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PostPosted: August 2nd, 2007, 7:46 am 
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Well, from what I see, two comments.

----------------

In your VAL conditional branch, there is a conflict with your numbers
There are three kinds of branches you can have:
value is equal to a specified value
value is greater than or equal to a specified value
value is less than or equal to a specified value

So one of your branches should be
Shared Variable 60 is less than or equal to 2
The other should be
Shared Variable 60 is equal to 3

------------------

Also, the game is not going to automatically give a list of characters the player can choose from to add to your party. You are going to have to program that in yourself

-------------------

Well, I hope this has been a bit of help. I have to leave for work in a few minutes, but I look forward to checking back in on this thread later this afternoon.

Good luck Yusuke. I'm looking forward to trying out this game!

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PostPosted: August 2nd, 2007, 1:25 pm 
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Pagerron wrote:
Well, from what I see, two comments.

----------------

In your VAL conditional branch, there is a conflict with your numbers
There are three kinds of branches you can have:
value is equal to a specified value
value is greater than or equal to a specified value
value is less than or equal to a specified value

So one of your branches should be
Shared Variable 60 is less than or equal to 2
The other should be
Shared Variable 60 is equal to 3



OK here is the thing. I am away from home so I cannot check this but the instruction manuel says that for variable branch conditions the conditions are:

Equal
Greater
Less

And that there is no "less than OR equal toâ€

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PostPosted: August 2nd, 2007, 6:29 pm 
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Pagerron is right, the three options are like that. I put the less then or equal to variable at 2, but it's still not getting me anywhere, only brings up another message display from the edit mem., it's still not transitioning to the Add/Remove.

Also, the game is not going to automatically give a list of characters the player can choose from to add to your party. You are going to have to program that in yourself


I know that, but it should still transition to my Add/Remove event, where at least the names of the characters should come up and all that.

All I did was copy down what the guy from the Pav said in that topic, I did it nearly identical to what he had, except that I'm using more characters. He said to put it like "variable 60 <= 3, Variable 60 = 3".

But if the instruction booklet is correct, then I’m not sure. Why don’t you set variable 60 to equal 2, playtest the yes line, record what happens and do the same for 60=3 and 60=4.

Tried, nothing happened. Still just went to the Add a member text, and did nothing beyond that.

Also, are you having it fail to transition for the no line.

Lastly (although maybe I should have said this first), how are you incrementing the variable because unless you are playtesting it, if you add the variable enough times, the value will go over 3 and neither the yes line nor the no line will transition.


Yes, it's failing for the no line as well. I'm only testing in the playtest part, I change the variables from 0-4 and nothing happens. Although the yes line progressed somewhat, when I changed the first variable to <=2 it went to the next message display in my edit mem event. But it only did when I manually changed variable 60 to 3, then it said "Party if full". I just don't get it, I might have to scrap the idea, my game doesn't have alot of features as it is...so without this it will definitely hurt my score when it's reviewed. Not that having this will improve the score by much, but still.

I don't know why it would not transition, and the no line isn't going anywhere either, I've modified the variables in playtest 0-4 and tried both lines, I have no idea what the problem is.


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PostPosted: August 2nd, 2007, 6:42 pm 
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I also tried making a separate event, with just an event transition code to try and transition to the add/remove, but it didn't work. As I said before, I tried making the edit mem. event transition to just another easy event, but it didn't work.

It works fine if I event transition one event, to another simple message display event, but something is wrong with my other events. I'm lost.


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PostPosted: August 2nd, 2007, 6:56 pm 
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The event has to be on the same map which I am assuming it is otherwise it wouldn't be available for you to select when coding.

It has to also be displayed. You didn't turn the add/rem display off with another event did you?

EDIT: Since an event transtion can be done to a character, it might allow you to select a character when coding if it is not yet layed out on the map (I'm not sure). Is your add/rem event a standard event and not a character?

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PostPosted: August 2nd, 2007, 9:21 pm 
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Wait what...? Same map? I have the edit mem. event in a house and the other two on a field in the water...that's got to be it. I wasn't aware they had to be on the same map, I just read "set the trigger to anything but auto, and put in ocean" so that's what I did. I see so I just need some way to cover up the add/remove, back events in the house so the player doesn't touch them? Now I feel stupid for not realizing that before. It did still let me select that event to transition too though, or basically any event for that matter...


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PostPosted: August 2nd, 2007, 10:10 pm 
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Ok, I'm fairly certain that putting the add/remove event in the house will fix the transition problem. I haven't done it yet, because I'm gonna have to about 100 codes in that event alone and didn't feel like doing it just yet. However that still leaves a problem.

I have 7 characters to choose from, and not enough room to add in the join/remove from party codes. As I said before, without adding those the codes run to 49 out of a possible 50 for each mode. The guy that posted the topic said you could use it for larger parties, but how exactly?

