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Taking Event System requests

Hey wasup. Lately I've been trying to expand my skills in making event systems, but I'm running out of ideas :O.
Throw me some ideas and I'll get working on them. If I cannot figure a way to do it then I'll let you know. I am pretty confident that I shouldn't have too many problems doing this so, please send me some requests! :P
(PS: XP would be preferred as I have very little experience with vx and I really haven't used it... like at all. But I do have VX also and from what i've seen so far from looking at it is that they are pretty similar, so yeah :P)
 
Alright, do you have any idea how I can make a map item?
I can get the map to come up and dissapear after awhile using wait commands, but I can't make it so if I press a certain button the map dissapears. (Tried using a "button pressed" conditional branch)

Also, a smaller problem is that the map is too big, is there any way to scroll a picture using arrow keys?

Yea this sounds really confusing, I hope you can understand >.>
 
This is going to depend on what you want. The simplest version is this: Item calls Common Event. Common Event Shows Picture of the map, then Shows Windowless Text with no dialog in the box, which pauses the game until you hit confirm, and then Erase the Picture.

If you want the map to show on the screen while you move around and only disappear when a key is pressed, you need a Parallel Process event checking that button press, probably a Common Event keyed off of a switch that using the item turns on.

Map Scrolling is another issue, and would involve a more complicated system. I could work up a fake, but I have to go to work. If the OP doesn't come up with one, I might try, later.
 

Kipe

Member

If you ever do make Event Systems with demos you should consider formatting it in RMRK+ (http://rmrk.net/index.php/topic,22340.0.html). The format basically allows users to copy/paste the events and/or common events from the demo and into their game, and it's as simple as that.

A couple of examples are
Level Up Effects
and
BlackJack

I hope all of you adopt this method, because it sure would save a lot of people a lot of time on long and complicated event systems! And I'm the new topic owner, so if you have a RMRK+ Formatted Event System that you'd like to be added to the index you can post it there or PM me.
 
Kipe":i4oje29y said:
If you ever do make Event Systems with demos you should consider formatting it in RMRK+ (http://rmrk.net/index.php/topic,22340.0.html). The format basically allows users to copy/paste the events and/or common events from the demo and into their game, and it's as simple as that.

A couple of examples are
Level Up Effects
and
BlackJack

I hope all of you adopt this method, because it sure would save a lot of people a lot of time on long and complicated event systems! And I'm the new topic owner, so if you have a RMRK+ Formatted Event System that you'd like to be added to the index you can post it there or PM me.

I'll think about it. Although it does increase compatibility it also causes some other problems. First off it is a bit harder to make according to all the specifications (although not too much harder). Second off If you just copy and pasted an event into the game and they were using the same variables, wouldn't they clash if they were using the same system? Third off scrolling though the debug screen would get a bit annoying (even with the +10/-10 scroll). Although great idea, I'm just not sure whether or not I will adopt the method.

Ynlraey":i4oje29y said:
Maybe a fishing minigame will be a good warmup ? :cheers:

Still waiting on feedback on the details.
 
Hmm, my suggestion was vague, I must take advantage of this offer :box:

Any details you want to share with me? Like how many fish, types of rods, and other details. The more specific you can be the better job I can do.

The concept of the minigame is that, you're a person that wants to catch fishes using rods. Each Rod has their own durability and breaks if the fish is too powerful, you also have stamina to how fast you can reel in the fish. If you have more stamina left, you can catch more fishes.

