I'm trying to test a single map instead of having to run through my entire game to test one little thing half way through every time. I'm using VX Ace.
How do I test a single map?
#1
Posted 07 June 2012 - 09:44 AM
I'm trying to test a single map instead of having to run through my entire game to test one little thing half way through every time. I'm using VX Ace.
#4
Posted 07 June 2012 - 03:52 PM
#5
Posted 07 June 2012 - 04:11 PM
#7
Posted 07 June 2012 - 04:25 PM
If events on your map depend on switches that may be turned on earlier in the game, just play the game through to the map you want to test, then save it. Each time you test, just load the save file, test the map, and don't save over it until you're done with that area.
This is probably a bad idea. First, your save file contains data that may change when developing your game, so you run the risk of stale data in a save file or strange errors occurring. Secondly, you can simply use the switch/variable interface to change the state of a switch or the value of a variable, so playing into the game just to turn on some switches is a waste of time anyway.
While sloppy writing does not invariably mean sloppy thinking, we've generally found the correlation to be strong -- and we have no use for sloppy thinkers. If you can't yet write competently, learn to.
#8
Posted 07 June 2012 - 11:02 PM
You want to set your starting position in that map, and hit F9 in-game to turn on the necessary switches/variables to test it. You can also create a temporary event on that map that does the same upon map entry.

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#9
Posted 07 June 2012 - 11:12 PM
While sloppy writing does not invariably mean sloppy thinking, we've generally found the correlation to be strong -- and we have no use for sloppy thinkers. If you can't yet write competently, learn to.
#10
Posted 08 June 2012 - 05:17 PM
SOMETIMES it causes an issue, if you've added extra scripts and something needs to be initialized and it hasn't been in the save file. Then I'll do a quick script call in an autorun event to initialize it.
I do also just set the starting point to that map to test, a lot, but sometimes you need a lot of setup stuff beforehand, and if I've already got a save, I'd rather use that than do it all manually.
#11
Posted 08 June 2012 - 07:33 PM
There's a number of ways you can make testing and developing easier on yourself.
- Hitting F9 to change switches and variables
- Hold Ctrl to walk through walls and avoid event triggering
- Debug NPCs that teleport you, give you items or money, swap party members, etc
- Make an item that 1-shots every enemy and another to heal up your team so you don't have slog through numerous random battles but still know what level you'll finish a dungeon at
- Cutscene skipping NPCs
I usually try to avoid changing the starting position since there's a lot of critical things that I handle the moment the game starts. Instead I'll duplicate the initial event and remove all the cutscenes and teleport you to the moment you can first play or to a debug room.
#12
Posted 08 June 2012 - 08:45 PM
I do agree with Shaz that it's a good idea to play a game through at several points. It helps to see how the player will be experiencing the gameplay.
#13
Posted 09 June 2012 - 12:16 AM
The 1-shot kill enemy and heal party ideas are nice too. I've used the NPC (or autorun event) to give money for testing as well, and managed to leave it in a very briefly available release of a commercial game. LOL! A few astute players who managed to get that build learned they only had to walk in and out of a house over and over to become millionaires!
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