BADLY NEED A SIMPLE SCORE SYSTEM (VX ACE)
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I have been script hunting for a while and I found one too but that was for VX. Dont know if it will work for ACE.
Anyways. This is what I need.
Something like the stop watch function but instead of counting decreasing time it has to count an increasing variable.
And thanks from beforehand.
EDIT: Almost forgot. Also need a high score system. Like in the arcade games. You score, write down your name and it stays there forever.
Anyways. This is what I need.
Something like the stop watch function but instead of counting decreasing time it has to count an increasing variable.
And thanks from beforehand.
EDIT: Almost forgot. Also need a high score system. Like in the arcade games. You score, write down your name and it stays there forever.
So you want a timer that counts during the game, battles, events?
You want the timer to be visible on the screen?
author=kory_toombsNot a timer.
So you want a timer that counts during the game, battles, events?
You want the timer to be visible on the screen?
quoting thy self
author=SaitenHazard
Something like the stop watch function but instead of counting decreasing time it has to count an increasing variable.
Think pac man. Remember how the scores would show during game as you scored.
Yeah I'm a bit confused with your wording as well. Have you checked out...
http://rpgmaker.net/content/events/arcade_hero/files/SolarPlatypus.exe
http://rpgmaker.net/content/events/arcade_hero/files/GLFOS_New.exe
http://rpgmaker.net/content/events/arcade_hero/files/aeArcade.zip
Is this the type of thing you are talking about?
http://rpgmaker.net/content/events/arcade_hero/files/SolarPlatypus.exe
http://rpgmaker.net/content/events/arcade_hero/files/GLFOS_New.exe
http://rpgmaker.net/content/events/arcade_hero/files/aeArcade.zip
Is this the type of thing you are talking about?
author=giaksyes
Yeah I'm a bit confused with your wording as well. Have you checked out...
http://rpgmaker.net/content/events/arcade_hero/files/SolarPlatypus.exe
http://rpgmaker.net/content/events/arcade_hero/files/GLFOS_New.exe
http://rpgmaker.net/content/events/arcade_hero/files/aeArcade.zip
Is this the type of thing you are talking about?
Well I'll try explaining to you how it would be done first rather than making it for you, see if you're able to do it yourself. ^_^ If not let me know.
First you need a variable to track the score and a variable for the high score; you can either create a new global Ruby variable or use a built-in variable, I see no reason not to use the latter as variables are already retained when you save the game anyway.
Next create a new window class called Window_Score or something, make it inherit from Window_Base, and in its refresh method put "draw_text(0, 0, 50, 24, $game_variables[ID of variable you used for score], 2)" Then in Scene_Map where all the windows are created put "@score_window = Window_Score.new(x, y)" where x and y are where you want the score to appear. You may have to playtest a bit to get it where you want it.
Doing the high score is still pretty easy, but a little more complex. You'll have to create a new scene, called something like Scene_HighScores, where you show a window containing an array of the X highest scores from previous playthroughs (10 would be a good number for this). However, in order to make this work you'll have to have Scene_Title load in the variable that holds the array (or just the 10 variables you've used for this if you don't want to go the array route) so that you can show this data in the scene when the player chooses to view high scores. Then, wherever you're handling game overs, loop through each score in order to see if the current score is higher than the one being checked; if so move all scores down a place and put the new score where the indexed one was.
Let me know if you need me to explain any of this further.
First you need a variable to track the score and a variable for the high score; you can either create a new global Ruby variable or use a built-in variable, I see no reason not to use the latter as variables are already retained when you save the game anyway.
Next create a new window class called Window_Score or something, make it inherit from Window_Base, and in its refresh method put "draw_text(0, 0, 50, 24, $game_variables[ID of variable you used for score], 2)" Then in Scene_Map where all the windows are created put "@score_window = Window_Score.new(x, y)" where x and y are where you want the score to appear. You may have to playtest a bit to get it where you want it.
Doing the high score is still pretty easy, but a little more complex. You'll have to create a new scene, called something like Scene_HighScores, where you show a window containing an array of the X highest scores from previous playthroughs (10 would be a good number for this). However, in order to make this work you'll have to have Scene_Title load in the variable that holds the array (or just the 10 variables you've used for this if you don't want to go the array route) so that you can show this data in the scene when the player chooses to view high scores. Then, wherever you're handling game overs, loop through each score in order to see if the current score is higher than the one being checked; if so move all scores down a place and put the new score where the indexed one was.
Let me know if you need me to explain any of this further.
author=TrihanInherit from Window_Base, so I guess I am just supposed to copy it. I cant find 'refresh method'. And you lost me completely at Scene_Highscores. I don't mind doing it on my own but I obviously need more help. Thanks anyways though.
Well I'll try explaining to you how it would be done first rather than making it for you, see if you're able to do it yourself. ^_^ If not let me know.
First you need a variable to track the score and a variable for the high score; you can either create a new global Ruby variable or use a built-in variable, I see no reason not to use the latter as variables are already retained when you save the game anyway.
Next create a new window class called Window_Score or something, make it inherit from Window_Base, and in its refresh method put "draw_text(0, 0, 50, 24, $game_variables[ID of variable you used for score], 2)" Then in Scene_Map where all the windows are created put "@score_window = Window_Score.new(x, y)" where x and y are where you want the score to appear. You may have to playtest a bit to get it where you want it.
Doing the high score is still pretty easy, but a little more complex. You'll have to create a new scene, called something like Scene_HighScores, where you show a window containing an array of the X highest scores from previous playthroughs (10 would be a good number for this). However, in order to make this work you'll have to have Scene_Title load in the variable that holds the array (or just the 10 variables you've used for this if you don't want to go the array route) so that you can show this data in the scene when the player chooses to view high scores. Then, wherever you're handling game overs, loop through each score in order to see if the current score is higher than the one being checked; if so move all scores down a place and put the new score where the indexed one was.
Let me know if you need me to explain any of this further.
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