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has anyone done any realy complex mini games?

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    has anyone done any realy complex mini games?

    im trying to code some fun mini games into my game (i work on it every so often) but i am finding so much of the games very difficult or take excessive space to make.

    has anyone done any really complex stuff? what did ya do and did it take alot of energy to create or alot of space when finished? just curious.

    Thank you Ωbright for the sig fix!
    Card Three is released! You can find it here!

    #2
    Re: has anyone done any realy complex mini games?

    The advice you receive will be dependant on what maker you're using.

    Edit: As a general rule I will point out that mini games don't have to be complex to be fun. Even something as simple as a rock-scissors-paper game could be entertaining if presented the right way.
    Last edited by Ryner; 08-03-2007, 03:50 PM.
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      #3
      Re: has anyone done any realy complex mini games?

      I've got too many to choose from, so I'm just gonna go with the "dog sled race" from Jester's Hunt on RPGM1. It was the first of the complex mini-games/puzzles I made on it, and the first revealed, although it's one of the last you'd see in the game (and only if you backtrack, at that).

      The "race" isn't really a race at all, but the player in a winding course of trees. Basic events include about 100 or so event trees lined up across a map in an obstacle-course-like fashion, 12 dog events paired two-by-two, and the "Dog Racer Lady" sitting on the sled. Offscreen is four events (I forget what they are) surrounding the player, all but the one on the right "controlling" the dog sled team onscreen (which for the race consists of the front 10 dogs). The one on the right is just there to keep the player from wandering off.

      I use about 70 switches (I forget the exact amount) as coordinates. The majority assigned to moving left towards the finish line, the rest determining where the player is on the Y-axis (up/down).

      Um... at this point I forget the exact mechanics. Been quite a while since I've made it. Pressing left makes all the trees move right (creating the illusion of the team moving left), pressing up and down faces the dogs in the respective direction (to show them moving in that direction) while making the trees move in the opposite. If the team "bumps" into a tree, the game is lost. Only the dogs onscreen are accounted for, though. You can't move infinately up or down; after moving up or down once, you have to move left once before you can move up/down again. When the player successfully guides the team to the end of the course, the game is won.

      I think the mini-game took around 3400 MEM overall. Debugging it obviously was a chore, because I had to make sure that collision detection was working properly throughout the entire course. Jester's Hunt isn't password-protected, so anybody could take a look at the exact mechanics of it all if they wanted.
      "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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        #4
        Re: has anyone done any realy complex mini games?

        Shawn has done a lot of complex mini-games persay. But granted they were one focused game on a single mini-game.

        I think the only one I really did that was complex was the matching game, where you matched two objects in a large grid. You had 3 chances before you failed.

        That was in RPGM1.

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          #5
          Re: has anyone done any realy complex mini games?

          I made about 10-12 of them in A Series Aside for RPGM3. Some of the best ones were rock-paper-scissors, card-matching, card battling, fishing, dating, and two text-based minigames that actually were pretty complex. One of them was a thief minigame where you enter town, and various people give you "quests" to retrieve treasures hidden in the houses in town. You needed to buy lockpicks (two different grades), and get trained in thieving abilities (I think three levels of ability). Keep in mind, all of this getting quests, sneaking into houses, pilfering treasure, and buying lockpicks and abilities was all contained in a 20 mode, 50 line per, event. It was kinda hard to fit all that into one mode, but I did it. Remember, though, it's all text-based, which is almost the only kind of minigame you can make for RPGM3.

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            #6
            Re: has anyone done any realy complex mini games?

            just finished a randomized tile game, looks pretty damn good and took a ridicules amount of time to plan and make.

            it is 8 different "cards" in a 4x4 square, and you get to flip one over and see what it is then look for its match. if you flip it over and its a match the cards are removed from play, if its not then both flip over and you can pick a new match. once all cards are matched you speak to a guy for a prize (you receive a token per card flip, less cards flipped = better prize). of course you can pick a card and flip it back over any time, but this will charge you as it would a full turn.

            the game is pretty damn good, and it will be released as part of my demo when i finish it.

            Thank you Ωbright for the sig fix!
            Card Three is released! You can find it here!

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              #7
              Re: has anyone done any realy complex mini games?

              You still haven't said which Maker this is for...

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                #8
                Re: has anyone done any realy complex mini games?

                urk, yea i forgot didnt i. its for rpg maker 1, i am only now starting to get into complex coding and im a long way from manipulating the second installment to make something useful. best i complete something with the first before moving forward eh?

                Thank you Ωbright for the sig fix!
                Card Three is released! You can find it here!

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