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[SOLVED]"Forced" Storytelling

Okay, I have two questions this time:

1. [SOLVED] First, I would like to be able to have the player go around and eliminate a certain number of monsters before the "boss" of the area appears. They are not random encounters, but the monsters are moving sprites on the field that disappear after you defeat them. Right now, I have a larger troop that stays in place (as opposed to the others who move toward the player) and, after you defeat this troop, the boss appears and you fight him. My first thought was switches, but I got confused the couple times I tried to fiddle with it. If anyone can explain a way to do that, that'd be great.

2. [SOLVED] I have a city, and you're supposed to go find these particular people. I would like to have the player find one character first, because that character comes and talks to the second character. So, what I REALLY want, I suppose, is to be able to only have the second character show up after the player talks to the first. Is that something to do with common events? These two characters are in two different buildings (two different maps).
 
Question number two... To do it use switch I can do it but i can't explain it detail, use switch maybe you name it Player talk to the first person, In the building which the second person are, make an event (Which the second person stand) the first page be blank and add new pages with his/her graphic and check the box Switch " " is on, and chose "Player talk to the first person" switch. And in the building which first person are make the event and in the event Chose "control switches" Single " Player talk to the first person" Operation ON and what you mean the first person talk to the second mean the first person leave the first building and go to the second right? If yes it use same trick as the second person but it's placed in front of the second person Are this what you mean?
and for the first question what you mean larger troop? My English isn't good :(
 
Um... I'm sorry, I really didn't understand that well. I understand English being hard, so I'll take a look at it when I'm not so tired. I'm sure I can make sense of it. I think, if I got the gist of it, that's what I meant. And in regard to the first question, by "larger troop" I meant that there are 3 monsters instead of 2 that the player fights. The troop size isn't very important, though.
 
Okay, so I think I understand how you answered first, but I don't think that would work without using Common Events because the regular switches are different for each map, just as the self-switches are different for each event.
 
weidmoorknight":2chko5md said:
Okay, so I think I understand how you answered first, but I don't think that would work without using Common Events because the regular switches are different for each map, just as the self-switches are different for each event.

Er... No.
Switches are global. Meaning they work for each and every map in your whole game. There basically isn't anything like a switch that is only working for one map.
 
Common Events are events that can be accessed from any point in the game. There are two major kinds of them: Called common events, which only run when another event uses the Call Common Event command, and Autorun/Parallel Process Common Events, which are always triggered by a switch, and will run no matter where in the game you are as long as the switch is on.

Common Events have their own tab in the Database, because they are both extremely important and very basic to game functioning. They have interesting applications, ranging from unusual skills (since Skills can Call Common Events) to global events like simple running or jumping systems, to complex leveling systems. Study them.
 

Sir

Member

For your first one, it's actually quite simple.

Variables.

For example, you have 3 enemies on the field, each of them, once the event has finished (meaning you have defeated them) you + the variable.

For your boss, have an event, on that event check "variable" and choose your variable, and choose how many variables (enemies) it needs for this boss to show and for the event to start working.

So heres an example


this is the basic boss setup




and imageshack is bieng a newb.

alright basically the first page of your enemy will go like this

[enemy] Page1
* Fight Processing: (Enemy)
* Control Variables: [0001: Enemy Defeated] += 1
* Self Switch A = On

[enemy] Page2
Conditions
Self switch a is On


I'm sorry for not bieng able to display the last two screenshots, a combination between my net and the way i was trying to use imageshack, disagreed with me, but i hope i have helped.
 

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