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Looking for Knowledge of Multi Functional Arrays in RPG Maker VX Ace!

A topic by Todd created Aug 04, 2021 Views: 261 Replies: 1
Viewing posts 1 to 3

Hello, have the whole idea laid out in my head of my brothers creation from the early 1990's before he was diagnosed with a fatal brain disease! I have his permission to create his game if I give him his 20% share of any sales. I've always loves the game and saw and played a working model of it which has since been lost using the very old "GW-Basic" before there was even windows! His program was 300 pages long printed out in all code! The "Grid War" 2 player based strategy game was amazing! I want and need to replicate it using RPG Maker VX Ace! However, I have developed the same early stages of the brain disease my Brother has, and my Father had. I need serious help in getting this rolling before it's all too late! I suck at Math and need all the help I can in formulating enhanced array usage as he had done with his knowledge in Calculus, Algebra III, Etc. Any help to please support this really fun game would be great!! I will post the finished product on here along with my other games I've made already! So, I need somebody to tell me how I could keep track of player 1 movement coordinates by input keys each turn. Also Player 2 movement coordinates into arrays! These arrays will have to be constantly checked against deadzone filled blocks behind where the player moved. So that the player would not pass back through a deadzone block and the generated random locations of a Nuke would be generated in the program any block within the movement grid. If player landed on a Nuke square on grid location it would kill you with an explosion. Calibrating and calculating the Player 1 and Player 2 grid coordinates constantly to see if they collide. Which player was moved before the other into collision would Win the War! A Deadzone Desintrigation meter would count down as an animated "Bar" on he side of grid to display player movements counting "-1" each movement until a point where the Grid filled up to much and player still had moves left without collision! It would then automatically remove various random Deadzone blocks from the grid somehow skipping "Player Coordinates and other Nuke locations randomly generated prior on grid" This is all a Very Intricate, Nerve racking build and about all I know how to do is the basic design of drawing out a Grid of square tiles, and some sort of Player Ship thingy! All the rest I will have to start researching the Crap out of online like I already have been doing with not much success. There is a lot more to this game also, but this is the basic idea! I won't post every detail because many people just can't be trusted. Anyways, Please let me know if you think you could offer help in where to start? Thanks so much!!

Moderator moved this topic to General Development

have you posted this to reddit? have had a lot of luck with getting a response for stuff like this there as it has specialised subreddits