I apologize profusely if any of these are covered in other threads, I searched extensively, but sometimes hitting on just the right combination of search values can be a daunting task in and of itself.
I'm creating a special game for my nieces birthday. Nothing extraordinary or special, a simple short story, with some battles, dialogs, and simple quests in it. It's a very linear game, with lots of dialouge and player/character interaction (more specifically, the character talks to the player a lot...) And for these automated dialog startups(where the character initiates a conversation with the player) I'm using an Autorun event (very top left hand square), and based on some switch values, and variable values, I can keep track of where I am in the story. (Most of these conversations or mini cutscenes occur after transferring to a different map).
However, I re-use a lot of the maps I've created, and entering and leaving these maps seems to really tax this autorun event if there's too many conditionals or too many branches. Plus some of the NPCs behave differently based on the point in the story, and their own event tabs seem to become over weildy and cumbersome. The point of this little diatribe is that trying to debug all these conditions and branches isn't quite as easy as debugging the software I write at work (I'm a C# developer by trade...)
So what I've done is every time the chapter or act changes, and I have to re-visit a map, I copied the map, removed all the events from the new map, and then start adding them for the specific scene, chapter or act I'm curently engaged in. Is this the wrong way to do this? Does it add to my games overall complexity or just isn't very efficient?
Also, I've asked this in another thread as well, but might as well ask here too. On the Event Editor screen, the Options on the bottom left hand side (Move Animation, Stop Animation, Direction Fix, Through, and Always on Top)... What are these specific options for? What do they actually do?
I've done quite a bit with events already, and am actually considering a simple script, to give an NPC an array of possible dialog statements, and generate a random number, and using that number to determine what the NPC's response should be. I know this isn't a scripting thread, but could anyone give me just a small example of such a script so I can use it as a template, then expand upon it myself? That''s how I taught myself programming in general, learning by doing...