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Split -> Random questions + ZOMBIE system
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Posted 2004-07-20, 05:28 PM
Hey, guess what? I convinced my mom to let me use this program. Now I can Make my game again. That means ALOT of questions Bluecube. Here is the first wave:

1. Have you played RPG Maker for the Playstation? If so, then are the switches just like that or different?

2. I don't understand the variables so I need your help there.

3. Can you make a Battle Sprite and animations in Idraw, or do I need something else?

4. If I wanted to create my own window system thingy, would I use MSPaint, Idraw, or something else.

And so there you go. That wasn't so bad was it? Have fun.

Edit: just thought of another one:
Is it in the slightest bit possible to make it where the game changes based on your decisions, like say if you kill a person then you can't use the inn there? You know like in morrowind, where when you talk to somebody, you have a meter that shows how much they like you, but I don't want players to see the meter. And if you are good, then you get a great prize for saving the country, and if you are bad you can take over the land?

Looks like you got your work cut out for ya! Sorry!
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Pontiac
Jan. 1926 - Dec. 2010 est.

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Well, you carry a UB-21 Schnauzer with an OPS Silencer, that's KGB, You prefer an 18-K over an AK, Your surveillance technique is NSA, Your ID is CIA, you recieved your PHD at NYU, traded in your GTO for a BMW, you listen to CD's by REM and STP, and you'd like to see JFK in his BVDs getting down with OPP and you probably put the toilet paper back on the roll with the paper on the inside...

Last edited by Draco2003; 2004-07-20 at 05:37 PM.
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Draco2003
 



 
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Posted 2004-07-20, 05:48 PM in reply to Draco2003's post "Split -> Random questions + ZOMBIE..."
1) Sorry never played it.

2) Vairables allow you to keep stats. I am gonna incorporate this into your moorowind thing. The more people you kill, the less people like you.

You can hav a variable: #0001: Killed People
equal to:0

if you kill someone it would be like this: #0001: Killed people
add: 1


So all they do is allow you to keep track of stats, you can use them to keep track of battles, saves, a time system.. Im not good at describing variables, i can do shit loads with them but explanations suck.

3) Yes, you can make battle sprites in Idraw, Bluecube will post the measurements for them.

4) You can use Idraw as well, I find it easiest. ou can change colors and such. AT the bottom there is a design that will stretch to cover all the highlighted text when you are given options or in menu's, so make sure to make it assymetrical...i think.


On variables I can help you more if you get msn or aim or something and add me, i could talk to you and you could ask questions as you need.


~ KAMAHAME---Oh shit it's happening again.... ~
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Posted 2004-07-20, 06:24 PM in reply to Draco2003's post "Split -> Random questions + ZOMBIE..."
May as well add my own thoughts as well.


1) Haven't played it.

2) Variables are just like switches, but instead of an ON/OFF value, it's a number value. You can set a variable to be pretty much any number-based thing you can think of.

3) Yes. Measurements are:

Battle Animations: 480x480, each frame is 96x96.
Battle Charsets: 144x384, each frame is 48x48.

4) Hmm, okay - here's the breakdown.

The first 4 colored blocks are: Normal background, Frame/arrows, Selection highlight, Selction highlight (for the current character's turn).

There are then 2 colored blocks underneath the normal background color - those are used for the menu and shadowing for letters, in that order. The numbers after that are used for timers that appear on-screen.

Underneath THAT are 20 colored areas, which are used for the /c[x] command, where x is a number between 0 and 19. #0 is also used for normal text, and #3 is used for HP/MP damage. Then of course, you can tell that there's a shadow animation for airships and an up/down/equipped animation for shops.

Edit) Easy, you would just set certain switches for specific events, and a "character" variable for good/evil settings. Killing the guy would subtract 10 from your character, and a switch would turn ON that would prevent you from using the inn.
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Posted 2004-07-21, 12:35 AM in reply to BlueCube's post starting "May as well add my own thoughts as..."
Wow, Thanks! I didn't expect an answer so soon. That helped alot. Well, on with my RPG. [insert anime extremly happy face and peace sign](I wish they had a smilie for that)
R.I.P
Pontiac
Jan. 1926 - Dec. 2010 est.