The only way that I can think of would be to add two additional modes to the add/remove event. Because I'll have to shave off some characters to fit in the join/remove codes, and I was thinking on the "more" options I could modify it to mode 3 to get to the other characters, and a mode 4 for the remove part. Would that work? I'm not sure if I'll try it tonight, I think I'll just go do a storyteller and get something done for sure.


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PostPosted: August 2nd, 2007, 10:38 pm 
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If this helps at all, here's one mode that adds 4 players to the party if possible. I would think that you could have a second mode that adds the other three players in this add member event. Have another event be the remove player event and give it two modes as well. Good luck, bro.

ADD MEMBER EVENT (set to touch) - not accessible by player
MODE 1

01- Decision Branch - Which Member would you like to add
02 - Option 1 / Start - DANIEL
03 - Val Conditional Branch - (Daniel Internal Variable 1)
04 - Option 1 Start (Internal Variable Daniel 1 = 0)
05 - Join Party - Daniel
06 - Increase Shared Variable 60 (by 1)
07 - Increase Internal Variable - Daniel (internal variable 1 by 1)
08 - Option 1 / End
09 - Option 2 / Start (Internal Variable Daniel 1 = 1)
10 - Message Display - ALREADY IN PARTY
11 - Option 2 / End
12 - End Branch
13- Option 1/ End
14 - Option 2 / Start- CHRISTY
15- Val Conditional Branch (Christy Internal Variable 1)
16 - Option 1 / Start(Internal Variable Christy 1 = 0)
17 - Join Party - Christy
18 - Increase Shared Variable - Variable 60 (by 1)
19 - Increase Internal Variable - Christy (internal variable 1 by 1)
20 - Option 1 /End
21 - Option 2 / Start(Internal Variable Christy 1 = 1)
22 - Message Display - ALREADY IN PARTY
23- Option 2 / End
24- End Branch
25- Option 2 / End
26- Option 3 / Start - SAMANTHA
27 - VAL Conditional Branch (Samantha Internal Variable 1)
28 - Option 1 / Start (Internal Variable Samanth 1 = 0)
29 - Join Party - Samantha
30 - Increase Shared Variable 60 (by 1)
31- Increase Internal Variable (Samantha variable 1 by 1)
32- Option 1 / End
33- Option 2 / Start (Internal Variable Samantha 1 = 1)
34 - Message Display - ALREADY IN PARTY
35- Option 2 / End
36- End Branch
37 - Option 3 / End
38 - Option 4 / Start - Rev Strong
39 - Val Conditional Branch - REverend STrong (internal Variable 1)
40 - Option 1 / Start (Internal Variable Rev Strong 1 = 0)
41- Join Party - Rev Strong
42- Increase Shared Variable 60 (by 1)
43- Increase Internal Variable - Rev Strong (by 1)
44- Option 1 / End
45 - Opton 2 / Start (Internal Variable Rev Strong 1 = 1)
46- Message Display - ALREADY IN PARTY
47- Option 2 / End
48 - End Branch
49- Option 4 / End
50- End Branch


MAIN EVENT (set to touch)
01 Decision Branch - What do you want to do?
02 Option 1/Start - ADD CHARACTER
03 Val Conditional Branch - Shared Variable 60
04 Option 1/Start (Shared Variable 60 <=2)
05 Event Transitions - ADD MEMBER EVENT (mode 1)
06 Option 1/ End
07 Option 2 / Start (Shared Variable 60=3)
08 Message Display - PARTY IS FULL
09 Option 2 / End
10 End Branch
11 Option 1 / End
12 Option 2/Start - REMOVE
...

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PostPosted: August 3rd, 2007, 12:10 am 
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Remeber how Pagerron was right and the instruction booklet was wrong (which I just confirmed for myself), well the instruction booklet also said regarding Event Transitions: "Only characters and normal events on the same map can be selected". Well, it turns out you are right, you can actually select characters or standard events from other maps when coding, but it won't actually transition to them. So you have to understand what they mean by"select". Jeesh! I also noticed that you can select any mode number of the event you are transitioning to, even if that mode has not been created! So that too is also a way to have your transition event do nothing.

I too would assume that you can have it transition to different modes of a single event to allow you more code, so you would just need to plan that right, but I assume that would work.

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PostPosted: August 3rd, 2007, 1:38 am 
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Ok, mostly everything seems to be working, so thanks for that guys. I'm still having trouble though. I set up the decision branch 4 choices, 3 characters, and then more as the last choice. The only coding I put for it was "modify mode - Add member mode 2", and in mode 2 I but the remaining 4 characters in there. But whenever I select more, nothing happens. I don't really see why it wouldn't work like that, but maybe you guys can figure it out.

