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Aug 29 2011, 04:20 AM
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
You know those climactic sequences in sci-fi movies where the minions are chasing the hero(s) through a maze/building, just as a bomb is about to go off, taking out everything within a 5-mile radius with it? We're going to make that. Bomb, minions and all.
How does it work? You turn on a bomb, yell "RUN!!!", then run through a maze (the dungeon generator can do this). Guards appear out of thin air and chase you through it (though you're slightly faster). If the timer reaches <1 sec, the bomb goes off, everything explodes and you die. But if you make it to the exit, everyone/thing else blows up and you live...for now. Now the recipe: You'll need 2 aptly-named switches- a "chase" switch, and a "kill" switch. There will be minimum 4 events: a bomb, a minion/guard (you'll make more, obviously), a "detonator" (does a bit more) and a "diffuse". CODE Minions/guards : 1. -switch-chase ON movement: approach-normal-highest activation: player-touch battle processing (guard squad) erase event priority-same as _________ 2. switch-kill ON movement [same as page 1] activation: parallel process priority-same as [wait] show animation-this event-no attr. erase event CODE Bomb : 1. [text] set move route-player(wait) -change speed:5 control timer:startup ( 0 min 30 sec) Control switches-Chase ON set move route-this event >-through ________ 2. switch-Kill ON show anim-no attr. erase CODE detonator : switch-chase ON fixed parallel condition: timer 0 min 1 sec or less control switches: kill ON set move route: player (wait) >graphic: (dead) wait 60 frames game over return to Title screen -End CODE Diffuser control timer-stop control switches: Kill ON Wait 60 frames move route: player (wait) jump 0,0 The numbers in "minions" and "bomb" signify event pages, the line being my attempt to show this. Finally, right-click on your guard event and hit "copy" then sprinkle your guards around the area. They do not show up until the "Chase" switch is on. The "wait" function in the guard event is optional, and is only used to time the explosions. But why do they explode, too? 1. it gets rid of them and 2. it saves you from having to make any extra events simply because you need explosion FX. I should point out that the timer does not stop if the guards catch you and start a fight. If something's wrong (shouldn't be, since I copied it word-for-word), let me know. Here's a link to the original (includes video) : http://www.rpgrevolution.com/forums/index....showtopic=43632 Demo pack: http://www.mediafire.com/?z6rneqqps66xqv5 This post has been edited by Alt_Jack: Aug 29 2011, 05:25 PM -------------------- |
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| Lo-Fi Version | Time is now: 19th May 2013 - 11:48 PM |
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