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    A method for user input.

    Okay. In RPGM2, you could do a variable check based upon user input, so that a password check is not from a branching decision tree (which is sorta lame when it comes to passwords, as they can simply just trial and error it).

    RPGM3 doesn't have this... but I've thought of a way to do it (for numbers, at least). The password is, say, 467. However the player figures this out is up to you... the password man or door has a triple tiered variable check which looks at three global variables... basically (and this is not the code in RPGM3, but just a theoretical framework).

    Branch 1:
    Yes (Variable1=4)
    Branch 2:
    Yes (Variable2=6)
    Branch 3:
    Yes (Variable3=7)
    (Password is correct, door opens, or whatever...)
    No (Variable3 doesn't = 7)
    No (Variable2 doesn't = 6)
    No (Variable1 doesn't = 4)

    So, this is just a check to see if all three numbers are correct... now, here's the inventive part... how to get that input from the player... simple! Have three 'buttons' near the door... for each push of the button, you get an increase of 1 for that variable and a text output telling the player what the current number is... explain to the player that each of these three switches corresponds to the hundreds, tens and ones column and you have a way to have player input in RPGM3!

    Cool, non?

    #2
    Re: A method for user input.

    very creative, props on your simple idea as i was thinking about the very same thing the other day but couldnt come up with one less then 5 million lines of code

    I will definately be using this, thanks!

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

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      #3
      Re: A method for user input.

      This is one of those things thats fairly simple but no one ever seems to think about. Good work, Ceciroth.

      Comment


        #4
        Re: A method for user input.

        Hm... this is pretty good. However, I don't use RPGM3, so this doesn't help me much.
        .

        Comment


          #5
          Re: A method for user input.

          That is a good idea, Ceciroth, and simple, which is the best part. Cool.

          I especially like the part about telling the player that the different buttons represent the hundreds, tens and ones columns. One thing I find is that sometimes, lack of information in a game makes things really confusing for the player, especially if it's someone who hasn't "made" a game themself.
          Last edited by Pagerron; 10-22-2006, 08:11 PM.
          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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            #6
            Re: A method for user input.

            Just a thought...what about using HP or gold based passwords? I've played a lot of Castlevania: SotN, so I kinda came to like the rooms that had nothing in them unless you met a secret condition.

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              #7
              Re: A method for user input.

              Sadly, the game has few flag events for that kind of thing. It's one of the serious cons. D: If you have no random battles, you can have a gold variable tracking ALL gains and purchaces, though.

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                #8
                Re: A method for user input.

                Sadly, the game has few flag events for that kind of thing. It's one of the serious cons. D: If you have no random battles, you can have a gold variable tracking ALL gains and purchaces, though.
                You can have random battles (Check the "Tricks" topic), just no default shops, as there's no way to track gold spent in a shop.

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