RESOURCES FOR this can be found here
http://www.phanxgames.com/resources/
http://www.phanxgames.com/resources/
Code:
This tutorial uses some elements such as, stealing clothes, enemy sight, hideing, being spotted in bright areas, shaking down enemys for items, and evading enemys all with the use of some basic knowlage: making items and armors, Essential Knowlage: Conditional Branches & Variables First Guard: This will require a 5 page operation. Page 1: On the first page put the officers with no gun equipped and enter the following code: Make his movements custom: Left, Left, Left, Up, UP, Right, Right, Right *Note: The guard’s uniform can’t be an item or an acc, it must be a weapon or armor otherwise it would not work properly. Make this a parallel process <>Conditional Branch: Hero [hero name ] [guards uniform] equipped <> Else Handler <>Variable: [001: Evade] Random (1...30) <>Conditional Branch: Variable [001: Evade]= = 20 <>Conditional branch: Hero [ hero name] [ cardboard box] equipped <>Variable: [002: Box Evasion] = Random (1..25) <>Conditional Branch: Variable [002: cardboard evasion]= = 20 <>Play ME: ‘015-Mystery 01’ 100,100 <>Show Battle Animation [M]: This Event, [Emotion-!] <>Message: Hey who are you! <>Change Equipped items: [hero name], weapon = (none) <>Change Equipped items: [hero name], weapon = (what ever weapon you want*) <>Enemy Encounter: Guards*3 <>Message: Turn on the alarm! <>Switch: [001: Alarm] = ON <> Else Handler <>Wait: 100 Frames <>Show Battle Animation [M]: This Event, [Emotion-?] <>Message: What is that cardboard box doing here? <>Move Event:: This Event :<> Face Player <>Message: I could have sworn I saw it move, …….oh well <> : End <> Else Handler <>Variable [001: Evade] = (1..30) <>Conditional Branch: Variable [001: Evade] = = 30 <>Show Battle Animation [M]: This Event, [Emotion-!] <>Message: Hey what are you doing over there, show yourself. <>Enemy Encounter; Guard*3 <>Switch: [001: Alarm] = ON <> : End <> : End <> : Else Handler <> : End <> : End <>Conditional Branch: This event is facing up <>Local Switch: A = ON <> : End <> Page 2: Use The same sprite as in the first page His Movements should be what ever you want them to be but at some point he has to move up and wait for a period of time. *Note: Make sure the prediction Local switch A=ON Enter the following code: <>Conditional Branch: Player is facing Right <>Message: Don’t move! <>Variable: [003: Stick up] = Random (1..5) <>Conditional Branch: Variable [003: Stick up] = = 4 <>Local Switch: B = ON <> Else Handler <>Play SE of your choice <>Battle Animation: Item <>Message: Stole: (*whatever you want the guard to drop) <>Change items: (*the item you chose) +1 <>Local Switch: C = ON <> End *Now Repeat the same thing using the player facing left and up in the conditional branch. Put them in the else handlers of each other • The Local switch Operation should only be in the last one of these, in the else handler Page 3: *You should use the army guy firing for this one His movements should be face down and have it repeating The frequency should be at the highest and so should the speed Make it a parallel process The Code is as follows: <>Show battle animation [M]: This Event, [Emotion-!] <>Move Event:: This Eent :<> Jump: +0, +0 <>Proceed With Movement <>What are you trying to do! <>Play SE: (*Your choice) I have machine guns and screams make sure there is a 3 frame pause between them or it will just sound like one big thing.*) <>Wait: 20 Frames <>Enemy Encounter: Guard*3 <>Switch: [001: Alarm] = ON <>Play SE: (* your choice) <>Local Switch: C = ON <> Page 4: *The sprite should be the unequipped guard again The movement should be none for this one Make sure the local switch C prediction is on for this page The code is as Follows: <>Message: Please spear me, I have kids! <>Show Choices: Get out of here, Never You Scum!, Take Uniform : [Get out of here] Handler <>Message: You fool! <>Enemy Encounter: Guard*3 <>Local Switch: A = OFF <>Local Switch: B = OFF <>Local Switch: C = OFF <>Message: There is an intruder! <>Switch: [001: Alarm] = ON <> : [Never, you scum!] Handler <>Play SE: (*Your choice) Show Battle Animation [M]: This Event, [Gun Tech 4] <>Erase Event <> : [Take uniform] Handler <>Message: Please I would rather die! <>Change Armor: [Guards Uniform] +1 <>Wait: 50 Frames <>Local Switch: D = ON <> : End <> Page 5: The Naked Template sprite should be used for this The movements should be “move away from hero” in repeat Make sure the local switch prediction D is on for this page The Code is as Follows: <>Message: Please I wont tell anyone you are here I promise, please just don’t kill me! <> Now For the common events: Make a new common event called evasion and make it a parallel event to the switch evade, which you will also make. This switch should be in the map that the player starts out in and should be parallel Enter this in the event commands: <>Conditional Branch: Hero [hero name] [guards uniform] equipped <>Change Hero Graphic: [Hero name], 001-army-,0, (*your battle image) <>Switch: [001: Alarm] = OFF Else Handler <>Conditional Branch: Hero [hero name] [cardboard box] equipped <>Change Hero Graphic: [hero name], box? <> Switch: [001: Alarm] = OFF <> Else Handler <>Change Hero Graphic: [hero name] <> : End <> : End To make the box: set the box sprite anywhere you like it, Create a new page in the event with the local switch prediction set on A This new page should have nothing on it. On the page with the box sprite on it enter this: Page 1: <>Change items: [cardboard box] +1 <>Message: You found a cardboard box! <>Wait: 10 frames <>Local Switch: A = ON *Note: make sure when you change the graphics you also change the battle graphics too. *Make Another Common Event called Alarm and enter this: Make it parallel to the alarm switch : <>Play SE: (*your choice, but something annoying) <>Wait: 10 Frames <>Play SE: (*your choice, but something annoying) (*repeat this about 20 times) <>Wait: 200 Frames Message: Status is secure Everyone back to your positions. <>Switch [001: Alarm] = OFF <> There should be a penalty for turning on the alarm so I made this dude that comes when it is turned on, *First make another monster that matcher the elite guard that is going to look for the player He will be a two paged event. His movements should be to follow the player at a fast speed and the highest frequency. The collision box should be checked Page 1: The code is as follows: <>Show Battle Animation [M]: This Event, [Emotion-!] <>Move Event: Player <> Jump: +0, +0 <>Proceed with movement <>Message: There he is! <> Enemy Encounter Elite Guard*3, *4 <> Erase Event <> : End There is an advantage to wearing the guards uniform, insert these two pages into the people walking around in your game: Page 1: The code is as follows: <>Conditional Branch: Hero [hero name] [guards uniform] eqippped <>Message: I haven’t seen you around here you must be new. <>Local Switch: A = ON <> Else Handler <>Show Battle Animation [M]: This Event, [Emotion-!] <>Switch: [Alarm] = ON <> : End <> Page 2: Make sure the local switch A prediction is on The code is as follows: <>Message: Leave me alone, Im busy now! <>Local Switch: A = OFF <> I also made it so that when your player is walking around brightly lit areas that you can Make by using fogs he might be spotted. These events should be placed in areas where there is a lot of light or close to a person or a guard standing still. The hero touch box should be checked The code is as follows: <>Conditional Branch: Armor [cardboard Box] equipped <> Else Handler <>Variable: [002: Evade] = Random (1..25 ) <>Conditional Branch: Variable [002: Evade] = = 20 <>Show Battle animation [M]: Player, Emotion-!] <>Message: Someone spotted you. <>Switch: [001: Alarm] = ON <> Else handler <> : End <> To make hiding areas just follow this: Look for dark areas in your game and put this event *Note this event should be hero touch Page 1: <>Conditional Branch: Switch:[001: Alarm] = ON <>Switch: [001: Alarm] = OFF <> Else Handler <> : End <> With all of the battling I was doing I decide to make a healing tutorial also: Make a piece of armor called bandage in the armor menu that is located in the database And then make a common event and then call it HEAL Make it a parallel process to a switch that you will put at the beginning of your game, Name it anything you want but it has to be in the map where the player starts off. In the common event called heal enter this: Conditional Branch: Armor [bandage] equipped <>Heal Hero, +25 <>Wait: 250 Frames Else Handler <> : End <>
