak. I never used auto events before because they always ended in an infinite loop, but after I messed around with em for a bit, I got some great ideas of how to utilize them. Also, it seems that if you turn the display off for an auto event, it does not work, because I did an auto event cut scene without turning off the display, and it worked fine. Once I turned the display off, it wouldn't work anymore. I just don't want people to be walking into an invisible auto event and see a "!" on the screen. Do they still work when display is turned off, or am I doing something else wrong?
                          Last edited by Perversion; 08-16-2007, 04:41 AM.

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                            #14
                            Re: Dumb restrictions ruin minigame ideas...

                            Silly Perversion...

                            That"!" is only visible in test play! For editing purposes.

                            In "real" play it is invisible.

                            Peace.

                            MOO!




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