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
Well particularly the Teleport room. Direction fix wasn't taken off on the one that teles you to the right, and the one that teles you to the right freezes the game. Quick and easy fixes. Bugged none-the-less.
Also, perhaps it was because of accessing the player synth room using the GPS, but the left and right doors sometimes didn't do what I expected them to. If I understand correctly, the left door does opposite sex pairings, and the right door does same-sex pairing. Or, something like that at least. Well they seemed to do the same thing. And when I tried pairing on the left, even though it let me select the pair I wanted, it didn't combine them until I went to the right door and tried it. And I suppose it's just unfilled data, but it didn't let me pair some people.
Your timer event on the chicken minigame didn't even count down. I had to GPS out of it. Easy fix. It just stopped prematurely. Or maybe a script interfered. Also you know you don't even have a requirement for chicken wings on the lady who requests them. You can hit the last option and give her nothing and she'll reward you the same.
Also what are the requirements to enter the mt of moons, because at present it doesn't seem to be accessible. Also not a lot in the demo is explained. I had to start in the test room to figure out A accesses the menu and not X.
This post has been edited by Titanhex: Sep 7 2011, 08:05 PM
Well particularly the Teleport room. Direction fix wasn't taken off on the one that teles you to the right, and the one that teles you to the right freezes the game. Quick and easy fixes. Bugged none-the-less.
Hmmm....that seems rather dumb. I'll have to look into it.
-EDIT- I looked into it and It turns out that I may, in fact, be as dumb as I look; not only is the targetting off, but it also interferes with the movement route, which is what causes the freeze. I noticed that the last command was "move down" and that the target was off. Just move the target location one square over and it should be fine. Ironically, the problem with teleporting left was that the target was too far right and the problem with teleporting right was that it was one square to the left. What a country...
QUOTE
Also, perhaps it was because of accessing the player synth room using the GPS, but the left and right doors sometimes didn't do what I expected them to. If I understand correctly, the left door does opposite sex pairings, and the right door does same-sex pairing. Or, something like that at least. Well they seemed to do the same thing. And when I tried pairing on the left, even though it let me select the pair I wanted, it didn't combine them until I went to the right door and tried it. And I suppose it's just unfilled data, but it didn't let me pair some people.
You understood correctly. The teleporting for it got a bit screwy, so just ignore it for now. As for pairing...some people just don't like other people. Also notice that the kids have physical traits from their parents, and the graphic sets for them have to reflect that. That ends up being a lot of graphics I have to make, so it basically is indeed unpaired data. The door on the left is the usual mom+dad=kid while the door on the right lets you use same-sex parents or if you have items, get an alternate character. It's merely additive, which is why it has the "mystic" switch. Otherwise they should have the same effect.
example
Take Jack (black hair, green eyes) and the cop. Both doors will (or should) give you the same result, every time, since they're built from the same event coding. If you have the wolf egg and go in the door on the left, nothing happens, because that's the "normal birth" door. Go in the door on the right, and it'll detect the egg and ask you if you want to change your character into a werewolf by splicing the DNA. If you say yes, you get your werewolf character. If you say no, you'll get the result (Reiko) that you would've got if you used the left door, or not had the item. I'll work on it when I have time.
QUOTE
Your timer event on the chicken minigame didn't even count down. I had to GPS out of it. Easy fix. It just stopped prematurely. Or maybe a script interfered. Also you know you don't even have a requirement for chicken wings on the lady who requests them. You can hit the last option and give her nothing and she'll reward you the same.
To be honest, I was just going to skip that part. I'll check over the coding for her.
-EDIT- I removed the branch and just made it an autorun instead of a PPr, and moved her coding around. Works fine now.
QUOTE
Also what are the requirements to enter the mt of moons, because at present it doesn't seem to be accessible. Also not a lot in the demo is explained. I had to start in the test room to figure out A accesses the menu and not X.
In the castle, there's a hole in the ground near the empty throne room. It's not overly obvious, but it'll take you down there. If you take the vampire or the werewolf, the area will be lit up. Otherwise, it'll be dark. I believe there's another entrance on the map with the jumping tutorial, just before the bridge. I pair the keys with the letters, so X is the X key, L is the L key, and so on. You can change the keys with F11 or something like that.
I'll release an update to fix these issues.
This post has been edited by Alt_Jack: Sep 7 2011, 10:14 PM