Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> Mini-game System [RMVX], Heavily adaptable. Easy to import.
Titanhex
post Sep 8 2011, 06:37 PM
Post #1


Guru of Water
Group Icon

Group: Revolutionary
Posts: 1,096
Type: None
RM Skill: Masterful
Rev Points: 5




Minigame System





Features:

  • Easy to change to fit many different minigames. Examples inside.
  • Runs on a difficulty system to determine how it plays.
  • Uses button presses to add interaction.
  • Few steps to import. Just follow the directions.
  • Some knowledge of eventing, such as variables, is required.
  • Only requires you to make 1 variable: Difficulty.
  • Use an optional variable for Lumberjack: Trees Slain.


I made this system using Events and Pseudo-Scripting. The pseudo-scripting makes it as easy as possible to copy and paste the events into your map. It also simplifies the eventing.

Right now it's set-up to be a lumberjack and boulder maze mini-game, but it can also be mining or monster fighting.

There are plenty of minigames for mining or lumberjacks. But there are none as dynamic as this, as simple to copy and paste, and as aesthetically complete.

My use of what is known in programming as Global Variables is a bit unorthodox and unprofessional. It is, indeed, considered bad coding. However, it should be harmless, and will not interfere with any scripts you have set up.

The system only requires minor changes to put into your game. Follow the directions and you'll be in business. It's set up in my own game I'm working on, Herocraft, but I wanted to share it with the community so we can all see higher quality gameplay.

KNOWN BUGS:

None.


FAQ and Trouble Shooting
Q: I put this into my map but I can't see any of the events/when I touch the event I don't see anything.
A: Try importing all the required pictures (and for lumberjacking, charsets) into your map.

Q: I pasted the events into my map, but when I touch them they don't respond.
A: You probably copy and pasted them in a bad order. Remember, you must copy-paste one object, followed immediately by an interpreter. You can't copy a bunch of events and then later copy their interpreter.

Q: I am using the tree-chop minigame, but some or all of my trees aren't showing up.
A: First, make sure you copied over the Lumberjack Interpreter. Then, make sure you set the trees up in the Lumberjack Interpreter. Also make sure you put the right event number in $eventval for every tree. Make sure the % chance to spawn per second isn't extremely low. Make sure the Tree's time to stay spawned isn't too low. (This is on the first page of the Tree Interpreter at the top.)

Q: I get an error that says "undefined method '[] = ' for nil:NilClass."
A: Make sure you copy and paste the script MG_Sys from F11 into your game.

Q: I get an error that says NoMethodError, undefined method x.
A: You have too many trees in your Lumberjack Interpreter, or it's calling an event number that doesn't exist. Make sure all $eventval = are calling an actual event number.

Q: How do I change the animations?
One way is to call the script $mganim = #, where # is the number of the animation you want played from the database. This will change the animation for most minigame events to this animation. If you want the event's animation to always be a certain animation, open the interpreter, go to the second page and find "get_character(ev_id-1).animation_id=$mganim" Just change $mganim to the animation number you want.

Q: How do I choose what happens when I successfully do button presses?
A: Page 2 of the Interpreter. Label: End In that section put whatever events you want to happen when an event is successfully destroyed.
The conditional branches above that are also important. $mgtotal goes up by one every time you successfully hit a button. $mgtype is sort of the "level" of the event, determined by the difficulty setting. They're pretty simple variable check branches. If you can figure out what they're doing you can change it to do whatever you want.

Q: How do I pick the graphic for the events?
A: Page 1 of the Event. At the bottom you see where it sort of determines by your difficulty level of the tree the trees graphic. Those are where the graphic is determined. If you just want 1 single graphic, you should delete all but the one starting at >= 1.


