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Is it possible to lose a player as well? |

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How will this affect critters in the dungeon upon warping out? |
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[i]Would I be right in assuming that these warping items will be disabled during an actual combat and/or boss battle? |



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Further, does this mean that it will be one page for all four characters? Who share all items? |
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To clear it up more, what would we as worldbuilders be expected to define, at the start of a game, regarding all 32 critters, all... pre-defined 60 items, then weapons, and then the custom definitions? |

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Sorry to ask, but what is the box variable for? Is it for defining how to fight a critter? |


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Well David... I have been rattling my brain trying to think up the solution to my self inflicted problem... but if you know how to work in through... it could benefit your memory problems: Perhaps you have heard of Doom. If so, or not, Doom had the ability to play custom ".wad" files. These files completely changed the maps, monsters, music, weapons, etc. They were referred to as "mods", short for modifiers. Point being, If GBAScen can hold everything convieniently in a compact space such as the cartridge, is it possible to work out a upload/downlaod transfer system allowing GBAScen "mods" to replace the default music/sprites/critters/etc. you provide on the cartridge? |
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I know... "Easier said than done." Right? I am just suggesting what's on my mind, as you had allowed this space for it, no? A good example of what I mean is Sonic Adventure 2: Battle's Chao garden system: *On the Game Cube a Chao was a sort of pet you could raise in a garden area of the game; however: They also utilized the GBA for what they called the "Tiny Chao Garden". You could upload your chao to the GBA without a cartridge present; although: it was also made available to you to use the Sonic Adventure game cartridge to SAVE your Chao data on the GBA. This also worked in reverse: Your Chao could be downloaded to the GC and returned to the Big Garden area. This is where I was inspired to suggest the TTP concept I spoke of. |
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Food for thought, I hope... and good ludk on it... my apologies for open ended problems, but perhaps if I had more programming knowledge I could have secured you a makeshift route. )_) |


| QUOTE (MaverickPrincess @ Sep 29 2005, 02:52 PM) |
| All of this sounds very intriguing. One question though, will there still be the ability to import sprites from other places or will the sprites available be only the pre-made ones, should you decide to go that route? P.S. I got hold of my nephew's GBA...exactly how would one transfer, say, a game made in GBA Scenario to there? |
| QUOTE (MaverickPrincess @ Oct 6 2005, 02:28 PM) |
| Hi David, I'm of the same school of thought that the RPG storylines and the games themselves should be complex but building them should be simple! Which is why I was so glad when Scenario came along. I didn't go to school for programming, you know ;) so pardon me if a lot of the hard core programming stuff goes over my little head. Now, as for this text system you're thinking about, will the Worldbuilder have to type the text out every time or will the text be similar to the Sprite Messenger, e.g., placed in a separate menu box as choices? As for the additional sprite animations you're thinking about for Windows Scenario, I'm certain it would incorporate a different system than current one employs. From what you're describing with the additional animations, would it be along the lines of the sixteen-frame sprites that current RPG Maker (XP-2004) employs? Their sprite sheets are 128x192 pixels, huge by current standards. Also, graphic resolution has improved in that regard, as GIFs and JPGs are also being used, in addition to BMPs and PNGs. I'm also aware that current Scenario was ahead of the game in allowing 24 and 32 bit color, and this wasn't an option until 2004. I have not seen RPG Maker 95 and so I cannot compare. I have seen 2000 and 2003 (and heard about 2004) and think Scenario is much simpler than those two. We're aware that each Maker has its own strengths and limitations, and that no program can be absolutely perfect but we can strive for it as much as possible. We understand and we appreciate your hard work, believe me, we do. Also folks have to remember, when you were writing original Windows Scenario, you were a lone programmer for the most part. The people writing the RPG Maker series are a huge company... P.S. Thank you for clearing that up, after all it is my nephew's GBA, and I did have to return it to him LOL, but if I put a game in there for him he'll love me more :P |

