I have a cutscene running from an auto event that occurs at night. After the cutscene is over, the main character suggests camping here for the night, and it fades out then becomes morning. Problem is, I immediately went into a town, and it was still night. Do I have to specify each town and dungeon on the field for it to become day in those places too? I thought Modify Field would take care of everything placed on that field. Apparently I was wrong. Any help would be appreciated, as that auto event's mode is almost filled up, and I don't know if I can fit any more lines of "code."
Also, I was trying to sleep last night, and I came up with a new idea for a game. I had been thinking about making a farming/dating sim with no combat, but last night I got the brainstorm to TRY to use Gladius and Final Fantasy Tactics Advance as a model, and make...not QUITE a strat-rpg, as that is not really possible with RPGM 3, but an arena combat game where you have to climb the ranks to fight different battles. I also like the idea of sending characters out on "quests" that you really do not play, but based on their stats, they either succeed or fail. Of course, this is ripped directly from FFTAdvance, but I like the idea. The only problem I forsee is having more than 4 characters to choose from. I'd ideally like to have 7-10, but for each character, when there is a choice, that will take up MANY lines of code, probably more than the 50 allotted to each mode. Other than that, this might work. I'm also trying to think of some story to go along with it. That's the problem with my games...I focus too much on the mechanics, and the story is built around that instead of building a game around a story. Not that it's a bad thing. I'm quite proud of the story in my current game, Series 1: Destiny Beckons. A few parts are a bit clunky, but hopefully I put it all together in a satisfying manner. Anyway, enough rambling. To anyone who made it this far, thanks for reading.
Also, I was trying to sleep last night, and I came up with a new idea for a game. I had been thinking about making a farming/dating sim with no combat, but last night I got the brainstorm to TRY to use Gladius and Final Fantasy Tactics Advance as a model, and make...not QUITE a strat-rpg, as that is not really possible with RPGM 3, but an arena combat game where you have to climb the ranks to fight different battles. I also like the idea of sending characters out on "quests" that you really do not play, but based on their stats, they either succeed or fail. Of course, this is ripped directly from FFTAdvance, but I like the idea. The only problem I forsee is having more than 4 characters to choose from. I'd ideally like to have 7-10, but for each character, when there is a choice, that will take up MANY lines of code, probably more than the 50 allotted to each mode. Other than that, this might work. I'm also trying to think of some story to go along with it. That's the problem with my games...I focus too much on the mechanics, and the story is built around that instead of building a game around a story. Not that it's a bad thing. I'm quite proud of the story in my current game, Series 1: Destiny Beckons. A few parts are a bit clunky, but hopefully I put it all together in a satisfying manner. Anyway, enough rambling. To anyone who made it this far, thanks for reading.

Comment