Jump to content


Photo

How do I test a single map?


  • Please log in to reply
12 replies to this topic

#1 Vuxadin

Vuxadin

    Newbie

  • Members
  • 5 posts
  • Primarily UsesRMVX Ace
  • First LanguageEnglish

Posted 07 June 2012 - 09:44 AM

Hey Guys,

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. :)

#2 Shablo5

Shablo5

    Advanced Member

  • Members
  • 467 posts
  • Primarily UsesRMVX Ace
  • First LanguageEnglish

Posted 07 June 2012 - 09:48 AM

Press F6 to enter Event Mode, then right click in the map you want to easily access everytime, set starting position -> Player

Posted Image


#3 Chaos17

Chaos17

    Advanced Member

  • Early Adopter+
  • 489 posts
  • LocationFrance
  • Primarily UsesRMVX Ace
  • First LanguageFrench

Posted 07 June 2012 - 10:18 AM

http://www.scribd.co...PG-Maker-VX-Ace

ban.png
 


#4 Vuxadin

Vuxadin

    Newbie

  • Members
  • 5 posts
  • Primarily UsesRMVX Ace
  • First LanguageEnglish

Posted 07 June 2012 - 03:52 PM

Thankyou both. :)

#5 Shaz

Shaz

    Advanced Member

  • Global Moderators
  • 4,315 posts
  • LocationAustralia
  • Primarily UsesN/A

Posted 07 June 2012 - 04:11 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.

#6 Espon

Espon

    Lazy Creator

  • Members
  • 660 posts
  • LocationCanada
  • Primarily UsesRMVX Ace
  • First LanguageGibberish

User's Awards

     

Posted 07 June 2012 - 04:14 PM

I usually keep active saves as I play through my game while making it.

Another way is sometimes I'll just stick an NPC that'll warp me to a map. You can adjust switches and variables while testing by hitting F9.

Current:
mv-banner.png
Finished:
prbanner.png
twos-banner.png


#7 BigEd781

BigEd781

    undefined method 'stupid_title' found for nil:NilClass

  • Admin
  • 779 posts
  • LocationSan Diego, CA
  • Primarily UsesOther
  • First LanguageDothraki

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.
- Getting offended is a great way to avoid answering questions that make you sound dumb.

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.



profile for Ed S. on Stack Exchange, a network of free, community-driven Q&A sites

#8 Celianna

Celianna

    VX/Ace tileset artist

  • Global Moderators
  • 4,284 posts
  • Primarily UsesRMVX
  • First LanguageDutch

Posted 07 June 2012 - 11:02 PM

Agreed with BigEd, when you want to test something after modifying your game, do NOT use old save files.

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.

jkiyxh.png
Futuristic Tiles are now available in the store!
97jj9z.pngParallax TilesCelianna's TilesetBlog DeviantArt97jj9z.png


#9 BigEd781

BigEd781

    undefined method 'stupid_title' found for nil:NilClass

  • Admin
  • 779 posts
  • LocationSan Diego, CA
  • Primarily UsesOther
  • First LanguageDothraki

Posted 07 June 2012 - 11:12 PM

Yeah, a lot of people seem to stumble over this (and have for a long, long time). You control the game, you control *everything* about it. You can bend it to your will, so there is no reason to ever play through just to get to a certain area or change some state variables. Want to get to a specific map? Change you player's start position. Really, you can mold the game to fit your needs during development.
- Getting offended is a great way to avoid answering questions that make you sound dumb.

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.



profile for Ed S. on Stack Exchange, a network of free, community-driven Q&A sites

#10 Shaz

Shaz

    Advanced Member

  • Global Moderators
  • 4,315 posts
  • LocationAustralia
  • Primarily UsesN/A

Posted 08 June 2012 - 05:17 PM

I didn't say to play through JUST to get to that point. If I create my game in the order it will be played, I've usually tested those areas and HAVE a save file ready, with all the switches and variables, items, and character stats that I need for that map. Loading a save is much easier than using F9 to change it all, when you're talking about a few dozen switches (though I did expand the F9 windows to allow change of gold, items, weapons and armor).

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 Espon

Espon

    Lazy Creator

  • Members
  • 660 posts
  • LocationCanada
  • Primarily UsesRMVX Ace
  • First LanguageGibberish

User's Awards

     

Posted 08 June 2012 - 07:33 PM

Well, if you're changing mechanics or scripts then old saves will likely break and crash badly. If you're simply creating maps then it normally works. I usually keep numerous save files and don't bother creating any new ones until after what map or area I'm working on is fully finished since you can run into problems with switches (particularly self-switches) otherwise.

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.

Current:
mv-banner.png
Finished:
prbanner.png
twos-banner.png


#12 Lunarea

Lunarea

    Artist

  • Admin
  • 3,931 posts
  • Primarily UsesRMVX Ace

Posted 08 June 2012 - 08:45 PM

I have a Dev Room that serves as the starting point while I'm working on the project. In it, I can just plop NPCs for different parts of the game and use eventing to turn on switches, variables etc.

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. :)

My blog:

DevBlogSig.png

My current projects:

TUAH-userbar.png

Userbar-ST.png


#13 Shaz

Shaz

    Advanced Member

  • Global Moderators
  • 4,315 posts
  • LocationAustralia
  • Primarily UsesN/A

Posted 09 June 2012 - 12:16 AM

Nice list, Epson! The Ctrl key is awesome, though it did give me some headaches when an alpha tester used it and kept reporting bugs for areas she couldn't possibly have gotten into - it took me some time to figure out that I really didn't have any passability issues on the map! :D

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! :blink:




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users