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Mini Games and Puzzles in RPGM3

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    #16
    Re: Mini Games and Puzzles in RPGM3

    i had plenty lined up for a part of tsubasa but it wouldn't even be possible to make the area where they'd be. oh well. looks like he'll just have to make do with slaying the demons.
    the legends have returned...whenever i can finish these, lol.

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      #17
      Re: Mini Games and Puzzles in RPGM3

      Originally posted by The Magic Hat
      I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3.
      Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards.

      *Brainstorms his next dungeon*

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        #18
        Re: Mini Games and Puzzles in RPGM3

        Or just have 10 guards randomly walking around or up and down and left to right and try not to hit any of them. But that might be a little to wierd.

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          #19
          Re: Mini Games and Puzzles in RPGM3

          Originally posted by hitogoroshi
          Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards.

          *Brainstorms his next dungeon*
          I forgot you can make characters touch events. That sounds like a good idea, but it still is weird if you can walk right in front of them and still make it pass them, without touching them.
          Current Project: Writing the story for my next game. That is all.

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            #20
            Re: Mini Games and Puzzles in RPGM3

            Hmmm...I should look into whether or not you can adjust the walking speed of the event. As slowly as your character's "walk" speed is, it sounds like a sense of timing would be good to make sure the players have.
            "A tactician must never make a public apology. You must assert that
            your plan was impeccable and if not for you, the outcome would've been
            much worse." -- Lucretia Merces - Suikoden V

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              #21
              Re: Mini Games and Puzzles in RPGM3

              is it possible to make a box puzzle with rpm3?

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                #22
                Re: Mini Games and Puzzles in RPGM3

                Well I've made three mini games so far

                One = Maze Maker (obviously Maze mini game)5 mazes
                Two = Memory Man (Runs a show of objects player must remember)
                Then runs four different displays of objects and you have to pick which one used one wrong item displays 7-10 objects 20 modes ^_^
                Three = Sound Game (Name that sound 4 choices) 20 different modes ^_^

                Another mini game I'm thinking about for chapter two is the Riddler and the box game.

                Does anyone remember zelda ocrina of time...

                Go into the door two boxes one gives u a key(with $$) the other gives u the boot, although I'm thinking about making a third chest that gives u a monster battle that will give u a key if u win.
                Last edited by Aminveloscasin; 10-02-2005, 04:01 PM.

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                  #23
                  Re: Mini Games and Puzzles in RPGM3

                  "I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3."
                  "I may use the same idea. It is possible, but not as good as one would like. You cannot have the guards move in a pre-determined way. You can however, make them pace back and forth. With that, you can place invisible events around them, and if you step on one, it intitiates the fight. One problem is this: You cannot make it so when the guard looks away from you, you can run past. Well, I am sure there is a way, but it would probably be hard."

                  As long as you have flags/switches/variables and script conditions/if then statements, it's easily possible. Have a variable per guard where 0 = facing N, 1 = facing E, 2 = facing S, 3 = facing W, then depending on that variable's value make them get caught or not.

                  "Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards."

                  This is also a fantastic idea. I played an RPGM1 game that did this and it was quite fun. It worked because of the 'To Leader' movement choice for events: the player would eventually get trapped and stuck between two guards and have to touch one. Kudos hitorogoshi!

                  "Does anyone remember zelda ocrina of time...
                  Go into the door two boxes one gives u a key(with $$) the other gives u the boot, although I'm thinking about making a third chest that gives u a monster battle that will give u a key if u win."

                  I remember that too. That's a great mini game to do within RPGM3, but the battling may become annoying. Either way you do it will be fine though. Good job, Aminveloscasin.

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                    #24
                    Re: Mini Games and Puzzles in RPGM3

                    The problem is there really isn't any perfect north os south or east or west because there is alot of in between to face.

                    Another mini game would be a a maze that you need to take certian path. So like the first room you have to go north and if you go the wrong way you get warped back to beging. God I hate those puzzles .

                    Another mini game idea a large fetch quest with a time limit. So like bring the magic ice cube to the magic frige on the other side of the world.

                    Another idea not as much a mini game could be a dungon that has normal enemy durring the day and scray hard monsters during the night. You could even make the player come back later for a night fetch quest.

