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Sorry Canuck, but my email only allows a max of 2MB attachments. The movie is 7MB. Just go along without it for now. I'll have it all sorted out after Christmas in time for the game's release.
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Hey guys, just me again to say I have just made the choice to include Multiple Endings. I'm not revealing how many endings there will be, but I will reveal that the choices you make throughout the game will determine which ending you get and each will have it's own consequence.
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That's a very cool idea, and fitting of the survival-horror genre. Just how exactly does one go about doing that in RPG Maker? It seems like a lot of work to make entire sections of a game that may not even be played.
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Well, it's all down to a LOT of switchwork. And all the areas of the game will still be played, the game will still play out in the same way, but you will be presented with choices along the way, such as which areas you visit first, or which characters you help in certain situations, or how you defeat certain bosses, or even just picking up a special ending changing item along the way which will effect what happens in the ending, you'll be able to change the ending, but not how the game plays out.
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Ending-changing items? Like the rubber ducky of doom Btw, you said "how you defeat bosses", does that mean you can defeat a boss in several ways!? And how is the combat executed?
I think Dark Gaia may be using an on map battle system like the crisseagram ABS script. Also the multiple endings thing sounds pretty neat. The little rubber ducky of doom gets you the best ending, lol
EDIT: Dark Gaia, I just checked on hotmail (I live in Australia too, btw) and there's a 10mb limit per email. Unless you were talking about your internet provider.
This post has been edited by l33tpie 6: Dec 21 2008, 03:03 AM
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For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.
Thanks in advance.
Hey there,
Well I don't make battle neither though I can still teach you some things :)... The way I've learned to script is by reading other scripts for the most part. I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!! The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script. You also need to feel the competition that's around in the scripting-community. Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P So that's an other thing... You also don't need to be afraid to learn from others or helpfiles. When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember. Then, you must be calm, cause you need to try the script a lot of times. When I write a script, I test it after almost every changes. First I set up the major structure. Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base def initialize(x,y,width,height) super(x,y,width,height) refresh end
def refresh self.contents.clear draw_contents end
def draw_contents draw_something(with, some, parameters) end
def update refresh if @something != @what_it_should_be end end
So that's also very important. Then, the biggest thing I learned scripting from is TRIAL AND ERROR. That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.
So that's it how I did it. Now it's up to you. Do some requests (if I didn't do it allready :P) and learn from them.
Hope that helped you out a little. If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials. Perhaps they're going to be usefull for you one day ;)
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Thanks to you all for the attention (especially Kaz, you won't be disapointed)
The combat in this game is executed on the map, but there isn't any direct combat at all. When you face a boss, you will have the chance to either run off or to trap it somewhere or crush it with a loose but of debris etc etc. And I can't reveal the "Real time lighting" script yet. It's a secret of mine for now so you must wait until release.
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Gaia, after reading the details, I will be glad to share my talents with the game. I never seen a horror genre in any RPG Maker type of game. Although it seems like a typical horror-type game I do see some variety in it such as the self-defense and run concept, which does add a sense of fear and survival.
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(Disclaimer: Before somebody ask, I did not make this sprite.)
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QUOTE (Snow_Storm @ Dec 22 2008, 11:08 PM)
Gaia, after reading the details, I will be glad to share my talents with the game. I never seen a horror genre in any RPG Maker type of game. Although it seems like a typical horror-type game I do see some variety in it such as the self-defense and run concept, which does add a sense of fear and survival.
Thanks a lot Snow Storm. I will need some nice custom tracks for a possible sequel, so I'm quite glad this game has garnerred your attention.
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Possible sequel? Isen't that a little early to think about now? And one I have one question about the 'drop debris in the bosses head' method. How the heck do you animate it?
I assume Dark Gaia has most of his game down on paper, but has ideas for a sequel and wants to use them, not let them go to waste. It's never too early for a sequel, I'm contemplating one now and my game isn't even past 10 minutes of playtime.
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Well, I said "possible sequel". I have mapped out the game on paper first, but of course, there's too much to fit into the one game. Seeing as how this game is getting some attention, I think it will do fairly well, so a sequel may be on the cards. I always make sure I have story details set out for a possible sequel to all my games. Top priority is finishing this game first.
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The original version did have voice acting, but as it was only my friends and I, it wasn't particularly Hollywood material, so after I scrapped the first version of the game (at 70% completion) and begun to develop this current version, I omitted the voices.
Perhaps if I do a sequel... Or a possible patch in the future... I'll see if others begin to make this request.
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