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(2 edits) (+1)

Item Update:

Yeah, it's not really about animation, sorry. I didnt really do much today, but I did come here with some new ideas for items.

Dice Poppers: every time your opponent makes 2 moves it jumbles the the Live and Explosive round in the chamber. This might sound like a useless item as you have to guess the live and explosive round's placement anyway, but it's mean to be a counter to Eye Card and Fortune cookie.

Hot Potato: You activate a hot potato which can explode at a random time (keep in mind you wont be able to see the timer). Every time you shoot your opponent (weather it be a live or a blank), you pass the hot potato to him/her, and every time he/she shoots you, he/she will pass it to you.

Also I've been thinking of changing the silencer a bit. I've been thinking of nerfing it to where it cant even hurt your opponent and also giving the player to cancel the item when he wants. I want it to only be another way of having safer guesses when shooting yourself, and I feel like if your able to give damage to your opponent but not yourself is a bit OP, even if it still involves some luck to get a shot.

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I'm curious, how do write logic in RPGMaker? Is it with nodes or blocks or events?
I'm asking it, because you have added a lot of items in the game which the opponents have to interact with. So I'm guessing their AI is very complex.

Isn't it difficult to make complex systems with these kinds of logic-making systems or am I just a stupid programmer? :P

(5 edits) (+1)

Well, RPG Maker does use Ruby as a programming language, but I use a thing called the "Event System" which is technically like code. I'm not sure what you mean by "blocks" though, but it's definitely not nodes haha

Also yeah it is kind of complex, because using the event system makes it easier but also limiting. Also calling it "AI" is stretching it, because it's pretty basic due to how limiting the event system is. Honestly I'm pretty lucky that I'm able to make such complex items in a game engine that wasn't built for this complicated stuff. When it comes to the event system, you have to push the limits to get something good. 

Usually when making the "AI", if I have to make something really complex, I'll have to think creatively to solve a problem with the "AI" or make my "event code" pretty long.

Here's an example. If the player chooses "yes" they get a message that says "HELLLOOOOOO", but if it's "no", then they get 9 potions.


___________________________________________________________________________________________________

This is basically a snippet of the Opponents """AI""", if you can even call it that. The event system isn't necessarily made for enemies. 

"[Eric]" is basically the player until you change his name.

the "Control varibales" are basically used for the Opponent to randomly pick items.

I'm gonna change some of this item picking "AI" though,  so he'll/she'll be smarter to choose certain items. There is a conditional branch to detect the players items, so I plan for him/her to use steal cards straight away if he/she sees you have a healing syringe (he/she doesn't F around with those).

(if you look on the screen, you'll see "Common events." These are basically functions/methods)

_______________________________________________________________________________________________

A snippet of when you choose to use items

_____________________________________________________________________________________

A snippet of the reloading ammo event.


sorry, I'm not the best at explaining stuff like this, haha.

(1 edit) (+1)

I wasnt gonna show more, but... ah i dont care.

If the opponent shoots himself with the four leaf clover, then he uses the knife so he gets a guaranteed shot. if he doesn't have a knife, then he will check if you have a knife. If you do have a knife, he'll use his steal card. (of course the knife will be no longer and instead it will be plasma cutter)

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AGGGGGHHHH. I have to use so much conditional branches when the opponent uses a steal card T_T

I CANT EVEN SEE SOME OF THE EVENTS DOWN HERE!     v


this is a huge downside of event systems.    ):

also I'm gonna change a bit of this script, because it makes my opponent a bit dumb.

_________________________________________________________________________________________________

I would show more of how my opponent chooses items, but it's so bloated that I'd rather show it when it's recreated

If you want to see some more specific event systems then let me know.    :3

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Also as a little side note. The limitations of the event system have (in a way) helped me more then if I were not limited. That's how I came up with the explosive round. while my first idea was to make it an item, it became part of the game now. The reason was because the live round is basically an integer variable and also to detect it, you need a conditional branch (if-else). If I want to put more live rounds then that would mean I have to put more variables and conditional branches, so I would get a long list of IF's and ELSE's.

Not to mention that I would need a control variable to give a random number for a specific version of random ammo counts with random amounts of blanks and random amounts of lives meaning EVEN MORE conditional branches to find these random ammo counts. I probably butchered that sentence way too hard /:

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Oh god, event systems get hard, real quick in complex projects...

If you want to rewrite the opponent's AI, try using weights and RNGs instead of pure if conditions, this time. By that, I mean:
For example if the opponent is shot, a number will add up to his 'anger meter' times his 'personality multiplier'. Then we generate a random number and if that number is smaller than the 'anger meter', the opponent makes a risky & aggressive decision.

I know this is a bit too complicated but it helps you to make different personalities for your opponents by just adjusting simple values. (like the 'personality multiplier')
This is """"kinda"""" similar to how real neural networks, work.

Also, if you need to put multiple bullets in a gun you don't have to use multiple conditions, instead you should probably use a for loop + condition combo.

Also also, RPGMaker's UI kinda reminds me of Audacity. It has a certain charm to it :P

(1 edit) (+1)

Damn, reading this made me feel really dumb T_T . It's weird how my brain shifts when using different projects. Yeah, I'll keep these in mind. 

I would like to apologize when I was talking about making the explosive round. I over exaggerated it and now I feel embarrassed that I made that reply. The real reason for the explosive round was because back then I didnt know abut Common events. Keep in mind I was pretty new to RPG Maker and also I worked on the "Troops" tab, WHICH IS WAYYYY SMALLER!

Troops tab: 

Also I tried to use the random variable, but i cant use other variables to get random numbers. My plan was to use this:

Control Variable [0002:live round] = Random No.(1...Ammo)

But you cant do that.

So basically it was a mix of screen crunch, not using Common events (methods), being a newbie to RPG Maker, and also no variables for randomizer. All of that combined made me think "Oh it would take too long and also my event code will go off screen because my script is so small, oh well, I'll never try it again."

I thank you for reminding me. When I was reading my reply, I was having a hard time even understanding myself when I said it was too hard, that's when I started doing what you said in RPG Maker and I remembered what I truly meant.

Anyways here's what it basically looks like:


yeah, the code really isn't that long at all...If it's in Common Events    :3

Also for some reason I have an "Else: Break Loop" for the conditional branch "i < Ammo".... Oops.



It is just a quick dummy script I made when I saw your comment, so there's more I plan on adding. I'm still gonna keep my explosive round but maybe I'll mix in some of this stuff too    :3

Also, I'll keep the other suggestions you gave me in mind.