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                      #25
                      Re: Mini Games and Puzzles in RPGM3

                      Pardon me for reviving this old-ish thread but I've an idea for this guard game.

                      You need to set a mode or variable on the guard (or even shared variable but guard is better) to tell your scripts where the guard is currently looking or positioned. When the player steps on your event, it checks if the guard is currently looking and/or past the spot or walking towards it. If the guard is looking towards that spot then start the event where your player gets caught/fights.

                      edit: Sorry, bad advice, check following post
                      Last edited by Kintaro; 10-08-2005, 05:43 AM.

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                        #26
                        Re: Mini Games and Puzzles in RPGM3

                        Originally posted by Kintaro
                        Pardon me for reviving this old-ish thread but I've an idea for this guard game.

                        You need to set a mode or variable on the guard (or even shared variable but guard is better) to tell your scripts where the guard is currently looking or positioned. When the player steps on your event, it checks if the guard is currently looking and/or past the spot or walking towards it. If the guard is looking towards that spot then start the event where your player gets caught/fights.
                        Are there any codes that determine an events direction tho?
                        Current Project: Writing the story for my next game. That is all.

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                          #27
                          Re: Mini Games and Puzzles in RPGM3

                          edit: Really sorry about this but I seem to be mistaken on this concept.

                          First I thought invisible events could trigger an NPC's mode. So I was thinking if you stepped onto an invisible event, it triggers the person's mode 2 which checks to see its variables if its looking that way, which branches into either ignoring you (not looking) or capturing/fighting you. However I could only seem to change the character's mode instead of triggering its effect.

                          Second is the NPC's movement/facing. Since I had originally thought events could envoke NPC actions, I was going to use an autoevent to envoke the guard to turn around/move about. Another huge misconception was the movement event which I thought could be used to make the NPC move where you want it.

                          The final product was supposed to work like this:

                          When you enter the place the guards get told by an invisible event to start moving. They go through thier own modes (which apparently will only be invoked by talking to them manually), one mode turn then walk that way, the next is turn around walk that way. Then touch-events would detect where you're going, then checks whether the guards are in a mode that could see you, in which case it starts a capture/fight the guard event. Anyway I was stupid to have assumed this too easily.

                          I had thought of another thing for this too - a sort-of covert kill on the guards. Assuming the sneaking game was working - you could walk up behind the guards (not being seen = not triggering any event) and press the X button to talk to him regularly. What this does is make a small cutscene/dialouge about the hero knocking out/stealth killing the guard to disable his search capabilities. All you needed to do was disable his display when you talk to him after a little stealth kill dialouge... Of course this makes him disappear which isn't very gratifying - also theres no real scene of your stealth kill skillz so its pretty bland, but with good storytelling I bet you could make something up - provided you make a decent sneaking game.

                          I think, with all the limits, you really can't make the guard turn around and sneak while they aren't looking. I do think, however, you could make a puzzle type game where theres a row of guards lined up together and you need to kill them in a specific order otherwise the previous one would see you kill the next. Unfortunately I don't think you can control the erratic turning of the NPC characters - maybe you could find an idle animation that doesn't turn. Or I dunno...

                          Again, sorry for the wrong info.
                          Last edited by Kintaro; 10-08-2005, 06:01 AM.

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                            #28
                            Re: Mini Games and Puzzles in RPGM3

                            Does anyone remember that ice/sliding puzzle in pokemon gold/silver? - ie if you step onto the ice, it takes you skidding in the direction you're facing until you hit something. Kind of like a maze but a bit more fun. That's quite a neat puzzle to throw in somewhere!
                            Last edited by Slash Jack; 01-16-2006, 06:31 PM.

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                              #29
                              Re: Mini Games and Puzzles in RPGM3

                              I did that in both "Treasure Hunters" and "Cursed Desires"

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                                #30
                                Re: Mini Games and Puzzles in RPGM3

                                I have a stealth game in Fatal Insanity. It's not terribly elaborate (And kind of rated M because of some sexual humor, then again, what isn't in FI?), but it's the best I figure a stealth game can become in RPGM3, barring some creative puzzle design .

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