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questions about permanent deaths/game overs/party changing in VX

So over this weekend I played the game Sweet Home. If you aren't aware of what that is, it is a survival horror game on the NES that is pretty original in some of its features. You control 5 characters who move through a house, each with special abilities, and you try to get out. The unique thing is that you can use a command to switch between each character, you can move between the five characters, or have them operate in teams of up to 3 people each. In addition, when you die you are dead, there are no ways to revive a person, and their sprite stays in the spot where they died.

I'm wondering..

1. How you can make it so that when a person dies, after the battle the game checks for this and, if they are dead, they remove the character and permanently put them wherever they died.

2. I'm also wondering if there is a catepillar script that would allow for this type of party arrangement.

3. How would you make it so each character can move independantly or join with the rest?

4. How can I make it so there is -not- a game over until all of the playable characters are killed, rather than just the current active party?

5. How you can make it so that when an enemy sprite touches an 'inactive' party member's sprite, that it cuts to that sprite and a battle ensues. Example would be the Narshe battle in FF6, where your inactive party members can still be attacked.

6. How you can make enemy sprites move toward a specific point, rather than the player. Again, using the above example, when the enemy troops are heading for Banon.
 
This would be pretty complicated to event, so I would suggest requesting a "Multiple Parties" and "Party Changer" script. I'm not sure if one's been made yet (only seen one for XP), but try a search first anyway.

For #6, you'd probably want a pathfinding script, which automatically finds the fastest route to a set of coordinates. Again, not sure if one's been made yet for VX, so try a search.

Hope that helped. If you can't find anything, just say so here and I can move this to Script Requests for you.
 

ikos

Member

Well I guess you could use a conditional branch for 1. :\

Conditional: Actor x is incapacitated
        Actor x is removed from party.

Leaving him there would be a problem though.
 
I plan to just put dummy sprites in each map for each of the characters, I guess I could do that conditional branch and add like: set 'character' x=hero position, set character y=hero position, turn on the switch that'd show the 'dead' version of the sprite and then make it turn off any switches that allowed changing to that character?
 
The event would basically need to remember the coordinates and replace the graphic every time you re-enter the map if you want a permanent memorial to that character.  You could do that, of course, but you'll need to make that an active decision, if you see what I mean.
 
ah. Like an event that auto-runs re-setting the coordinates so the body doesn't appear 'off the map' after you go out of that particular area. gotcha.. that's true.. thanks =)
 

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