That feeling when you fail at making events and you lounge around...

Cawill

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Yep, sometimes you get wrapped around this vision you have but you feel like you don't have the skills to pull through... when what you had in mind > what you can actually do...

but, I will get there!!!! I swear!!
 

Shaz

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Usually because you're trying to do something beyond your capabilities.


Start small, do easy things, when you achieve them do something a little more complicated. Repeat.
 

Cawill

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Usually because you're trying to do something beyond your capabilities.

Start small, do easy things, when you achieve them do something a little more complicated. Repeat.
Absolutely agree and I was aware of that, and I was just kind of venting blowing off some steam.... thanks for the advice I really do appreciate it!
 

Andar

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In my starting point for new users (linked in my signature) I also adressed this point, because it's usually what happens if someone tries to run before learning to walk...

In my opinion, a new user should start with a "learning project" and experiment with that for one or two months before scrapping it and startting again, because in that time he/she learns much about how to handle the editor adnd the engine - but to make a good game project, the early (and usually overcomplicated or malfunctioning) events and maps should not be maintained into your real game projects (that's why you should scrap them).

Anyone who thinks to skip those first learning months will usually hit roadblocks later in the development, costing more time than the time needed to learn how to do everything in the correct way.

Sometimes I read an answer like "I don't have the time to waste on a tutorial project, I need to start with my real idea" - and in those cases I always think "If you don't have the time to learn how to work correctly, then you also won't be able to finish any game project at all" - and the long list of abandoned projects and users we never hear from again prooves that imo...
 

Cawill

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In my starting point for new users (linked in my signature) I also adressed this point, because it's usually what happens if someone tries to run before learning to walk...

In my opinion, a new user should start with a "learning project" and experiment with that for one or two months before scrapping it and startting again, because in that time he/she learns much about how to handle the editor adnd the engine - but to make a good game project, the early (and usually overcomplicated or malfunctioning) events and maps should not be maintained into your real game projects (that's why you should scrap them).

Anyone who thinks to skip those first learning months will usually hit roadblocks later in the development, costing more time than the time needed to learn how to do everything in the correct way.

Sometimes I read an answer like "I don't have the time to waste on a tutorial project, I need to start with my real idea" - and in those cases I always think "If you don't have the time to learn how to work correctly, then you also won't be able to finish any game project at all" - and the long list of abandoned projects and users we never hear from again prooves that imo...
Wow thank you very much for the motivation... I had looked for the tutorial via google and came out clicking on a scribd link tutorial for rpgmaker and thought (What the friggin heck!?) -edit- (reason being, it wanted to charge me for a scribd account or something?  So I gave up trying to read the rpg maker tutorial).  So, that's why I decided not to keep pursuing reading some kind of tutorial material when (obviously there were other links to find) it was right in front of my face.. i'm such a bonehead lol.  Thank you and I have actually been reading up on the tuts!  It really does help out alot (duh), yeah sometimes I talk to myself, lol.
 
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kerbonklin

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Easiest way to work with a "complicated" event that you think of, is to just plan it out on pen and paper.

"So if I want this to happen, I need to do this, and this will keep track of that, afterwards this will happen, preventing this from happening and making that happen instead."

Try drawing a Flow Chart of what's supposed to happen.
 

vanillacoke

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I worked myself through a tutorial for beginners in a couple of days.

I can't remember where I found it, but it explained everything so clearly, and even a dummy like me could understand.

Usually the complicated stuff isn't as complicated as it seems. It can often be that you're overthinking things, or making a silly mistake somewhere. There's always tutorials and help available on here, as well.

Also, try experimenting with certain events on blank maps until you can do them without too much thought.
 

Titanhex

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If you're super lucky you can get a mentor to help you. I'm a Master level Eventer (I make seriously complex event systems like menus, battle systems, bullet systems, etc. out of Events) and a buddy of mine picked up RMVX-Ace so I've been helping him out with that.

But most people got to just work at it. A good tutorial can go a long way, but learning the logic is the fastest way to learn. Find tutorials that don't teach you how to do something specific, but instead teach you about the logic the events use.

Eventing Logic can go on to help you learn how to program and use other game design software as well.
 

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