Well, it's finally here: my event demo. It's recommended for advanced users (which is apparently eveyone on here) but it contains a lot of tips for people starting to get familiar with the VX event system. The nice part is that it also includes a bunch of images and facesets from my collection, and is built off of one of the YERD script demos, so it's worth the time. It's sort of a bit of a rush job, so there may be a few kinks in it, but it seemed fine when I ran through it. If I find any problems (or anyone else does), just let me know and I'll see what I can do. Just remember to download (and read, obviously) the text file first, since it tells you what's going on and answers a number of questions you may have.
-In the breeder event, there's a "jump to label: normal" in one of the events. The problem is that I put a comment instead of a label, but luckily it works anyways. So just change the comment to a label.
-for the HellFIRE event, I'm not sure if I included this but make a parallel process event, with this code:
condition branch: if timer = 1 sec or less -switch kill =ON (blows everything up...) play animation - player - no attrib. (....including you) switch kill= OFF game over return to title screen
- the lake is finally fixed. Above the choice box and in between the switch for swimming, put this:
set move route - player - wait 600 frames (10 s, if I understand it correctly)
uncheck "wait until completion" (so you don't have to) and check/turn on "repeat action". It will loop the wait command, but still run the event. Even if it doesn't, you gave yourself some extra time.
Aug. 29 2011 - updated to Demo 1.5 with a ton of other features.
This post has been edited by Alt_Jack: Sep 7 2011, 03:32 PM
Aha! The eventing demo we've all been waiting for! These are some really great events, Jack (not that I expect any less from you, after all it was thanks to your help that I made myself learn how to event). I'll definately be using the Prizes Event - I've been thinking about making one for a few days now - and I have to say, your breeding event is like no event I have ever seen. A fantastic job, sir. You are the Eventing God.
Your praise is much appreciated. The Coin-Op is based off of the one in the original Pokemon games (R/B/Y) and if you hit F9 and turn on the switch labelled "golden" while you're in there, you get 1000g (assuming it's still there) I should probably fill in the rest for the results CE, though,
two of a kind
condition branch if variable X == (let's say) 1 -condition branch if variable Y == 1 -then (whatever) Else condition branch if variable Z ==1 - (same result)
Like I said, if anyone finds any glitches, let me know and I'll see what I can do. There's a bit of an issue with the lake where the character moves with the choice selection, but since that's the only time I've ever seen that happen, I assume it's just the engine. I forgot that I included the scared/eager states, as well as party member-based effects. Try em' out. Oh, and if you're having trouble seeing in that cave where you can use Ghost Skill, try bringing Morrigan or Michelle with you.
This post has been edited by Alt_Jack: Aug 7 2011, 04:01 PM
I've got a bit of an update for anyone who's downloaded the demo. It's just a couple corrections to fill in, no big deal. The demo is still the same, so don't bother re-downloading it. Just check if there are any updates and make the necessary changes.
wow this is pretty elaborate, just a quick question tho, do we have any beginner eventing demos? i was thinking maybe me n u jack could make like a series lol, or did u already make a series D:?, if not maybe we could make an eventing demo series that breaks down on certain subjects of eventing like variables switches, common events, even the database wouldnt be a bad subject....;o
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wow this is pretty elaborate, just a quick question tho, do we have any beginner eventing demos?
Funny you should mention that: http://www.rpgrevolution.com/forums/index....st&p=516750 you're welcome to make your own, of course. Mine covers.....a lot. lol But it took way too long to make, so unless I release any games, that's about it for event demos from me. I don't have the time anymore to be making large-scale stuff like that, so I'm just sticking with graphics (and maybe the occasional submission) for now. Sorry.
lol totally forgot about that post, so urs is the advanced one, his is the starter pack, what would be considered intermediate?
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Type: Event Designer
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Hm... For some reason I can't download this
Might just be a bug with Mediafire. I click 'download' and it kicks me back to the 'Would you like to download this file?' screen. It's rather annoying but I'll keep trying, I'm interested in this
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Hm... For some reason I can't download this Might just be a bug with Mediafire. I click 'download' and it kicks me back to the 'Would you like to download this file?' screen. It's rather annoying but I'll keep trying, I'm interested in this
Issues with the DL? Sadness. Well, it'll be worth it when you're done. Most demos I've played, you can blow through in about 20-30 minutes, but this one's pretty extensive. Playing through stuff and then reading the comments to see how it works will probably take you at least an hour or two. There are also a number of things left incomplete (on purpose) so you can play around with the different systems, which will probably take some time, too. It's long, but you get some good stuff to mess around with.
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Haha, finally! Alright I'll give this a shot and get back to you Jack!
EDIT: I like it. Though I think I need to bump my 'Event Designer' skill level down to Beginner or Undisclosed. I bow Great work, I'll learn a lot!
