Tsukihime 1,489 Posted August 9, 2012 (edited) Test Play Setup -Tsukihime This script allows you to set some data when starting a new game, such as during test play. Basically, start-up scripts. It allows you to specify starting information without having to change your project (eg: change your starting location, or initial levels), and you don't have to use the in-game switch/variable debug menu to set things up. Things like -setting switches -setting variables -setting actor levels -setting player start location If you think something would be useful to add, just mention it and I might add it so everyone else can use it as well without having to write it themselves. Additions are being added as I think of things that are trivial but should not require you to go through extra effort just to accomplish. Usage Just add some custom values for the appropriate data. For example, if you want to set switches 2, 3, and 7 when the game starts, you would just go to the Switches hash and say Switches = { 2 => true, 3 => true, 7 => true } The comments describe the format of the input. They are all hashes for the most part. Download http://db.tt/Q7J4xy7o Features -title skip -set framerate -set game resolution -set switches -set variables -set starting location -adding party members -adding gold -adding all items, weapons, and armors -set actor levels Extension In some programs, they allow you to save configuration profiles so that you can save settings in some format and then just load them up when you need it. I'm thinking of providing some way to do that as well, using a spreadsheet file as the main source of input. But that's just an idea I haven't thought of the best way to implement it. Edited November 11, 2012 by Tsukihime 5 Share this post Link to post Share on other sites
Tsukihime 1,489 Posted January 26, 2013 This script has been updated with a non-blocking testplay window. That means you can edit your project while testplaying the game. 4 Share this post Link to post Share on other sites
ekomega 20 Posted January 27, 2013 Thanks! You're the best! Share this post Link to post Share on other sites
Wren 179 Posted January 27, 2013 This looks very handy for testing things out, thanks a bunch. Share this post Link to post Share on other sites
estriole 326 Posted January 27, 2013 This script has been updated with a non-blocking testplay window.That means you can edit your project while testplaying the game. gotta to try this. but do the changes occur in the testplay too? or need to close and restart test play? . Share this post Link to post Share on other sites
Caveras 40 Posted January 27, 2013 This script has been updated with a non-blocking testplay window.That means you can edit your project while testplaying the game. gotta to try this. but do the changes occur in the testplay too? or need to close and restart test play? . Put it in a project and you'll have your answer in about 30 seconds ;D Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 27, 2013 This is fantastic. Saves from having to create a lot of events in the game to set certain triggers. Couple this with a Debug script that has key triggers and testing becomes a breeze. Thanks Tsuki. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted January 27, 2013 gotta to try this. but do the changes occur in the testplay too? or need to close and restart test play? . I have not implemented that yet. It is a matter of reloading the data files at run-time. Share this post Link to post Share on other sites
AvalonMelody 0 Posted December 9, 2013 Very handy script! Thanks much for making it! The only trouble I'm having with it though, is it keeps playing the BGM music from the main title screen. (The game loads and at the title screen, BGM 1 plays. Upon selecting New Game, the BGM 1 continues to play [[No fade in/out or short pause between.]]) IS it perhaps because the first map you go to while starting a new game, has no BGM music? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted December 9, 2013 Doesn't happen to me when my starting map doesn't have any BGM, but this is only for testing purposes so I'm not sure if that makes that much of a difference. Share this post Link to post Share on other sites