Check the Gallery and Scrapbook often!
[deviantArt Account!]

Spy Hard
Agent WD-40:
Quote:
Well, you carry a UB-21 Schnauzer with an OPS Silencer, that's KGB, You prefer an 18-K over an AK, Your surveillance technique is NSA, Your ID is CIA, you recieved your PHD at NYU, traded in your GTO for a BMW, you listen to CD's by REM and STP, and you'd like to see JFK in his BVDs getting down with OPP and you probably put the toilet paper back on the roll with the paper on the inside...
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Draco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darkness
 
 
Draco2003
 



 
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Posted 2004-07-21, 01:11 AM in reply to Draco2003's post starting "Wow, Thanks! I didn't expect an answer..."
pm when ur finished with it wanna try it out
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Posted 2004-07-21, 03:38 PM in reply to Draco2003's post starting "Wow, Thanks! I didn't expect an answer..."
Hey I was wondering if anyone can help me with a Zombie system. I don't know if it is in any game but it goes like this: If a Zombie kills you then you are a zombie(duh), but also if you use cheap revive items, you become a zombie. I am going to have it to where you can buy the "same" item at lower prices, but they are defective. Thanks to anyone for information. This game is going to be awesome! (for me to make it at least!)
R.I.P
Pontiac
Jan. 1926 - Dec. 2010 est.

Check the Gallery and Scrapbook often!
[deviantArt Account!]

Spy Hard
Agent WD-40:
Quote:
Well, you carry a UB-21 Schnauzer with an OPS Silencer, that's KGB, You prefer an 18-K over an AK, Your surveillance technique is NSA, Your ID is CIA, you recieved your PHD at NYU, traded in your GTO for a BMW, you listen to CD's by REM and STP, and you'd like to see JFK in his BVDs getting down with OPP and you probably put the toilet paper back on the roll with the paper on the inside...
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Draco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darkness
 
 
Draco2003
 



 
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Posted 2004-07-21, 04:10 PM in reply to Draco2003's post starting "Hey I was wondering if anyone can help..."
Split from the other thread, since it really wasn't a Q/A thread, it was more for the "other game makers" thing.

Anyway, with a ZOMBIE system (I have to use all caps, it's the law), the best way I can think of it is to make ZOMBIE a status effect. Then, the defective healing items add that status, which might halve defense or something (or double attack while draining HP; depends on what you want).

For the "killed by ZOMBIES = you become a ZOMBIE" question, it's probably best to set up a battle trigger in the M. Groups tab. Set the trigger to be something like "Hero Draco HP is between 0% and 0%" and the events to revive Draco, give 10% HP and the ZOMBIE status effect. (Of course, this will prevent you from losing entirely. You may want to only ZOMBIE someone when they hit 10% HP or something.)

Or, just set a switch like [xxxx:ZOMBIEfied Draco] within battle, and use a common event to set ZOMBIE status after the battle, based on whether or not the character is dead.

If you need somewhat more specific pseudocode, ask away.
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Posted 2004-07-22, 12:31 AM in reply to BlueCube's post starting "Split from the other thread, since it..."
You said that it would be impossible to die. What if I wanted to make it so that only zombies did that, wouldn't that mean that other monsters could still kill me? And how would I make it so that the zombie-fied characters are more succeptable to healing items? sorry about the questions, but this is an integral part of the game.
R.I.P
Pontiac
Jan. 1926 - Dec. 2010 est.

Check the Gallery and Scrapbook often!
[deviantArt Account!]