Also, do I still even need the "back" event?


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PostPosted: August 3rd, 2007, 6:10 am 
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Well, mode 2 would have to be an auto event though if the game is expected to automatically start running it.

EDIT: It may just be easier to have the "more" option transition to another event though. Then you wouldn't have to worry about neverending loops and such.

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PostPosted: August 3rd, 2007, 12:18 pm 
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I think I agree.

I thought that you were going to have a choice event with something like 3 choices: "males" / "female" / "animals"

and then have the male choice "event transition" to mode 1 of the add member event, female to mode 2 and animal to mode 3.

Then the code of each mode would be a decision branch offering the name of each male charcter (in mode 1), femal character (in mode 2) or animal (in mode 3) for the player to choose from.

EDIT: And it is true that simply switching the mode won't cause the mode of the event to trigger, only to be ready to trigger but I would think (I'm not sure) you could have a hidden event or an event with conditions that won't trigger if the player finds it, have this event coded to event transition to mode 2 of your add member event, and then if the player chooses "more" have the code transtion the other event which will then transition to your mode 2 (without actually having to switch the add member event to mode 2 permanently). ButI don't see how you are going to do it without event transitioning.

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PostPosted: August 3rd, 2007, 5:22 pm 
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Yeah, that makes sense. I think I'll try Bo's idea, as I won't have to remake two events(mode 2s on both add and remove events), that way I'll only have to make 2 small events that can just transition to the mode 2s. Thanks guys, I'll let you know if I have any more problems.


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PostPosted: October 20th, 2007, 3:18 am 
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It's amazing how you only intend to take a short break, and it turns into months at a time. It's been awhile since I've been on here, so thought I'd check in. I've been so busy with doing so many different things, I haven't had time, nor have I even thought about working on my game. Between new games coming out that I buy, keeping up with the NFL season, not to mention NBA will be starting by the end of this month, as well as other normal life things, it's rarely crossed my mind. But as is the case usually for me, once I give it some thought, like I am now, I'll probably start working on it again soon.

I'm currently playing through Blue Dragon, and then the new Fire Emblem comes out next month, so maybe I can squeeze some time in between those. Who knows, I know it will be done eventually though.

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Last edited by Yusuke on October 21st, 2007, 4:59 am, edited 1 time in total.

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PostPosted: October 20th, 2007, 11:53 pm 
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Good to see you've still got the game on your mind, Yusuke. ;)

Looking forward to it.

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PostPosted: October 29th, 2007, 5:42 pm 
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Yet again I'm leaning heavily towards cutting some things from the game. I'm pretty close to finishing the main story, which is basically all I want anyway. So I'm probably going to cut the side quest, I just don't think I have the time to add it. My personal life just won't allow it, especially if things go the way I'm thinking there going to go with this girl. I won't have the time to work on my game period, let alone play much of any video games. I realize that my review score will suffer with things being cut, but at this point I'd rather put out the game then add something I'd only be half assing anyway.

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PostPosted: October 29th, 2007, 6:46 pm 
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Ahh, the girl versus the game dilemma!

Good luck with that!

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PostPosted: October 30th, 2007, 1:03 am 
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Well, it's also motivation to try and finish as quickly as possible, before the girl situation develops. I've finished some stuff today, shouldn't like too much at all really. I'm guessing about 5-7 story tellers left, and about half of them small, and half big ones. Just got the final boss left to do battle wise, so I should be able to finish rather soon. I'll still have to go through everything and tweak things, make sure I don't just use the same music over and over and stuff like that. Then there's the actual play test which will probably lead to some more tweaks.

I'd like to be done and have it ready to be uploaded by next Tuesday, so I'll hope I grind down and get it done.


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PostPosted: November 5th, 2007, 4:41 pm 
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It's not going to be done by tomorrow, but at least I'm getting closer and closer. No idea when I'll be able to work on it again, too many things going on right now.


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PostPosted: February 18th, 2008, 2:43 am 
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Man, I feel like such a slacker. I bought RPGM3 in july of 06, so I've had it nearly 2 years now and still haven't completed the ONE game I started way back then. Sad thing is...it's really not really a big game, I guess I just lack the will power I don't know. I'm not even going to say anything this time, because I always say I'm going to work on it and hopefully have it done, then I end up not working on it at all for 3 months at a time.

Smashbros Brawl comes out in 3 weeks, I fear that will rule my life for quite awhile. So many ideas for games too, but I just don't have it in me to make them all I guess. I'll be lucky to finish just the one. Scripting the story is what kills me, I'm just not a writer, I don't enjoy it. I like thinking up stories, I just don't like scripting them I guess.

Anyway, just popping back in to say hey to everybody. Who knows if I'll find it in me to finish things before smashbros, time will tell I suppose.

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