Sorry for the bad title but I couldn't figure out how to make it easier to say lol.
Anyway Is there a way or a plugin that when an event or a person chases you and catches you, you have to break free under a certain time. And if he catches you again you get a game over.
I hope I broke that down simple enough for anyone to understand :/
basically you should do this by eventing with variables and switches to store current status, but everything stands or fails depending on what actions the player needs to do in order to break free - the rest is just counting and timin and basic logic.
basically you should do this by eventing with variables and switches to store current status, but everything stands or fails depending on what actions the player needs to do in order to break free - the rest is just counting and timin and basic logic.
He means something like. event catches player. Player must spam a button to break free. each time they press the button, a variable goes up. When the variable is a certain number, the player breaks free and a game switch is turned on (in same page in event as variable). This is all done with parellel process
Edit: Also what he didn't mention is you need to freeze the player with a moveroute when they're caught
what I was asking was what you want the player to do in order to break free.
button spamming like described above is only one possibility.
another is that you require the player to use specific skills
or simply have a random chance to break free
or to wait a random time to break free
or whatever.
you never said what the player has to do to break free, and that will determine the entire structure.
parallel processes like said above are only one possible solution for one of these options, other options would require other solutions.
what I was asking was what you want the player to do in order to break free.
button spamming like described above is only one possibility.
another is that you require the player to use specific skills
or simply have a random chance to break free
or to wait a random time to break free
or whatever.
you never said what the player has to do to break free, and that will determine the entire structure.
parallel processes like said above are only one possible solution for one of these options, other options would require other solutions.
AH my bad I should have been more specific.
So yes button mashing or a QTEs (quick time events such as press these buttons before time runs out) to escape then run from the event and if they get caught again it's game over
pure button mashing can be handled by eventing. you'll need a parallel process that checks if a button is pressed or not with a switch to react only to changes (to prevent the button from counting while being simply hold down) and with a time counter. If at the end of the given time the minimum of button presses were confirmed, the event will be frozen with a wait and then switched to a different page to make the next capture fatal.
however, doing that with a QTE (a sequence of different buttons) is more complex, and a lot of people prefer to use a QTE-Plugin instead. I don't have links ready, please check them out yourself - there are two or three iirc, but some of them are functioning only on the battlescreen and not during events.
How to continue from there will depend on what mechanic you'll use for that function.
I'd actually suggest anything except Parallel trigger, so that the player cannot move during the event. You can then use Loop/Break Loop, Wait, and Conditional Branch commands to repeatedly check for button inputs within a given time, and the Control Variables/Switches commands to log inputs and handle time-out.
There are other ways to organise things, but in case you're interested here's a text-transcript of a quick example event I put together for button-mashing:
Code:
◆Comment:Initialise timer duration and button-mash count.
◆Control Variables:#0042 timer = 5
◆Control Variables:#0041 count = 20
◆Text:None, Window, Bottom
: :Press the action button \v[41] times
: :in \v[42] seconds to win!
◆Comment:Convert from seconds to frames.
◆Control Variables:#0042 timer *= 60
◆Comment:Small loop: wait for button not pressed down before starting.
◆Loop
◆If:Button [OK] is pressed down
◆Wait:1 frame
◆
:Else
◆Break Loop
◆
:End
◆
:Repeat Above
◆Comment:Start timer just for visuals.
◆Control Timer:Start, 0 min 5 sec
◆Comment:Big loop: get timed input!
◆Loop
◆If:buttonDown is ON
◆Comment:Button is pressed down, check for release
◆If:Button [OK] is pressed down
◆Comment:(nothing)
◆
:Else
◆Comment:-1 to counter, we're getting closer~
◆Control Switches:#0006 buttonDown = OFF
◆Control Variables:#0041 count -= 1
◆Comment:Animation, just because.
◆Show Animation:Player, Wind One 1
◆
:End
◆
:Else
◆Comment:Button is released, check for next press
◆If:Button [OK] is pressed down
◆Control Switches:#0006 buttonDown = ON
◆
:End
◆
:End
◆Comment:Advance the timer
◆Control Variables:#0042 timer -= 1
◆Comment:Check for end conditions
◆If:count ≤ 0
◆Comment:Mash success! End loop.
