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    2 player minigame

    Here's an idea for a game. Picture a hallway made 3tiles wide and 10 or more tiles long. On every other set of 3 tiles, place 1 large decorative object, 1 trap (dealing 0 damage), and an invisible event where the trap is. place event transitions in each event's code to one outside the player's reach. In that one event, place a value conditional branch with 2 choices. In the 1st branch, set it to variable1>0, and decrease variable1 (this is an example variable) by one. In the 2nd branch, set it to variable1=0, display a message saying Game over, mobify variable1 back to 3, and return the player back to the map where he warped from (your choice). At the end of the hallway, place another invisible event. In that event's code, place a message that says the player won.

    I've found a way to make this minigame a 2-player game. Place a value conditional branch in the events outside the players reach, and value conditional branches in those VCBs.Whenever the 1st player lands on a trap, variable1 is decreased by 1, player2 is added to the party, variable3 (the variable that says player1 is playing) modified to 0, variable4 (thevariable that says player2 is playing), removing player1 from the party, and moving the party back to the start. Now, for the event at the end, make it so that when the player reaches the end, increase that player's "active" variable (3 or 4) by 3. set up the branches in the event code to compare the variables to the numbers 12, 8, 4, and 0. The player with the higher number wins.

    I know this sounds complicated, but if you string it all together right, it works.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: 2 player minigame

    That wouldnt work because an event effects a 3x3 area, with the event in the middle, me, perv(or pagerron, cant remember), and obright, and a few others discussed that in a thread, I tested it out, and the actual event tile activates 100% of the time, while the tiles surrounding it only activates half the time.

    It isnt hard to make 2 player minigames at all anyways, its just manipulating variables to figure out whose turn it is, Ive done it a few times already.
    Last edited by JPS; 04-22-2008, 09:26 AM.

    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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      #3
      Re: 2 player minigame

      Really? Aw, DAMMIT!..............oh, well, I guess idease don't always work.


      "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
      -Walt Disney

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        #4
        Re: 2 player minigame

        You COULD stretch the game out to a 9x9 area and use the 50% areas as unpredictable tiles, since theres 2 events overlapping it it should activate 100% of the time with one event or the other.

        BTW I dont follow you around criticizing your ideas, I actually like the fact that someone is posting ideas, I just try to debug your ideas first.

        Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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          #5
          Re: 2 player minigame

          Originally posted by JPS View Post
          You COULD stretch the game out to a 9x9 area and use the 50% areas as unpredictable tiles, since theres 2 events overlapping it it should activate 100% of the time with one event or the other.

          BTW I dont follow you around criticizing your ideas, I actually like the fact that someone is posting ideas, I just try to debug your ideas first.
          Are you sure the 50% is based on chance, JPS? I was under the impression it's an "Area of Effect" thing which seems to depend partially on the way the invisible event is oriented.

          Either way, while it's an adequate idea for a puzzle, I really don't see this working as a minigame. Once the player knows the solution (should only take a few minutes), all the fun is gone. And until then it's simple trial and error--not so much fun to start out with.


          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

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            #6
            Re: 2 player minigame

            Yeah, still a good idea though. What about a two player treasure hunt. Set it in two similar towns with different hiding spots and 15 treasure chest (some inside the houses) and time it by doing something like setting the time to evening, every time it hits night add 1 to their score. lower score wins- is there a better way to do this by chance so there is less of a gap between winning and tying?

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              #7
              Re: 2 player minigame

              I wish there were some way to pull an ff9 and allow two or more people to use two or more controllers in a battle. In essence, you could always just pass the controller around, but who likes doing that anymore?

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                #8
                Re: 2 player minigame

                I used to do that all of the time for Hogs of War. But a 2P minigame, maybe you could even do a (much more challenging to setup) battle tourney. The two players start on opposite sides and after both picking a character you battle multiple predetermined enemies (or later on you can even change it and make it random). Than if the 2 players manage to complete enough semi-strategic one on ones to reach each other the battle system would have to change, you could then try something like Suikoden 4 did for one on ones and each player would take turns selecting a quote (or given one at random) while the second player would react, then they switch roles.

                Just an Idea

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