Spy Hard
Agent WD-40:
Quote:
Well, you carry a UB-21 Schnauzer with an OPS Silencer, that's KGB, You prefer an 18-K over an AK, Your surveillance technique is NSA, Your ID is CIA, you recieved your PHD at NYU, traded in your GTO for a BMW, you listen to CD's by REM and STP, and you'd like to see JFK in his BVDs getting down with OPP and you probably put the toilet paper back on the roll with the paper on the inside...
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Draco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darkness
 
 
Draco2003
 



 
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Posted 2004-07-22, 12:53 AM in reply to Draco2003's post starting "You said that it would be impossible to..."
Just as a curious add-on question...what about doing like in Final Fantasy where even if the zombie character is alive if everyone else is dead it's still game-over? Any way to do that? '
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Posted 2004-07-22, 09:32 AM in reply to Draco2003's post starting "You said that it would be impossible to..."
Draco2003 said:
You said that it would be impossible to die. What if I wanted to make it so that only zombies did that, wouldn't that mean that other monsters could still kill me?
Yep, other monsters could kill you fine. And if you wait until AFTER the battle to ZOMBIE the other characters that are dead due to enemy ZOMBIES, you still can die in a battle against them.

Quote:
And how would I make it so that the zombie-fied characters are more succeptable to healing items? sorry about the questions, but this is an integral part of the game.
Change the potions and such to a "Scroll" (still named Potion) that will cast the "Potion" spell, which would have zero infulence/variance and would ignore defense. If you give it an attribute of Healing (you'll have to make it yourself), it's easy to make enemy ZOMBIES get hurt against healing - you just set the -E- percentage on the Healing attribute to -100%. That'll hurt any ZOMBIES, if you give them an E against it. (increase the negative percentage if you want more damage). Make -D- 100%, and set ALL NON-ZOMBIE MONSTERS AND ALL CHARACTERS TO -D- ON HEALING.

Now, when you turn your character into a ZOMBIE, you'll have to equip a cursed accessory (that you'll have to remove when you heal the ZOMBIE). That accessory will increase resistance to healing - basically making the character -E- against healing, and taking damage against it!
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Posted 2004-07-22, 09:35 AM in reply to Christianello's post starting "Just as a curious add-on..."
Christianello said:
Just as a curious add-on question...what about doing like in Final Fantasy where even if the zombie character is alive if everyone else is dead it's still game-over? Any way to do that? '
You CAN, but it would require checking every character, every round. You have to see if your characters are dead, or if a ZOMBIE switch (that you set after you ZOMBIED that person) is set for that character. This would go into the battle events for every Monster Group in the game.
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Posted 2004-07-22, 10:22 PM in reply to BlueCube's post starting "You CAN, but it would require checking..."
Wow, sounds complicated! How about making zombie enemies be regenerated after so many turns? and the next question is totally optianal, but can you make it so that enemy zombies can be revived to become like a normal character?
Thanks for all your help!
R.I.P
Pontiac
Jan. 1926 - Dec. 2010 est.

Check the Gallery and Scrapbook often!
[deviantArt Account!]

Spy Hard
Agent WD-40:
Quote:
Well, you carry a UB-21 Schnauzer with an OPS Silencer, that's KGB, You prefer an 18-K over an AK, Your surveillance technique is NSA, Your ID is CIA, you recieved your PHD at NYU, traded in your GTO for a BMW, you listen to CD's by REM and STP, and you'd like to see JFK in his BVDs getting down with OPP and you probably put the toilet paper back on the roll with the paper on the inside...
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Draco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darknessDraco2003 has an imagination enthroned in its own recess, incomprehensible as from darkness
 
 
Draco2003
 



 
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Posted 2004-07-23, 05:20 AM in reply to Draco2003's post starting "Wow, sounds complicated! How about..."
Yeah, you check when the enemy is dead, and set a switch for that monster. Every turn, if that switch is on you would add 1 to a counter - after the counter variable reaches your limit, you would remove the Death condition and restore HP.

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

Well, you can set up a Transform skill for those monsters, but that's not too useful for what you're trying to do.

Another way is to have a living copy of all ZOMBIE monsters within the M. Groups tab, set up as Invisible (right click on the monster). Now, when [xxxx:MakeZOMBIEAlive] is set, all normal monsters come into play, and all ZOMBIE characters die off. This will of course have to be tailored to every specific enemy group, which is a bit of work.

The best way to set that [xxxx:MakeZOMBIEAlive] switch? I'd say use an item, something relatively rare or expensive, that would set that switch. You could use a skill, but it might be too easy to "revive" the ZOMBIES.
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