◆Break Loop
◆
:End
◆If:timer ≤ 0
◆Comment:Time up! End loop.
◆Break Loop
◆
:End
◆Comment:Wait 1 frame before looping again.
◆Wait:1 frame
◆
:Repeat Above
◆Comment:Stop timer.
◆Control Timer:Stop
◆Text:None, Window, Bottom
: :Mash remaining: \v[41] mashes
: :Time remaining: \v[42] frames
◆If:count ≤ 0
◆Text:None, Window, Bottom
: :You win!
◆
:Else
◆Text:None, Window, Bottom
: :Be faster next time!
◆
:End
This can be adapted in various ways for more complex inputs. As Andar says, many people prefer a QTE type plugin for this stuff (I guess you can see why!). I happened to post some links to various QTE plugins recently~
I'd actually suggest anything except Parallel trigger, so that the player cannot move during the event. You can then use Loop/Break Loop, Wait, and Conditional Branch commands to repeatedly check for button inputs within a given time, and the Control Variables/Switches commands to log inputs and handle time-out.
There are other ways to organise things, but in case you're interested here's a text-transcript of a quick example event I put together for button-mashing:
Code:
◆Comment:Initialise timer duration and button-mash count.
◆Control Variables:#0042 timer = 5
◆Control Variables:#0041 count = 20
◆Text:None, Window, Bottom
: :Press the action button \v[41] times
: :in \v[42] seconds to win!
◆Comment:Convert from seconds to frames.
◆Control Variables:#0042 timer *= 60
◆Comment:Small loop: wait for button not pressed down before starting.
◆Loop
◆If:Button [OK] is pressed down
◆Wait:1 frame
◆
:Else
◆Break Loop
◆
:End
◆
:Repeat Above
◆Comment:Start timer just for visuals.
◆Control Timer:Start, 0 min 5 sec
◆Comment:Big loop: get timed input!
◆Loop
◆If:buttonDown is ON
◆Comment:Button is pressed down, check for release
◆If:Button [OK] is pressed down
◆Comment:(nothing)
◆
:Else
◆Comment:-1 to counter, we're getting closer~
◆Control Switches:#0006 buttonDown = OFF
◆Control Variables:#0041 count -= 1
◆Comment:Animation, just because.
◆Show Animation:Player, Wind One 1
◆
:End
◆
:Else
◆Comment:Button is released, check for next press
◆If:Button [OK] is pressed down
◆Control Switches:#0006 buttonDown = ON
◆
:End
◆
:End
◆Comment:Advance the timer
◆Control Variables:#0042 timer -= 1
◆Comment:Check for end conditions
◆If:count ≤ 0
◆Comment:Mash success! End loop.
◆Break Loop
◆
:End
◆If:timer ≤ 0
◆Comment:Time up! End loop.
◆Break Loop
◆
:End
◆Comment:Wait 1 frame before looping again.
◆Wait:1 frame
◆
:Repeat Above
◆Comment:Stop timer.
◆Control Timer:Stop
◆Text:None, Window, Bottom
: :Mash remaining: \v[41] mashes
: :Time remaining: \v[42] frames
◆If:count ≤ 0
◆Text:None, Window, Bottom
: :You win!
◆
:Else
◆Text:None, Window, Bottom
: :Be faster next time!
◆
:End
This can be adapted in various ways for more complex inputs. As Andar says, many people prefer a QTE type plugin for this stuff (I guess you can see why!). I happened to post some links to various QTE plugins recently~
I have a better idea!
I just thought of it.
SR DUDE Made a timer plugin, what if I use that while have chose's to Mash to break free but if the timer hits 0 it's game over.
I have a better idea!
I just thought of it.
SR DUDE Made a timer plugin, what if I use that while have chose's to Mash to break free but if the timer hits 0 it's game over.
Yay, now back in action Happy Christmas time, coming back!
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