Change Log
v0.96 - Most Current Version
Added a new minigame button type. Press button when bar is at middle. Can also easily be changed to "Press for power." Will work on converting it to a spam Space for power but don't overfill game.
Added the (MG) Bar common event for this minigame to work.

v0.95

Fixed the Respawn and Quit bug.
Fixed an issue with saving and loading.
Removed a need for the TEMP and P1 variables.
Made animations dependent on the user setting it.
Added the Boulder-Dash minigame example.
Made all buttons flashing.
Removed the need to put the (MG) Initializer in a map.
Updated the comments to reflect these changes.
Separated the comments for each part of the system into different events.


Any other Questions, please ask!

I'm always looking for feedback, suggestions, bug reports, comments, etc. This is my first Event submitted, though it does involve pseudo-scripting.

This post has been edited by Titanhex: Sep 21 2011, 09:02 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Osaed
post Sep 9 2011, 03:58 AM
Post #2


Level 2
Group Icon

Group: Member
Posts: 28
Type: None
RM Skill: Undisclosed




Cool! i will try it now wink.gif
Go to the top of the page
 
+Quote Post
   
Osaed
post Sep 9 2011, 03:09 PM
Post #3


Level 2
Group Icon

Group: Member
Posts: 28
Type: None
RM Skill: Undisclosed




Hey , i tried to use it in my game but it didn't work ..?
Go to the top of the page
 
+Quote Post
   
Alt_Jack
post Sep 9 2011, 10:29 PM
Post #4


Level 19
Group Icon

Group: Revolutionary
Posts: 377
Type: Event Designer
RM Skill: Skilled
Rev Points: 40




I fixed it.
Insert a condition branch below the loop in the (mg) button Ce that says

CODE
when switch quit is on
-wait 1 frame
-break loop

-else- the rest of the event code, from "show picture 1" onwards

below the "time's up!" message, put
CODE
erase picture 1
turn on switch quit
timer stop


after that, having the switch activate and deactivate at certain times wil eliminate the images by breaking the loop. Put a PPr (or autorun, I forget which) on the tree map that...
CODE
turn switch quit ON
wait 1 frame
turn switch quit OFF
erase event

the animation may pop in somewhat randomly, but you just have to stop the event process by tossing a stop in before it reaches the "show picture" dialogue. I'm not sure where I put everything that killed it, but you get the idea. You just need something that interferes with the processing.
I didn't notice trees instantly respawning, but you could just have them erase themselves once they're cut. Whether it's 1 second or one minute later, it's kinda weird seeing a tree you just chopped down reappear.

This post has been edited by Alt_Jack: Sep 10 2011, 09:19 AM


__________________________

the Alternate Jacks event demo
As well as all of my images in one place, free for use.
Most of my images will be there, since this site takes too long to approve stuff and VX.net has no bulk uploader.
Go to the top of the page
 
+Quote Post
   
Helios
post Sep 10 2011, 09:22 AM
Post #5


Level 4
Group Icon

Group: Member
Posts: 54
Type: None
RM Skill: Undisclosed




You can just push arrow keys randomly to cut down trees lighting-fast, since there's no punishment for pressing the wrong key.

Time-outs for not pressing keys in time would also be nice, that way we can turn tree cutting into cooking/dancing/fishing etc.

And chopping down fruit tree is not an efficient nor economical way to harvest fruit...just saying laugh.gif

This post has been edited by Helios: Sep 10 2011, 09:24 AM


__________________________
ERROR: NO ERROR DETECTED
Go to the top of the page
 
+Quote Post
   
Titanhex
post Sep 11 2011, 10:14 PM
Post #6


Guru of Water
Group Icon

Group: Revolutionary
Posts: 1,096
Type: None
RM Skill: Masterful
Rev Points: 5




QUOTE
You can just push arrow keys randomly to cut down trees lighting-fast

Guess that's a bigger problem than I had anticipated. I was planning on implementing a punishment system on the next release, so that should remedy it. There are instructions on how to implement a punishment system in the common event.

