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Mech Battles in RPGM3

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    Mech Battles in RPGM3

    go ahead and laugh. But that won't stop me.......

    I've decided to try to create a turn-based mech battle minigame on a field map. by combining various events (shaped like variouos mech parts), I've begun creating what looks like "medeival mechs". I've edited the map so it's a massive field, with a high flat area to the south for the player to watch during the game.

    Each of the 2 mechs (one for you to control, and one that's an enemy) will have 5 parts (left weapon, right weapon, torso, and main weapon). each of the 5 parts gets it's own variable equal to the amount of "hit points" it has.

    Now, to play the minigame, the player receives (in an auto event) a decision branch, asking them what weapon to use:
    Main weapon
    Left weapon
    Right weapon

    Under each choice is another decision branch with 5 choices and the sentence "engage targeting system!" under each blank option is either a succesful "hit" or a "miss" Left Weapon has 3 hits and 1 miss, Right weapon has 2 hits and 2 misses, and main weapon has 3 misses and 1 hit. each weapon is more powerful respectively, and the hits switches to another event. this event has a Val. Con. branch, bioth of which has another decision branch with 4 blank choices. each choice matches 1 of 4 of the 4 choices. the difference bveing that option one increases the used variable, and option 2 decreases the variable, and both decision branches have a different ordor of options.

    I'm not done yet, but maybe it'lll coincide the same game as the "parenthood" thing I came up with.


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

    #2
    Re: Mech Battles in RPGM3

    Dude, if you can pull this off with RPGM3, then you are truly are a god amoung nerds.
    Twothorp was in immense pain. The blisters did not care.

    Comment


      #3
      Re: Mech Battles in RPGM3

      Or just a god among Navane.

      But I hope it works for you, at least you have a plan of attack.

      Comment


        #4
        Re: Mech Battles in RPGM3

        Sounds pretty cool, and I think it could work.

        Originally posted by D13 View Post
        this event has a Val. Con. branch, bioth of which has another decision branch with 4 blank choices. each choice matches 1 of 4 of the 4 choices. the difference bveing that option one increases the used variable, and option 2 decreases the variable, and both decision branches have a different ordor of options.
        I assume you're using that to determine the hit/miss?

        Also, is the mech attacking you with the same system?
        Last edited by Ωbright; 02-25-2009, 07:12 PM.

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          #5
          Re: Mech Battles in RPGM3

          The enemy mech will attack with the same hit/miss system that you secretly control but don't know it.


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

          Comment


            #6
            Re: Mech Battles in RPGM3

            Ooo, very creative, D13! I can definatley see quite some potential with this.
            162, representing

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              #7
              Re: Mech Battles in RPGM3

              Due to the fact that objects can't move, you're limited to firing the main, left and right weapons. if all 3 weapons are destroyed, you forfeit. also, if your mech's torso is destroyed, you lose.

              Also, I'm going to use those giant pillars as the torsos of the mechs. Say, Is is possible to lift small events/decorative objects in the air?


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

              Comment


                #8
                Re: Mech Battles in RPGM3

                Originally posted by D13 View Post
                Due to the fact that objects can't move, you're limited to firing the main, left and right weapons. if all 3 weapons are destroyed, you forfeit. also, if your mech's torso is destroyed, you lose.

                Also, I'm going to use those giant pillars as the torsos of the mechs. Say, Is is possible to lift small events/decorative objects in the air?
                Only on Field Maps, I think. I've tried using Invisible Events to stack stuff in other maps, but it was in vain; you can't get things to lift.


                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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                  #9
                  Re: Mech Battles in RPGM3

                  I'm going with the field map anyway.


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

                  Comment


                    #10
                    Re: Mech Battles in RPGM3

                    Very impressive!
                    (Does not take much to impress me...just look at my first wife...)
                    Even if the master plan does not meet your expectations, it would be awesome to peek at your progress.
                    Keep us updated please.
                    If it is worth doing it is worth overdoing.

                    Comment


                      #11
                      Re: Mech Battles in RPGM3

                      I really like this idea. You could definitely pull it off too with careful planning. Getting the "mech" to look exactly as you want it will take work. It took me I don't know how long in "Test Facility" to get that "ship" just how I wanted it to look.