This post has been edited by Orrion Carn: Aug 25 2011, 12:08 AM
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Time's Shadow - Postponed
QUOTEs: "Get a life? I'm a gamer I have hundreds!" - Myself "Yep, hand-to-hand combat is the old school way to kill your enemies. Killing a man with your bare hands says 'We're all equals as men' except I'm slightly more equal because I'm still alive and you're dead. Of course dropping a nuke on them from 50 thousand feet is totally acceptable. I mean let's face it, there just ain't enough time in this world to show everybody the courtesy of a good strangling." -Sarge
Haha, finally! Alright I'll give this a shot and get back to you Jack! EDIT: I like it. Though I think I need to bump my 'Event Designer' skill level down to Beginner or Undisclosed. I bow Great work, I'll learn a lot!
lol Geez, you don't have to go down-grading yourself! The reason I have mine as "skilled" is because I suck at fade in/outs and weather effects. It's sort of trivial, but I'm actually pretty bad at it.
Haha, finally! Alright I'll give this a shot and get back to you Jack! EDIT: I like it. Though I think I need to bump my 'Event Designer' skill level down to Beginner or Undisclosed. I bow Great work, I'll learn a lot!
lol Geez, you don't have to go down-grading yourself! The reason I have mine as "skilled" is because I suck at fade in/outs and weather effects. It's sort of trivial, but I'm actually pretty bad at it.
I might update it again with some other stuff.
maybe i can help you out on these, exactly how do u suck at them xD?, fade in/outs are easy, all u have to know is, when the fade in event happends, the player isnt seeing whats going on and fade out the player will see whats going on, and weather is pretty much like shake screen and what not.
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maybe i can help you out on these, exactly how do u suck at them xD?, fade in/outs are easy, all u have to know is, when the fade in event happends, the player isnt seeing whats going on and fade out the player will see whats going on, and weather is pretty much like shake screen and what not.
It's the timing. Ah well.
Exciting news, though. I'll be releasing an updated version with a bunch of interactive events like an advanced push/pull statue switch on Monday (busy weekend ) so keep an eye out for it. It's got at least 5 new elements to mess around with, and I fixed many of the previous errors. There's also a brief blurb about mapping, and the town will finally have stuff to do there. Should be good...
This post has been edited by Alt_Jack: Aug 25 2011, 07:41 PM
well if its timing, heres a tip on what i do, first i run the event without fadein/outs first, while its running from beggining i start a timer on my phone or watch and keep my hand on the stop timer button when it ends, and when it ends....i put the needed frames, by how long the event was.
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Well, I managed to get it done ahead of schedule. It's got a lot more stuff and I fixed a number of things that were wrong. I threw in a few more graphics and explained stuff a bit more, for once. Give it a go and see how you like it. Demo version 1.5
This post has been edited by Alt_Jack: Aug 28 2011, 01:24 PM
I'm always curious to see the work of other eventers. I'm a tough person to impress when it comes to events, as I have done a number of complex systems. That's not to say I'm the best, certainly I can't beat Vanit's skills or some of the more proficient eventers out there. Plus, I've been doing an unorthodox combination of Events and Scripts. Still I handle my events well.
I'll take a look and edit this post to give my input.
Well the demo was kinda confusing. @_@
I wasn't sure what I was looking at a lot of the time. I also was having a hard time sifting through what was an event and what was a script.
There were so many events going on just kinda doing their own thing, you really had to dig around to figure out what item on the map contained something worthwhile.
The events I did find were great for beginner eventers though. Nothing too complex. Some events were even inspiring, giving me a creative understanding of how to present scenes and create puzzles. In that regard, you definitely remained true. I particularly liked the Ghost-Walking idea and using the Skeleton monster to represent death of the player.
I just wish it wasn't all placed into a gutted game, but instead was present in a tutorial fashion which would be easy to go through both in and out of game.
This post has been edited by Titanhex: Sep 7 2011, 12:23 AM
I don't think it's whether or not you're good at events (as everyone claims to be) , it's whether or not you're creative when making them. I mean, you can make stuff but is it's tricky to find stuff that's like, "oh wow, that's pretty cool". But hey, go nuts. I've got another semester of greasy hands, pretty girls and Tylenol addictions, so I won't be around to contribute anything worthwhile.
Yeah, eventing is becoming like Mapping, where everyone says they're good at it but they've only touched the ice-berg. The more abstract and complex methods evade them.
Creativity is definitely important in design. You impressed me there. You know how to use the system to do the things you want. I would have liked to see more complex systems though.
I left the rest of my thoughts in the other post.
Don't party too hard.
This post has been edited by Titanhex: Sep 7 2011, 12:41 AM
Well the demo was kinda confusing. @_@ I wasn't sure what I was looking at a lot of the time. I also was having a hard time sifting through what was an event and what was a script. There were so many events going on just kinda doing their own thing, you really had to dig around to figure out what item on the map contained something worthwhile...I just wish it wasn't all placed into a gutted game, but instead was present in a tutorial fashion which would be easy to go through both in and out of game.
Yeah, I have some qualms about that too, but it was difficult to throw them together into something coherent. In reality, time constraints and laziness kind of shot it down. The lake and the actor synthesis are rather complex, and I found it hard to get the former to work properly. To me, those are complicated events. They may be simple in function, but making them can be vexing. It's really intended to show how to string fairly simple events together to work complex systems without the player noticing anything. The statue push puzzle is a great example of this: not only does it move two events with two different methods, it also disarms two traps (the one in front of the ladder is also disarmed, so you can jump over the wall) and opens a door, most of which is hidden in a brief, seemingly pointless cut-scene.
Other than that, I'm not really sure what you consider to be a "complex system".