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PostPosted: November 18th, 2008, 4:57 am 
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Back yet again for my mandatory out of the blue visit. Just out of curiosity, is anyone even interested in my game? Did anyone even play the demo. Was just wondering how this topic go so many views, like people were expecting this topic to be something special, but it's mostly me just talking gibberish.

Anyway, had some free time and I'm considering trying to finish this, but I've said that like 500 times now so whatever.


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PostPosted: November 18th, 2008, 3:15 pm 
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I'm glad to see you are back. I would still be interested in your game. It was awhile since I played the demo though. If memory serves me correct, there was a lot of storyline so I would be more interested in seeing what kind of events you had planned for it.

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PostPosted: November 18th, 2008, 7:57 pm 
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The fact you haven't completely dropped the idea of finishing this is amazing, to me. I'd be interested in playing this.

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PostPosted: November 18th, 2008, 8:46 pm 
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I'm interested too. In fact I'm downloading the demo right now.

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PostPosted: November 18th, 2008, 10:24 pm 
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Well, that's cool. I expected Bo at the very least, and I'm sure Pagerron would as well, but I wasn't really thinking anyone else would. I'm not sure if I ever submitted the fixed demo, so it's probably still the old one that has some issues with it. Anyways, thanks for replies, it's encouraging. I'll probably try and work on it some tonight, don't really have much else to do anyway.


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PostPosted: November 19th, 2008, 4:12 am 
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Loaded up the game, but didn't do any in game work. I've got to write up the final 3 storytellers, and that makes a total of 6 that I have to translate into the game. I had 5 to go, but I finished writing down 2 of those on paper, so 3 more and I hope I never have to write again.

After that, I've got 1-2 endgame bosses to put stats on and what not, and set up the events and all that stuff. All my locations are complete, so all I really like is the story tellers and a few other things to do. Then I'll have to playtest it and make sure everything is good to go. Doesn't seem like a whole lot, but we'll see if I manage to really finish it this time.

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PostPosted: November 22nd, 2008, 4:23 pm 
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I think I'll hold off on the demo then seeing as you're so close to being done. Trust me, I know the pain of playtest. Good luck.

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PostPosted: March 26th, 2009, 10:41 pm 
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Well, I'm back guys. 4 months later here I am lol. Unfortunately I think it's time I just face the facts, I just can't motivate myself to finish this. So I'm scrapping it and that's that, I've already deleted all my data so I'm not tempted to mess with it anymore...not.

Haha, yeah I'm just kidding. Anyways I was on here about a week or so ago and I thought about posting, but I was just like nah...this time I won't say I'm going to work on it, I'm just going to finish this damn thing and then say something! So I didn't exactly hold true to that, as I'm not quite finished, but I'm finally done with all the storytellers at least. I've worked on it about an hour or so everyday, and it's been pretty productive that way, not overdoing it.

So all I have to do is set up the last events and plug in my storytellers, and then I need to playtest, but I'm fairly confident there shouldn't be any problems as I'm pretty sure I playtested most of the stuff as I went anyway, but better safe then sorry. So there you have it folks! Finally kicked my ass into gear and pushed to the end of this thing.

The game should be up next month for sure, I don't have a specific time, but it's a promise, next month this game will be available!


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PostPosted: March 29th, 2009, 11:50 pm 
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Starting my playtest tonight, so things are progressing along nicely. Hopefully I don't run into too many problems in it, but I think I'll be ok for the most part.

I have a quick question as I'm waiting for my memory card to get here, my brother has it right now. So I can't really test it myself, but I set up a warp point event and I'm not sure if I set it up right. The event's code is basically:

1. Display off
2. Warp

That's it, I wanted the warp to specifically appear after a certain event takes place, so I went into another event before it and simply just put turn display on for the warp event, but I'm not sure if that will work. If anyone knows I'd appreciate it, and if it doesn't work, how exactly can I set that up the way I'm wanting?


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PostPosted: March 29th, 2009, 11:56 pm 
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Is your warp event a "standard event" that looks and acts like a warp via your created event contents or a "warp" event built into the game, that you simply place and assign a destination?

You cannot turn on or off the display of any event unless it is a standard event.

You also have to make sure you are mode switching or other such action to prevent a loop from occuring from what I assume is an auto event that initally causes the warp event to be turned off, especially if this warp is on the first map the player encounters.

If the warp event is not on an early map, you can alternatively leave it on (the player will not have visited the map yet) and use a player triggered event to turn the event off so long as that player must encounter ths earlier player triggered event to get to the map that has the warp event.

Either way, once the event display is off, you can easily turn it on using the "display on" script so long as it is a standard event.

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PostPosted: March 30th, 2009, 1:02 am 
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Yeah, it's a standard event, not an actual warp that you can put in. I made it as a standard event, but it looks like the warp decoration, I just simply don't want it to appear until a certain time.

So from what I understood from that, I should be fine with it, at least I think. Maybe not though, as I said the warp event itself has the code set as display off, so I think what I need to do is change the actual warping to another location to mode 2, and just then it should work I think.

Like mode one is just display off, with mode 2 having display on, and then the actual warp. Then in a previous event I just simply change the warp event to mode 2 right?


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PostPosted: March 30th, 2009, 11:13 am 
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Yeah, you can have the event have two modes. Where in mode 1, the event turns itself off via auto triggering and in mode 2 it warps the party via touch triggering.

