Change Disk Script

Started by Memor-X, March 10, 2008, 06:29:04 pm

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Blizzard

I personally wouldn't download an RM game that is over 200MB except if it got GREAT reviews. It did play Dark Eternal (around 230MB), so that speaks for itself.
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Real Mugen

 :) well i use the music in WAV...... ill transform from Mp3

Memor-X

@Calintz16438 : i'm dead set in having one because when i first started making Black Core, before i started it again with a better dagree of detail in it i got about 1/4 though Chapter 3: Cold Heart, Deadly Blood and i had about 500 maps and at the ned of Chapter 3, i would be half way though the game (meaning there is 6 chapters total) and i had done 3/4 of both the Earth World and the Crystal World with places you had to go to to porgress though the story, i still haddn't did the last 1/4 of the 2 worlds and the other area's where you don't have to go, or the 3rd world you can go to whihc is smaller that the 1st 2 (mainly because the north pole is blocked by a dark barrier and the south pole is blocked by a seal that is released when the final boss is destroyed) plus when you get the airship i was going to add a seperate map for within the airship, i got a bit worried that the game might to be how i wanted it by the end (if i even got to the end before i reached the limit), plus i would be good if i could have the final chapter as a serperate game (or disk whatever) so that way i can have a seperate small story for each character's ultimate weapon and 6th limit break, and some bonus stuff that leads to Black Core II: Black Howling, plus with Twin Core, it's like the final game in my Core Twinlight Worlds series and it has the combined world maps for Black Core II and Angel Core, meaning a lot of maps will be used at the start, so i need this badly just in case if i do reach the limit, and i'm not done in making them game

@Real Mugen: sometimes that might not be a good idea, you would want to keep the game as small as you can get it if your going to have it on the net so it will cut download time however marketing is a differnt story and making you game like 4.5 GB make idiots think the game is better than games like FFXII or Oblivion

Zeriab

March 18, 2008, 05:57:42 am #23 Last Edit: March 18, 2008, 06:03:08 am by Zeriab
Quote from: Blizzard on March 12, 2008, 06:39:35 am
Actually, if I'm not wrong, you can easily make a script that allows having more than 999 maps.
In case you don't like it, there's been a script for "multi-disk" games on rmxp.org once. You might wanna try your luck there.

It is easy to make a script that allows more than 999 maps ^^
The difficulty arises if you want to make a user friendly script where amount of effort per map doesn't increase tenfold or so.

There is however something you can do to exceed 999 maps, something that won't be too difficult.
A script that takes care of several map packages. Each package can have up to 999 maps.
The script will also provide the ability to use a simple Script Call in an event to switch to another package.
It would require the users to explicitly express each link, but with 999 maps in each package there should be room for minimizing the amount of links to and from other packages.
Creating such a script wouldn't be too hard, the maps will fit together seamlessly (The player won't know when a package exchange is happening) and working with the maps won't require too much extra effort. It's simply about having several projects and use just the map data from them.
Maintaining the variables, switches and e.t.c. comes for free, so not much work needed here ^^

I know it's not what is requested and that it doesn't have the novelty of a disk changing system. Still, I think it may be worth considering if your reason for requesting this script is due to you needing more than 999 maps.

*hugs*
- Zeriab

Blizzard

Hm, that is a good idea with the map packages. Didn't think of that. Yeah, you could swap between them in-game and develop them in separated projects without problems. You'll have to update the actor/class/skills/weapons/etc. files in all the other projects if you edit them in the current, though.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Memor-X

yeh that script would be good enough, infact it would proboly better than my request because then i can have one package as one world map and all it's towns and that, another package as another world map, another package as another world map and another package as all the cutscene maps

Blizzard

And you wouldn't have to "change disks". :)
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Zeriab

Quote from: Blizzard on March 18, 2008, 11:24:31 am
Hm, that is a good idea with the map packages. Didn't think of that. Yeah, you could swap between them in-game and develop them in separated projects without problems. You'll have to update the actor/class/skills/weapons/etc. files in all the other projects if you edit them in the current, though.


Why would you need to update the actor/class/skills/weapons/etc. files in all the other projects? Why if you only use the maps?
It will naturally help when you add new actors/skills/weapons/etc, but that's more to help the map maker than much else :/
Even so. Copying those files to a different project doesn't require much effort ^^

Question is now, who should script it? *looks at Blizzy*

Blizzard

Time? :=

An update would be necessary if you want to test stuff before moving. Meh, it depends on how you are going to approach it. You could generally move the files to the actual project and test them there.

It's a simple script, but requires some testing. I could only give the idea that I had. The scripter should implement a command that switches between sets like "GAME.switch_map_set(NUMBER)". The maps are being switched internally without problems. It would be a good idea to have the system switch maps independently when changing the set. i.e. I am on map 635 in set 0, then I change the set to 3 and teleport to map 349. The player will be set automatically to coordinates 0, 0 and the user has to define another parallel process command that puts him at the right place.
Don't forget to save the set number in Game_System.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Fantasist

I get the general idea, but I have no clue about how maps are loaded. *added to my to-try list*
...any pointers Blizz and Zeriab?
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Memor-X

this is just and idea (you don't have to take it) but maybe creating a call script which acts the exsact same as teleport funstion yet you add the pack aswell like

game.teleport(Pack No.,MapID,X,Y,Facing)

just a suggestion, like i said, you won't have to take it

Fantasist

Yeah, but even for doing that, I need to know how Maps are used in RMXP. I haven't explored that part yet. No wonder I don't know how to script location name into a CMS or something.
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Blizzard

@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))


=X
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Fantasist

Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


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Phasedscar

if RMXP supported 1440x what was it, 1248?, and as many as 48 layers per a picture you can probably stack up 100mb right there, but oh man would it be a very pretty sprite game.

Also, if you make movies to fit your game, depending on quality and length, you can get those up to 50-100mb each.

In all reality a 5 gig game isn't impossible, just rediculously bothersome and time consuming to do.  And let's face it, unless you have 20 people working on a single game, it most likely will never reach that size.
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Memor-X

just wondering when abouts i can expect this script to be done, that way i can get a fair idea on when about i can start work on the Crystal World Map in my Black Core Game