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Button mash events

What I have tried to accomplish was one of the coolest parts of god of war: the button mash events.
http://www.youtube.com/watch?v=_5YBl0QJERQ

I tried to recreate this in rmxp. I don't mean just an event system where you have to press a key within a certain amount of time, but the whole thing. So if you press the button on time, the char will do a heavy attack, if you fail to press it on time, you fail and have to start over again. I was able to do the basic button input things, but i failed when it became more complex. can any of you give me some pointers, tips or a basic setup so i cant start over new with a fresh, empty head and all? Thanks! :)
 

Star

Sponsor

Lets see. You can start out by doing your super cool event sequence. Then you throw a picture up there of the button your supposed to press. It can go something like this

parallelprocess
if next button0001 == 0
erase picture0:
show picture1: A BUTTON.png
Conditional branch if A Button is pressed
do something cool
control variables move onto next button0001 == 1
else
wait 100 frames (Five seconds)
erase picture1
show picture0: WRONG.png
get hurt
onto next button0001 == 0

if next button0001 == 1
erase picture1
show picture2: X BUTTON.png
Conditional branch if X Button is pressed
do something cool2
control variables move onto next button0001 == 2
else
wait 100 frames (Five seconds)
erase picture2
show picture0: WRONG.png
get hurt
onto next button0001 == 0

and so on
 
Jbrist":204j6kb2 said:
It'd probably help if you posted a demo with your event system, so that people can take a look and help you improve.

My event system was so messed up and unlogical that i decided to restart the whole thing. I just want ro get some pointers on how to do it the right way :)

@ Star: That's a nice basic setup. Variables are my weak point. I try to do everything with switches... Let's see how this turns out :thumb:
 

Star

Sponsor

gRaViJa":2edwr1jk said:
@ Star: That's a nice basic setup. Variables are my weak point. I try to do everything with switches... Let's see how this turns out :thumb:
Variables are easy once you get to know exactly what they do. BASCIALLY, they are just multiswitches that contain more value than just OFF or ON. They contain numbers, which you can ask for in Conditional Branches. Get to know them, because without them, eventing is a pain in the arse. There is a limit to how many switches you can use you know. Play around with variables. You can hit F9 on your keyboard and see what value you have certain variables set at. Plus you can also make someone say the contents of a variable in text by using the command \v[???] The question marks is reserved for the Variable Number.

Switches should be reserved for one moment things. Variables are more for things that are done in a row.
Switches cannot be used for everything, and variables can.

Here's an example

Lets say you want Sally NPC to say 3 different things randomly. Without Variables you can't do this.

First you would set the ControlVariable[0001] Sally Speech. Operation would be Set. Operand would be Random 1 ~ 3.
That means each time you talk to her the variable would either equal 1, 2 or 3.

Then you set three different condition branches saying
If ControlVariable[0001] == 1
Text = "Hi are you new in town?"

If Control Variable[0001] == 2
Text = "Welcome to our village"

If Control Variable[0001] == 3
Text = "I haven't seen you around here"

It's that easy.
 
True. i'm starting to understand the 'power' of variables. I already made one event system with variables now. My previous systems always used switches, even if the event systems are pretty complicated :p

I didn't have to time today to give the button mash event another try, but i sure will tomorrow.
 

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