@Alt_Jack Thanks! You've moved me one step closer to remedying the minigame not stopping after map transfer.
I was planning on doing something similar, but I was leaving for a few days and wanted to release the map first. I just now returned.
I probably will use a variation of your suggestion, as it doesn't fix returning to the map and the tree-chop event continuing. However I'm sure I can fix that by putting a safe-stop in every interpreter, as well as in the (MG) Button CE, without even having to create a game_variable switch. Best yet, it will be a global stop able to affect one map but not the other. I just have to put it into practice.

Unfortunately I cannot erase the events, as that would completely stop them from ever respawning without leaving the map. While it is weird seeing a tree reappear, it is still a minigame and many players will be in a state of suspended disbelief anyways. It keeps players from trying to master a perfect route and become bored quickly with the minigame. But for those that want a one-shot version I will show off a system that does that too.

QUOTE (Osaed)
Hey , i tried to use it in my game but it didn't work ..?

You'll have to be more specific. Did you follow the instructions on the sign, copy each event, etc? What part doesn't work? I should probably create a youtube tutorial on how to use this event.

QUOTE
And chopping down fruit tree is not an efficient nor economical way to harvest fruit...just saying laugh.gif

XD Yeah, it is bad for the economy. Could just say the fruit is non-edible but the wood is good quality. Then it's justified. Hehe I had to use apple trees cause it was one of the few tree variations I could think to make, unless you want purple leaves. :\

EDIT: Updated with a temporary penalty-fix til I get a permanent solution. Right now penalty doesn't work with non-directional input. (Easy fix but I don't want to bloat lines just yet) And I fixed the map-leave bug and the tricky reappear bug. Expect more content showing players how to really adapt the system into a bunch of minigame types, and a video tutorial coming in this next week.

This post has been edited by Titanhex: Sep 12 2011, 09:23 PM


__________________________
Go to the top of the page
 
+Quote Post
   
Titanhex
post Sep 14 2011, 10:44 PM
Post #7


Guru of Water
Group Icon

Group: Revolutionary
Posts: 1,096
Type: None
RM Skill: Masterful
Rev Points: 5




HUGE Update.

Completely rehauled the system to make it even easier to import and use.

Also added a Boulder minigame.

You need even fewer variables than before, as the system generates it's own with the exception of some you use yourself.

The comments are divided between how to import the different minigames as well as the system itself.

Events and their Interpreters are now just a matter of copy&pasting in the right order (Copy Event first then paste the Interpreter.)

More minigames to come, such as a battle system. If you have suggestions for minigames you'd like to see that could use this system ask and I may just make it. I'm kind of running out of ideas for it anyways.

A video tutorial will be made soon.

Enjoy! As always, if you need help importing it into your map just PM me and I'll help.

This post has been edited by Titanhex: Sep 15 2011, 05:57 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Titanhex
post Sep 18 2011, 06:03 AM
Post #8


Guru of Water
Group Icon

Group: Revolutionary
Posts: 1,096
Type: None
RM Skill: Masterful
Rev Points: 5




BUMP for content.

Added a new minigame type. Bar fills and lowers, and you have to hit space when it's in the middle.
Variations using this Bar will be developed soon here.
This minigame is very similar to the boulder smash minigame in setup. Treat it like the boulder smash minigame and you shouldn't have any problems importing it.

This post has been edited by Titanhex: Sep 18 2011, 06:06 AM


__________________________
Go to the top of the page
 
+Quote Post
   
rayvales
post Sep 29 2011, 09:20 AM
Post #9


Level 4
Group Icon

Group: Member
Posts: 50
Type: Event Designer
RM Skill: Intermediate




sounds good, i will try it
Go to the top of the page
 
+Quote Post
   
Tsukihime
post Sep 30 2011, 04:18 PM
Post #10


Level 25
Group Icon

Group: Revolutionary
Posts: 560
Type: None
RM Skill: Undisclosed
Rev Points: 25




Oh, plug and play mini-games. Sounds interesting.

This post has been edited by Tsukihime: Sep 30 2011, 04:20 PM


__________________________
My Scripts
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th May 2013 - 04:56 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker