JeremyDoesSS

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Hello there.

I am currently developing a demo for my game in which the player can play for roughly 6 hours.

The way I am accomplishing this is by having 1440 lines in the event box, each counting down 900 frames.

Since I'm human, I am not counting every line to make sure I have enough to go the full 6 hours. So I am asking if any of you know IF there is an event box limit, and if so, how big is it?

If there is a limit, I have a backup plan, so no need to leave a suggestion on how to pull off the demo end trigger.
 

Rugman

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I don’t understand your question.
 

JeremyDoesSS

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I don’t understand your question.
the event system is controlled by commands, right? What I'm asking is how many commands you can fit into a single event page.
 

Tiamat-86

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instead of 1440 lines all just doing wait 900 frames (and assuming does something at the end?)
why not just have it looping a variable increase every 900 frames. then the something at the end is just checking the variable.
6 hours (1440 lines) is just 'variable = 1440' but only takes up 4~ lines in the event.

wait 900 frames
variable increase 1
if variable >= 1440
> "demo time limit reached"
> play credits/return to title screen

edit: when i say "looping" i mean just how a parallel event will loop by default as long as the conditions stay met. not the specific event command 'loop'
 
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JeremyDoesSS

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instead of 1440 lines all just doing wait 900 frames (and assuming does something at the end?)
why not just have it looping a variable increase every 900 frames. then the something at the end is just checking the variable.
6 hours (1440 lines) is just 'variable = 1440' but only takes up 4~ lines in the event.

wait 900 frames
variable increase 1
if variable >= 1440
> "demo time limit reached"
> return to title screen

edit: when i say "looping" i mean just how a parallel event will loop by default as long as the conditions stay met. not the specific event command 'loop’
Thanks, but this isn’t exactly what I’m asking for, I want to know how many commands I can put onto the page.
Your solution wouldn’t help if the line limit was under 1440.

Even then, I’ve changed my demo system, since i’ve realized you could abuse the system pretty easy (in a way that applies to my game in specific)

Still, this would be a good way to figure out the line count limit.
 

caethyril

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Also note that all active Parallel events will restart when the map changes. I.e. the event you describe in your opening post would only complete if the player stays on the same map for 6 hours! :kaoswt2:

Tiamat's suggestion is a definite improvement. I would also recommend reducing the wait time, e.g.

◆If:Time ≥ 86400 ◆Text:None, Window, Bottom : :Your 6 hours are up! : :Purchase the full game to continue playing~ ◆Open Save Screen ◆Return to Title Screen ◆ :End ◆Wait:15 frames ◆Control Variables:#0020 Time += 1
I.e. the variable counts +1 every 15 frames (0.25 seconds). This basically eliminates the Parallel reset exploit and avoids a huge number of wait commands.
 

JeremyDoesSS

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Also note that all active Parallel events will restart when the map changes. I.e. the event you describe in your opening post would only complete if the player stays on the same map for 6 hours! :kaoswt2:

Tiamat's suggestion is a definite improvement. I would also recommend reducing the wait time, e.g.

◆If:Time ≥ 86400 ◆Text:None, Window, Bottom : :Your 6 hours are up! : :Purchase the full game to continue playing~ ◆Open Save Screen ◆Return to Title Screen ◆ :End ◆Wait:15 frames ◆Control Variables:#0020 Time += 1

I.e. the variable counts +1 every 15 frames (0.25 seconds). This basically eliminates the Parallel reset exploit and avoids a huge number of wait commands.
Thanks, but as I said before, I’ve already improved the demo end triggers.
 

ShadowDragon

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there are ways to bypass it, but you can start over on a new game, and try
to make a faster road in order to beat it within 6 hours.

depending how long the game is, there are some ways and methode provided above.
even with a plugin, you can set it easy to hours, but bypassing it would be childplay
if they know how.

persistent variable can also stop you from playing a new game when the 6 hours
is over, or a fixed point to end the game so they cannot continue after that point.

so a reduced version so you cannot bypass that road without having the full version.
 

JeremyDoesSS

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there are ways to bypass it, but you can start over on a new game, and try
to make a faster road in order to beat it within 6 hours.

depending how long the game is, there are some ways and methode provided above.
even with a plugin, you can set it easy to hours, but bypassing it would be childplay
if they know how.

persistent variable can also stop you from playing a new game when the 6 hours
is over, or a fixed point to end the game so they cannot continue after that point.

so a reduced version so you cannot bypass that road without having the full version.
as of now, I've changed it to be

If day = 3 (with everyday being 2 hours without sleeping)
end the demo.


This cannot be bypassed without breaking the game entirely, and any future/hidden content isn't in the files.
 

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