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.
Quackadoos
Aug 7 2011, 12:05 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.
Alt_Jack
Aug 7 2011, 01:17 PM
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.
Alt_Jack
Aug 10 2011, 08:11 AM
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.
lilcooldude69
Aug 22 2011, 02:47 AM
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
Alt_Jack
Aug 22 2011, 09:23 AM
QUOTE (lilcooldude69 @ Aug 22 2011, 02:47 AM)
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.
lilcooldude69
Aug 22 2011, 10:18 PM
lol totally forgot about that post, so urs is the advanced one, his is the starter pack, what would be considered intermediate?
Alt_Jack
Aug 23 2011, 10:22 AM
QUOTE (lilcooldude69 @ Aug 22 2011, 10:18 PM)
lol totally forgot about that post, so urs is the advanced one, his is the starter pack, what would be considered intermediate?
Whatever you decide to make.
Orrion Carn
Aug 24 2011, 01:41 PM
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
Alt_Jack
Aug 24 2011, 04:02 PM
QUOTE (Orrion Carn @ Aug 24 2011, 02:41 PM)
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.
Orrion Carn
Aug 24 2011, 11:27 PM
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!
Alt_Jack
Aug 25 2011, 02:49 PM
QUOTE (Orrion Carn @ Aug 25 2011, 12:27 AM)
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.
lilcooldude69
Aug 25 2011, 07:14 PM
QUOTE (Alt_Jack @ Aug 25 2011, 03:49 PM)
QUOTE (Orrion Carn @ Aug 25 2011, 12:27 AM)
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.
Alt_Jack
Aug 25 2011, 07:37 PM
QUOTE (lilcooldude69 @ Aug 25 2011, 07:14 PM)
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...
lilcooldude69
Aug 28 2011, 01:14 AM
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.
Alt_Jack
Aug 28 2011, 01:21 PM
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
Titanhex
Sep 5 2011, 11:17 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.
Alt_Jack
Sep 6 2011, 07:09 PM
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.
Titanhex
Sep 7 2011, 12:36 AM
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.
Alt_Jack
Sep 7 2011, 01:59 PM
QUOTE (Titanhex @ Sep 5 2011, 11:17 PM)
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".
Titanhex
Sep 7 2011, 04:02 PM
I missed a few events. Some of them seem half finished though, or bugged. And some areas it wouldn't let me access, which made it kinda tough to get to the area I wanted with the requirements necessary. So I had to just change the starting points.
Aren't some of these events reliant on, well, a lot of scripted systems made by other members? It's actually kinda tough to figure out what script is tied to what event. And there's a ton of scripts.
I do gotta admit though, your swimming event is pretty. Very complex in mathematics. You'd do well to mention what you're doing in it though?
I can tell you're checking if the player is in the parameter of the square, then if they're facing the right direction to do what they need to do. (I only glanced it though) It does limit you to a square body of water though. However using the distance formula you could have a circle body of water with less checks. Personally I'm a fan of the way Ara Fell did it; Create access points in the water to swim. I forgot the specifics of how bad-luck did it, but if I remember Ara Fell is an open project so one could peak inside.
Well those systems you came up with are certainly more complex than anything the average eventer would come up with. They're pretty good. It inspires me to release my tree-chop minigame.
Alt_Jack
Sep 7 2011, 06:50 PM
QUOTE (Titanhex @ Sep 7 2011, 05:02 PM)
I missed a few events. Some of them seem half finished though, or bugged. And some areas it wouldn't let me access, which made it kinda tough to get to the area I wanted with the requirements necessary. So I had to just change the starting points.
Just use the GPS item. You pick where you want to go, and it stores a previous point that you can go back to.
QUOTE
Aren't some of these events reliant on, well, a lot of scripted systems made by other members? It's actually kinda tough to figure out what script is tied to what event. And there's a ton of scripts.
I think maybe 2 of them actually require scripts. The Actor Synthesis (breeding) event does, but that's only for menu purposes. Ghost skill and the GPS can be scripted to the main menu for easy access, but can be an menu-only skill and item, respectively. They use CEs and PPr to death, but I'm having trouble remembering which ones require scripts.
Plus, I'm terrible at scripting, so I tend to avoid using them.
QUOTE
I do gotta admit though, your swimming event is pretty. Very complex in mathematics. You'd do well to mention what you're doing in it though? I can tell you're checking if the player is in the parameter of the square, then if they're facing the right direction to do what they need to do. (I only glanced it though) It does limit you to a square body of water though.
Well, maybe with shapes composed of straight edges, but yeah. Squares and rectangles are just easier to calculate (and make) using the coordinate math, since it's based on edges. The blending/through part is what allows you to move around in the water, and would likely come with a swimming graphic change.
QUOTE
However using the distance formula you could have a circle body of water with less checks. Personally I'm a fan of the way Ara Fell did it; Create access points in the water to swim.
Yeah, I remember someone wanting a boat summoning event and they felt a little dumb when I suggested that they just make a dock for it. I typically use access points like that, too.The problem is that you have to make those points obvious, or have a lot of them. I remember going through the "beginner" demo and seeing bodies of water lined with events.
QUOTE
Well those systems you came up with are certainly more complex than anything the average eventer would come up with. They're pretty good. It inspires me to release my tree-chop minigame.
Actually, there are 3 mini-games in the demo: chicken catching, rock/paper/scissors and slot machines. The first one is surprisingly difficult, since you can't just touch a chicken to catch it. They're pretty fast, too.
I am curious about what bugs you found, though.
Titanhex
Sep 7 2011, 08:04 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.
Alt_Jack
Sep 7 2011, 09:13 PM
QUOTE (Titanhex @ Sep 7 2011, 08:04 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 is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.