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PostPosted: March 6th, 2011, 4:08 am 
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I thought this might be the place to list anything that you've seen in professional games that remind you as an RPGM programmer/designer of similar limitations you've encountered when making your own games.

For example, I noticed in Animal Crossing that my group of non-moving gyroids give a slight move and then stop as I am entering my house. This reminds me of programming RPGM3 where I have placed characters, objects, or decorative displays that are not supposed to be on at the beginning of a game. If I have the character starring right at them at the start of the game, they appear briefly before my initial event has the chance to turn them off, thus I have to have the character face an away direction so that they can be auto turned off before he turns around. It seems AC has an event internal to the room to treat the gyroid movement rather than having this even outside or having some system event treat them completely outside of the game environments. It seems to me that RPGM2 might have this problem with its character movement as well but I am not sure (i.e. the default I believe is set to motion requiring an in-game event to turn their motion off.

Feel free to comment on this or add any programming limitations that you have found in professional games that remind you of making a game with an RPGM.

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PostPosted: March 6th, 2011, 8:11 pm 
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In Chrono Trigger, events don't trigger when they touch you. Which means you could stand still in a room full of wandering enemies, and you won't trigger a battle.

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PostPosted: March 7th, 2011, 10:26 am 
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^ this one. Exploited the CRAP out of this when I tried to low-level run the game. In Chrono Trigger, there are two ways to avoid enemies. Some battles trigger when you run in a set area. If you can memorize those areas, you can avoid majority of the fights. The others are enemies that wander around that you can see. They usually walk in a set pattern (aside from a few that try and follow you) and you can hold perfectly still an they will walk right through you and keep going. Actually, they kind of bump in to you and have to kind of go around you. It's as if they were like, "Oh, pardon me... I just *squeeze* need to get through here real quick."

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