The second the player is on the map the event will turn itself off and then you can use another event to:

switch the warp event to mode 2
turn on the warp event

That should work fine. The only problem is if the party's begin point is on the same map as the warp event and facing the direction of the warp event because the player will first see the warp event and then see it disappear.

But even if you have the party facing a different direction so that the player never gets to move before the event display is turned off by the system, I am also assuming that you are saying that the party starts on or visits the same map as the warp event at least once before the event that turns its display back on, right because the event will only auto trigger the first time the party encounters that map. If for some reason the party never visitis the map, encounters the event that turns on the warp, then visits the ma with the warp, the second they get to that map the warp will dissapear.

But as long as they are on the map at least once beforehand and facing where you can't see the warp, everything should work fine.

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PostPosted: March 30th, 2009, 3:53 pm 
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Yeah, I think I'm good to go. You will visit the town at some point before I actually have the warp event turned on, but it gets turned on later towards the end. Thanks, I'm always a little rusty every time I start messing with events in this game, all it really took was you reminding me about making more then one mode and it clicked right away.

Played my first hour or so of playtesting, and no major problems, just some minor tweaks here and there. If things keep moving like this I could possibly have this done and ready by the end of the week.


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PostPosted: March 31st, 2009, 5:35 am 
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Seem to be running into problems with the games time and weather settings. I can't really figure out why this particular town is messing up, but it is for some reason. So basically you finish a dungeon, get warped out, and go to this town. Except when you warp out the field is in the day time and everything is fine, but upon entering the town your supposed to go to, it's night time and raining...?

I don't know why, the towns settings aren't on anything close to that, I even set them to default, and back 2 or 3 times and the same thing is happening. I leave the town, the field is still day time, and other towns are in the day time, except for this town for some reason. I'd like to figure out why, incase it comes up again, because it's frustrated me and significantly hampered my progress as I've been stumped trying to figure out this small little thing.

I basically resorted to just coding modify weather into my event in the dungeon, before being warped out, but I didn't playtest through the dungeon again to see if that would work. Is there anything I need to know about how the time and weather work specifically or is something else going on here?

I also noticed that after I continued playtesting, I go through a tunnel that leads to my other field via a secret door, once again it was day time on my first field, but upon entering the second field it was night time. So...I don't know what's going on and I'm too tired to figure it out right now, so I'm off to bed.


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PostPosted: March 31st, 2009, 1:04 pm 
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Are you sure you haven't left in any events that auto switch weather/time?

Are you sure that you are going to the exact same town, no copies, etc?

Even if there were issues with the in game clock, I can't imagine why it would change to rain.

As for the in game clock, I don't know enough about it. I suppose it is possible (but I wouldn't expect this) that the default clock is by the time you get warped out at night, then the field property always stays at day, then when you go to the town it goes back to default which is night. I wouldn't expect this and as you said it doesn't have those settings let alone rain. Don't know. I'll keep thinking about it.

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PostPosted: March 31st, 2009, 4:37 pm 
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Yeah I'm pretty sure, as I really didn't mess with weather/time at all in any events, except for one town at the start of the game. This is a different town that I'm having a problem with though, the only thing I can think of is I some how messed it up.

I had the town set up as an event on my field, mode 1 was a message display saying you can't enter right now or whatever, then after a dungeon I changed it to mode 2. The problem was, I couldn't enter the town after that, I don't really know why, but it wouldn't let me. So I went into my events and deleted that event, and it removed the town from my field. Then I simply just went back to where the town was, and plugged it back in, and instead of making it an event I just made it a normal town. I then put the actual "can't be here" events in the town itself, and everything was fine until the little weather mishap.

The idea of a copy might be possible though. I know I set the town's weather specifically, I checked it plenty of times. However during the play test, the map data settings were on default. So somehow I messed this town up I think, I don't know how though. I mean the town is exactly the same, it has the same events, same NPCs and everything. There aren't 2 copies of this town in my town settings though, so I don't know what's going on, for some reason the specific weather settings aren't translating into my game for this town, and their just staying on default.


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PostPosted: April 5th, 2009, 5:11 pm 
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Maybe it's not the town that's a problem, it's the field map. You might have the field map setting it to the wrong time with the town at the "right" time. And if it's raining, didn't you have it raining earlier in the game? You either forgot to shut the rain off, or you had it shut off but an event somewhere messed with the town and made it rain again.

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PostPosted: April 5th, 2009, 5:13 pm 
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Well I do start the game in a town where it's raining, but that town wasn't the problem. It was towns that I went to later in the game that kept being at night time and raining, it happened with pretty much every town I went to for some reason. I basically just spread out some modify weather events throughout to fix it, so everything should be fine.


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PostPosted: April 5th, 2009, 5:26 pm 
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I should probably ask this somewhere else, but I'm sure it's fine to ask here. I was uploading the full game, and noticed it said .zip files only, so I might have messed up, not sure. It was just the max file straight from my max drive, is that ok or do I need to do it again? Also it said "a game with this name already exists", but I take it that doesn't really matter right?


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PostPosted: April 5th, 2009, 5:50 pm 
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If it says that, it means that the game wasn't uploaded at all. The form will stop processing if you have a non-zip file.

You were trying to use the "Submit New Game" form when you already have a demo, too.

Instead, go here:
http://www.rpgmmag.com/game_display.php?id=140

This is your game's page. At the top left of the content, you will see an "Edit" link to click on. Do so.

Now you'll be where you're supposed to be. Scroll down and you'll see the Game File upload.

Since your game is a full game, be sure to select Full Game under Game Type! Then you can submit your zipped file and all will be fine.

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