Stamina Amount: 25

Rods:

1.) Normal Rod - 5 durability, costs at least 2 stamina, decreases 3 stamina away from fishes except Arijuana and God Fish.
2.) Median Rod - 10 durability, costs 4 stamina, decreases 5 stamina away from fishes and 6 stamina away from Arijuana. God Fish isn't affected.
3.) Super Rod - 15 durability, costs 9 stamina, decreases 15 stamina away from fishes.
4.) Rod MK2 - 45 durability, costs 20 stamina, guaranteed capture

These are types of fish and they have their own energy, let's name it like this:

1.) Goldfish - A normal speed fish that just moves around randomly. Has 15 Stamina. You need to have 10 button presses.
2.) Fighter Fish - a fast fish that drives away other fishes except the Arijuana. It's power is medium. Has 20 Stamina. You need to have 15 button presses.
3.) Arijuana - a long type of fish that is slow but very powerful. It takes away 5 durability away from a failed capture. Has 45 Stamina. You need to have 25 button presses.
4.) Janitor Fish - a slow fish that usually stays on one area, after x frames it moves to another place and stops there. It takes away 1 durability from a failed capture. Has 75 Stamina. You need to have 10 button presses.
5.) God Fish - a slow fish that is on the bottom, it sleeps and extremely powerful, it takes away 15 durability from a rod if it's failed to get capture. Has 4000 stamina. You need to have 40 button presses.

If the fishes have 0 stamina left, they die. You can get them freely. If their stamina is halved, they go slower.

If you managed to bait a fish, there's a press Z/Enter as fast as you can during 30 (can be longer) seconds. The rod breaks if durability runs out and you lose stamina in the process since you get blown away (5 stamina).

You can swap rods, you can only stop fishing if you want to or ran out of stamina. To recover stamina, you eat food, but the fishes recover stamina as you do.

Is that enough info? Would you like me to make some graphics for it? :3
Ah it's RPGMaker VX btw :)
 

Kipe

Member

I'll think about it. Although it does increase compatibility it also causes some other problems. First off it is a bit harder to make according to all the specifications (although not too much harder).

Well it seems like it might take a bit longer at first, but really all you have to do is set your variable and switch count to 1000 and you'll probably never have to worry about increasing that again.

Also, when you're making your event system, RMXP is smart enough to store the last location of where you last used a variable. So if you were working on variable 800 and needed to do a lot of stuff with that variable, for example, use it in a conditional branch; as soon as you click on variables it'll automatically go to that page where variable 800 is located, for you.

...If you just copy and pasted an event into the game and they were using the same variables, wouldn't they clash if they were using the same system?

That brings me to one of the requirements. 1.) You cannot use variables and switches reserved by other RMRK+ Format Event Systems. Because Modern Algebra's BlackJack Event System uses variables 527-546, you can't use those. And because my event system uses variables 547-558 you can't use those either. This doesn't mean that, just because my variable 558 is Hero HP, that you can't use variable 559 as Hero HP as well. The reasoning behind that is that I may modify my variable 558 and set it to a lower number than the actual Hero HP, while you may modifiy it in a different way. This is to prevent clashes like you mentioned.

To answer your question, it won't clash because multiple variables can be set to the same operand in RMXP.

An example would be:
Someone else and myself are creating two completely different Event Systems, but we both need to use Hero X and Hero Y.. Both in different ways.

I'll start first, and I'll I begin by creating a Hero X variable and a Hero Y variable. I then set each of those variables accordingly. I want to modify my Hero X variable, so I add 1 to it. And I'll add 2 to my Hero Y variable. In my event system, Variable 803 is Hero X and Variable 804 is Hero Y, and because those have been altered to fit my needs, in my event system the True X and Y location of my hero has been distorted, and will display a weird result when using it in a text command such as \v[803] and \v[804]

In the other guys event system, his variable 809 is Hero X and his variable 810 is Hero Y. He can still use Variable 809 and 810 to get the TRUE X and Y location of the hero. This means that his event system will return the true result when using it in a text command like \v[809] and \v[810].

The reason the event systems will work in conjunction with each other, even though they both use Hero X and Hero Y variables, is because the two event systems use different variable numbers.

Don't forget tho, you must start your event system from variable 559(unless someone else uses it first(but read the next paragraph below)). And you can read the requirements on using variables 501-520 & 521-526.

You can reserve variables, switches, & common events for your own system by posting in the same topic when you begin making your system. They will remain reserved for one month. Upon completing and submitting your system, the variables, switches, and common events you used will be reserved permanently.