                      I hope that you stick it out with your idea.
                      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                      Comment


                        #12
                        Re: Mech Battles in RPGM3

                        WOW! This is good I was trying to do something like this.It did not work.You
                        are doing something that I tought was imposiable with rpgm3.
                        See my adoptables here!
                        ---> View My Website <---

                        Comment


                          #13
                          Re: Mech Battles in RPGM3

                          Nah, this is almost definitely possible. Making it engaging, however, will be a far more colossal task.

                          I don't see any way to repeat this across multiple areas without taking up massive DU, so it will probably work best, like D13 said, as a Minigame... which of course, begs the question, Where The Hell Where You?


                          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

                          Comment


                            #14
                            Re: Mech Battles in RPGM3

                            I have a vanilla mech battle all planned out. Here goes:

                            Mech1, mode 1

                            >Val. Cond. branch (2 choices): VariableTorso
                            ->VariableTorst >31
                            ->Sound effect: Game Over
                            ->Message Display: You Lose!
                            ->Warp: Arena

                            ->VariableTorso <32
                            ->Value Cond. branch (2 choices): Variable Weapons
                            -->Variable Weapons > 2
                            -->Sound Effect: Game Over
                            -->Message: You Forfeit!
                            -->Warp: Arena

                            -->Variable Weapons < 3
                            -->val. Cond. branch (3 choices): Variable Left
                            --->Variable Left = 16
                            --->Variable Left + 1
                            --->Message: Left Weapen has been destroyed!
                            --->Variable Weapon + 1

                            --->Variable Left > 16
                            (nothing here)

                            --->Variable Left < 16
                            (nothing here)

                            >Val. Cond. branch (3 choices): Variable Right
                            ->Variable Right = 20
                            ->Variable Right + 1
                            ->Message: Right Weapen has been destroyed!
                            ->Variable Weapon + 1

                            ->Variable Right > 20
                            (nothing here)

                            ->Variable Right < 20
                            (nothing here)

                            >Val. Cond. branch (3 choices): Variable Main
                            ->Variable Main = 24
                            ->Variable Main + 1
                            ->Message: Main Weapen has been destroyed!
                            ->Variable Weapon + 1

                            ->Variable Main > 24
                            (nothing here)

                            ->Variable Main < 24
                            (nothing here)

                            >Event Transition: Mech 2, mode 1

                            Mech 2, mode 1

                            >Desicion branch (3 choices): Choose your nest command!
                            ->Left Weapon
                            ->Val. cond. branch (2 choices): Variable Left
                            -->Variable Left > 15
                            --> Message: Left Weapon is inoperable!
                            -->event transition: Mech 3, mode 2

                            -->Variable Left < 16
                            -->Modify variable: Variable Option = 0
                            --> Event transition: Mech 3, mode 1

                            ->Right Weapon
                            ->Val. cond. branch (2 choices): Variable Right
                            -->Variable Right > 19
                            --> Message: Right Weapon is inoperable!
                            -->event transition: Mech 3, mode 2

                            -->Variable Right < 20
                            -->Modify variable: Variable Option = 1
                            --> Event transition: Mech 3, mode 1

                            ->Main Weapon
                            ->Val. cond. branch (2 choices): Variable Main
                            -->Variable Main > 23
                            --> Message: Main Weapon is inoperable!
                            -->event transition: Mech 3, mode 2

                            -->Variable Main < 24
                            -->Modify variable: Variable Option = 2
                            --> Event transition: Mech 3, mode 1

                            Mech 2, mode 2
                            >Val cond. branch (3 choices): Variable Option
                            ->Variable Option = 0
                            ->Sound effect: Explosion (or something similar)
                            ->Message: You sucessfully attacked!
                            ->Increase variable: Variable enemy + 1
                            ->Increase Variable: Variable enemyhp + 1
                            ->Event transition: Enemy, mode 1

                            ->Variable Option = 1
                            ->Sound effect: Explosion (or something similar)
                            ->Message: You successfully attacked!
                            ->Increase variable: Variable enemy + 3
                            ->Increase Variable: Variable enemyhp + 4
                            ->Event transition: Enemy, mode 1

                            ->Variable Option = 2
                            ->Message: You missed!
                            ->Decrease Variable: Variable enemy - 1
                            ->Event Transition: Enemy, mode 1

                            Mech 2, mode 3

                            >Val cond. branch (3 choices): Variable Option
                            ->Variable Option = 0
                            ->Sound effect: Explosion (or something similar)
                            ->Message: You sucessfully attacked!
                            ->Increase variable: Variable enemy + 1
                            ->Increase Variable: Variable enemyhp + 1
                            ->Event transition: Enemy, mode 1

