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About FraterFive

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  • Birthday 06/12/1983

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  1. This is actually something that is entirely up to debate! There are a number of advantages and disadvantages to each way of doing it. I first ran into the issue when I was making Pen and Paper RPG settings. We'll call them top down and bottom up approaches, respectively. If you opt for a top down approach, the first thing you have to understand is that you are going to be putting in a lot of work. We are talking hours at least, and you might not even need to use all the work. The advantage of it is that in general your various smaller elements when they come together will be more firmly linked in your mind, since you've already designed the meta-level elements and have a firm idea of their history. The disadvantage to this method is that it can therefore become a lot harder to improvise elements on the microscale because you will be asking yourself "How does this fit in?", and quite possibly coming up with the answer that it doesn't, or at least doesn't do so easily. You may then scrap this potentially really cool idea, which is potentially a shame, since its possible that you could have managed to fix it in with a minimum of wiggling. The bottom down approach is much more open to improvisation and sudden flashes of creative imagination, but suffers from the fact that it doesn't have a tightly designed metanarrative from the beginning of the process. You could have a million cool ideas, but no way of putting them together in a way that remains internally coherent. One way to think of this is to look at different styles of television shows. Some television shows have tightly scripted events, episodes that follow closely upon each other. Imagine Game of Thrones, or the new Battlestar Gallactica. The potential depth of your storytelling using the first method is absolutely incredible, and it's my opinion that all the greatest stories focus heavily on tying things together to this degree. Other shows are more episodic. Think Star Trek: TNG, or The Simpsons. Both are great shows in my opinion, but there is no overall focus (generally) on making sure that one episode follows on the heels of another. For a more literary example, think Sherlocke Holmes. You can read the individual stories in a manner that is entirely self contained. If you don't happen to read Hound of the Baskervilles, it's unlikely to affect your enjoyment of Study in Scarlet, or vice versa. Personally, I think the best approach is the aim towards the first, but to take elements of the second in small bites. It's okay if, in your game, you have small excursions away from the main story in the name of fun. If you have a sudden cool idea and you aren't sure how its going to fit into your overall narrative, take it and set it aside. Figure out if it can maybe fit into a different part of your story (even if you have to stretch it a little), or if it would be something that would be entirely out of the beaten path and ought to be saved for another story/game. Whatever you do, do not start discarding ideas entirely. Keep a list of these flashes, even if you can't figure out how to make it fit right away. You never know when a small story idea can blossom into a much larger and deeper one. Cheers!
  2. FraterFive

    Multiple plots in a single game

    If done properly, this can be an incredibly powerful story telling technique, as well as just generally increasing the replayability of your game. The only difficulty is that each character needs to be fully fleshed out and have a separately intriguing point of view of the main plot of your game. This is actually really tricky to do no matter what your storytelling medium is though, which is why you don't see it too often.
  3. FraterFive

    Crafting System

    I've been experimenting and I came up with some other things you can do with this script. It actually can function a little bit like an item deconstructor, but a rough one, through the same process. As an example, I set it up so that One green herb plus one red herb creates a potion. I then set the recipes for green herbs and red herbs to be potions. So not only can you turn a red herb and a green herb into a potion, if you decided you didn't need all these extra potions you were carrying around, you could deconstruct them into either red herbs or green herbs. One thing I noticed is that there is no way to have multiple recipes creating the same item. For instance, I tried to set it to having one green herb OR one red herb making a potion, but the program seems to see multiple instances of <ingredients> tags in the notes section to be contiguous. I am not sure if there is a simple trick for allowing multiple recipes leading to the same item without simply creating more item entries in the database. You could do that, but then I wouldn't recommend having multiple entries for any items you are meant to stack.
  4. FraterFive

    Crafting System

    The bench is just an event activated by pushing the activation button on the same level as the character that says "Would you like to craft?", and if you say yes, then it calls to Script: Scene_Manager.call(Scene_Crafting) Edit: I think the problem has been fixed, and I can definitively say that it was a PEBCAC problem. That is to say that I am an idiot! For the record, in case anyone else has any problems, always check to make sure your call is spelt correctly. Now I just need to see if I can reverse engineer the code on this to figure out how it works, and then create the other half of the equation I am looking for, which is to break down built ingredients into their component pieces.
  5. FraterFive

    Hello there!

    Hi there, I'm pretty new to the RPG maker thing in general, having purchased it off steam a while ago. I have an account here at one point, but lost the details to it. As I am getting back into using the program after a rather long break, I thought it was just prudent to make a new account. I'm currently working on two projects, one of which is more of a nostalgia kick and tech demo than anything else, as I am attempting to use RPG Maker VX Ace to recreate the original dragon warrior for the NES. The other is a more personal game that is going to be much more complicated, and hence is a long term project. I am having some problems integrating scripts, because my programing knowledge is extremely limited. In terms of my strengths, I am a story teller. I love to spin a good yarn, and I feel that RPG Maker will give me another medium to do that in. My biggest weaknesses are in the other artistic aspects. I couldn't put a tune together if my life depended on it, and if I was to create my own sprites I am pretty sure my game would have to be limited to basic geometric shapes. I have a little experience coding, so the normal event scripting process is fine by me, but the more advanced stuff using Ruby is utterly out of my understanding for now. Anyways, thank you very much for reading this post if you did. I hope to contribute my talents to your own games as well, whether that be story critique, or the dreaded spelling and grammar check process.
  6. FraterFive

    Crafting System

    Hi, Szyu Yours is the very first script I have attempted to implement, so I apologize if this sounds a bit basic. I plugged your script in where it says to do so, and set up a test map to see if the script did what I need it to do (from the demo it appears it does, but I always like to implement things myself if possible.) I have set up three events, one to give me the initial items I need, one to give me a recipe book, and another to operate as the Alchemy bench. However, upon operating the Alchemy bench, which contains the script call, I get the following error. "Script 'Game_Interpreter' line 1411: NameError occured. uninitialized constant Game_Interpreter::Scene_Manager" I apologize if this is something incredibly basic, but I would appreciate any help anyone can give me as far as this goes. Thanks!