501-520 are Temporary Usage Variables, and they can be used by any event system as long as the values are unchanged when entering and leaving the process. More rules on these are posted at the forum.

Variables 521-526 are Common Usage Variables (521 - Player's Map X; 522 - Player's Map Y; 523 - Player's Screen X; 524 - Player's Screen Y; 525 - Map ID; 526 - Gold).
Like my previous example, the Second guy could have used variables 521 and 522, because he, in no way, modified or stored the true value of the variables. So, basically, for Common Usage Variables, you can use them as long as you do not modify or store their values in any way.

All of the information on reserved/shared switches and variables is in again, the same topic

Third off scrolling though the debug screen would get a bit annoying (even with the +10/-10 scroll). Although great idea, I'm just not sure whether or not I will adopt the method.

Debugging isn't much of an issue for me personally, and I rarely ever need to use it. I can usually recognize problems, and know how to fix them, shortly after they appear.
But for others, the F9 debug menu may be what they need. And that's where Q and W help a lot. I just tested it, and holding down Q and W will let me scroll very quickly to switch 800, and beyond that to my highest variable, all in less than 4 seconds! For variables tho, I usually use test dummy events that show a text box with \v[*], or the variable that I'm questioning may be causing the problem.




Yes, I know that it seems like a lot of stuff to memorize and do, but it's not! All you really have to do is set your variables and switches and common events above a certain number. I just typed a lot to get a clear understanding across, and also to provide good examples for you :)


@ Ynlraey
Your fishing mini-game concept seems very well thought out. Would you mind if I create a RMXP [RMRK+] version of it, and post it on url=http://rmrk.net/index.php/topic,34766.0.html, for myself and others to use? I will, of course, put you in the credits :)
 
What about this -> Taming wild animals Event system.

i've been trying this myself, but i only started eventing since a few weeks and this to advanced for me.

Anyway, this is what i have in mind. imagine the beast04 from the rtp. The with this event system you can tame it and use it as a mount. First the hero has to jump on the beast (can be simply done with a change graphic). Now the hero has to Tame the beast. From the moment the hero has jumped on the beast's back, it starts to run randomly. Now, there appears, for example an "A" in the screen. The hero has to press the "A" button within about 6 frames. If he doesnt press "A" on time, The hero falls of the beast. If the hero does press the right button on time, a new letter appears after 5 seconds or so. If the hero presses the right button for let's say 10 times, the beast is tamed and you can use it as a mount. When sitting on a mount, you can move faster, don't get encounters etc.

ps: The letters can be shown by pictures.

Is this an intresting event system? Are you willing to give this a try?
 
Hmmm... I'd like to test your potential.

I'd like an ABS, that allows me to set up enemies in a very generic manner. Like:

Comment: Enemy hp,exp,drop,stats
Call common event: Enemy creation

or something like that.

No animation engine is necessary, other than flashing a target that is hit by an attack.

No spells, or HUD are necessary either. Only attacking and guarding.

And I will allow only 100 lines of custom RGSS. (You will need that 100 lines)
 
Ulqiorra":2op1y90s said:
Hmmm... I'd like to test your potential.

I'd like an ABS, that allows me to set up enemies in a very generic manner. Like:

Comment: Enemy hp,exp,drop,stats
Call common event: Enemy creation

or something like that.

No animation engine is necessary, other than flashing a target that is hit by an attack.

No spells, or HUD are necessary either. Only attacking and guarding.

And I will allow only 100 lines of custom RGSS. (You will need that 100 lines)

This may take some time o.o
 
Don't worry, there's no due date.

And Grav, maybe i was requesting that he take my test, in which case i would be testing his response to my testing request that i requested him to take, and he has accepted the test that i tested if he would take. So I did, in fact, make a request.
 
Ulqiorra":179hn0gk said:
Don't worry, there's no due date.

And Grav, maybe i was requesting that he take my test, in which case i would be testing his response to my testing request that i requested him to take, and he has accepted the test that i tested if he would take. So I did, in fact, make a request.
:crazy: idk what's going to be harder. Doing your "test" or actually understand you last post O.o
 

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