                            ->Variable Option = 1
                            ->Message: You missed!
                            ->Decrease Variable: Variable enemy - 1
                            ->Event Transition: Enemy, mode 1

                            ->Variable Option = 2
                            ->Message: You missed!
                            ->Decrease Variable: Variable enemy - 1
                            ->Event Transition: Enemy, mode 1

                            Mech 3, mode 1

                            >Desicion branch (4 choices): Activate targeting system!
                            ->????(blank)
                            ->Val cond. branch (3 choices): Variable Option
                            -->Variable Option = 0
                            -->Message: You missed!
                            -->Decrease Variable: Variable enemy - 1
                            -->Event Transition: Enemy, mode 1

                            -->Variable Option = 1
                            -->Sound effect: Explosion (or something similar)
                            -->Message: You successfully attacked!
                            -->Increase variable: Variable enemy + 3
                            -->Increase Variable: Variable enemyhp + 4
                            -->Event transition: Enemy, mode 1

                            -->Variable Option = 2
                            -->Message: You missed!
                            -->Decrease Variable: Variable enemy - 1
                            -->Event Transition: Enemy, mode 1

                            ->???? (blank)
                            ->Val. cond. branch (3 choices): Variable Option
                            -->Variable Option = 0
                            -->Sound effect: Explosion (or something similar)
                            -->Message: You successfully attacked!
                            -->Increase variable: Variable enemy + 1
                            -->Increase Variable: Variable enemyhp + 1
                            -->Event transition: Enemy, mode 1

                            -->Variable Option = 1
                            -->Message: You missed!
                            -->Decrease Variable: Variable enemy - 1
                            -->Event Transition: Enemy, mode 1

                            -->Variable Option = 0
                            -->Sound effect: Explosion (or something similar)
                            -->Message: You successfully attacked!
                            -->Increase variable: Variable enemy + 5
                            -->Increase Variable: Variable enemyhp + 7
                            -->Event transition: Enemy, mode 1

                            ->???? (blank)
                            ->Event transition: Mech 2, mode 2

                            ->???? (blank)
                            ->Event transition: Mech 2, mode 3

                            Mech 3, mode 2
                            >Event Transition: Mech 2, mode 1

                            Enemy, mode 1

                            >Val. cond. branch (2 choices): Variable enemyhp
                            ->Variable enemyhp < 40
                            ->Val. cond branch (3 choices): Variable enemy
                            -->Variable enemy < 9
                            -->Message: The enemy missed!
                            -->event transition: Mech 1, mode 1

                            -->Variable enemy < 17
                            -->Sound effect: Explosion (or something similar)
                            -->Message: The enemy damaged your Left Weapon!
                            -->Decrease variable: Variable enemy - 1
                            -->Increase variable: Variable Left + 4
                            -->event transition: Mech 1, mode 1

                            -->Variable enemy < 25
                            -->Sound effect: Explosion (or something similar)
                            -->Message: The enemy damaged your Torso!
                            -->Decrease variable: Variable enemy - 2
                            -->Increase variable: Variable Torso + 4
                            -->event transition: Mech 1, mode 1

                            ->Val cond. branch (3 choices): Variable enemy
                            -->Variable enemy < 33
                            -->Sound effect: Explosion (or something similar)
                            -->Message: The enemy damaged your Right Weapon!
                            -->Decrease variable: Variable enemy - 3
                            -->Increase variable: Variable Right + 4
                            -->event transition: Mech 1, mode 1

                            -->Variable enemy < 41
                            -->Sound effect: Explosion (or something similar)
                            -->Message: The enemy damaged your Right Weapon!
                            -->Decrease variable: Variable enemy - 3
                            -->Increase variable: Variable Right + 4
                            -->event transition: Mech 1, mode 1

                            -->Variable enemy > 40
                            -->Sound effect: Explosion (or something similar)
                            -->Message: The enemy damaged your Main Weapon!
                            -->Decrease variable: Variable enemy - 7
                            -->Increase variable: Variable Main + 4
                            -->event transition: Mech 1, mode 1

                            As you can see, it's got a PRNG of sorts. If you memorize the code and spam the main weapon, you'll end up with the enemy nuking your Main weapon faster. If you suck at hitting, the enemy will too.
                            Last edited by Deeth Irteen; 03-03-2009, 01:11 PM.


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

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