Farming System.

matthewk1462

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Hello everyone,

This has been bugging me for so long now I keep trying to figure it out myself but I keep failing :( . I want a very intricate procedure basically it goes as follows. I have multiple seeds so I need the item equipped to place the correct event to grow that specific crop as each seed has its own crop or something along those lines. Rural farm Tiles is the resource pack i'm using. I want to create land that has the possibility to turn into ploughed land then the seed equipped determines what graphics to use and runs a process that each crops grows at different rates. So at any one time one land could be growing wheat and at the same time corn is being grown on another plot but they both grow at different rates.

Then is there a way to have then drop random amounts of stuff. For example one crop would yield one wheat but then another of the same crop might drop 2 or 3 etc. 

I hope this makes sense I have figured out how to do it with just one crop but I cant figure out how to get it to work for multiple crops that have their own sprites for each growth stage. 

Please help me, I have always wanted my very own farming game but I just can't manage this and its really getting on my nerves.

By the way all the seeds are under a variable called Item equipped so wheat seeds under this variable are 1. 

Thanks for any support :)
 

whitesphere

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You would probably want an Event for each ploughed land square.  This Event could use the "Set Graphic" Event command (check under Custom Move Route) to show which crop is being planted.

I think the easiest approach is to use Self Switch B through D to represent various crop states and then use "Set Graphic" to determine which crop.  The Event would have 5 pages, the "blank" one would be the unploughed square and would have no graphic set.  Self Switch A would represent "square is ploughed" and would have an unchanging "ploughed square" appearance.  Then, Self-Switches B through D would represent the crop's growth states.

I think there is a Sample game in the Rural Farm Tiles pack that shows how to do this.
 
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matthewk1462

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Thanks for the help I feel stupid now. However I am having problems with how to do the graphic change I can't change to a specific graphic only a bunch of them? Am i being stupid again?
 

whitesphere

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Thanks for the help I feel stupid now. However I am having problems with how to do the graphic change I can't change to a specific graphic only a bunch of them? Am i being stupid again?
I don't think it's being stupid as much as "I'm not yet familiar with this program."

This is quite normal.  The way Sprites work in VX Ace is they are defined as 3 animation steps, 4 rows.  The animation steps are a single row, left to right.  The 4 rows are:  Face DOWN, Face LEFT, Face RIGHT, Face UP, in order from top to bottom.  

If you enable "Stepping Animation", this makes the event switch between the 3 graphics on the row.  This is very useful for, say, flickering torches.

When you change a Sprite's direction, that selects the graphic in the same column in a different row.  

By default, if the player interacts with an Event, the Event "turns" to face the player, choosing the proper graphic (i.e. Face DOWN if the player is below the event, and so on).  Turning on "Direction Fix" will hold the event in the same graphic.  It's useful for, say, cars where, unless the player is a superhero and/or cars are alive, the cars would NOT automatically turn to face the player.

I'd take a good look at the Event tutorials to get a handle on how to use Events effectively before starting to make a farming game.
 

Dragon12

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you can do this with switches...If you need help i pm me.
 

Onomotopoeia

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Also, if you would feel so inclined, I've just posted something in my gamedev.net journal about my idea for farming and planting events. One part of my current post deals precisely with implementing a plantable event. I would appreciate some feedback.
 

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