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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

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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.