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BUILDING RPGMAKER EVENTS CHALLENGES!

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Deep within the panic of IGMC, I came to realize that other than within the throes of gam mak, developing a game, we don't really have ways to practice Game Design and building events. So I thought of this challenge as an idea!

So without further ado, with the pursuit of improvement in mind, each person posts a gameplay function (e.g. a treasure chest that has random loot) to achieve through events, and the next person who posts has to solve it, via explanation or screenshots of Event Pages, and then issues the next challenge for someone else to solve!

RULES:
1. The challenge you issue you must already know how to create.
2. You're encouraged to reach the solution without relying too much on scripts.
3. You're allowed to suggest more efficient methods of approach, but no being mean about it.
4. Your answer to the challenge does not have to be exact, but as long as it hits around close to what is needed to be achieved, it's good.


Although eventually this topic might probably end up as a help topic, I thought that it'd be good for some to not only practice, but also those who're looking for solutions might find their answers browsing through the answered challenges of this thread. Hopefully the difficulty of challenges ramps up over time too.


So the first challenge is:

A 4-digit number passworded door!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
This is a cool idea!



So, my challenge is:

Achieve the campfire's lighting effect without using a single script.

EDIT: That wasn't very fair for my challenge to require an external file, so let me help you out: Import this as a characterset:
You should be able to take it from there.
There should be a rule where you have to reserve the challenge before you start, and make sure nobody else has reserved the challenge before you start. To avoid wasting someone's time.

I'm working otherwise I'd whip up a campfire.

Doesn't say which engine, I assume any?
Well there isn't really anything against multiple answers to a single challenge.
As for the engine... well I only use VXACE, but surely someone else would respond if another engine's challenge was put up.

My attempt: ???

I'm pretty sure I didn't get it quite right. From the layout of the image I assumed the right way would be a stepping animation then changing the Blending in Move Route (or attack animation) but the dimensions seemed to big so I wasn't really sure. Surely this isn't the best way huh.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
That'd be a lot of parallel processes and would slow down the game. My process is actually a lot simpler, but I'll wait for Link_2112 to post his attempt before showing how I do it.
SunflowerGames
The most beautiful user on RMN!
13323

If you created your own event page, similar to character page. And the just has walking walking / stepping it wouldn't need to be a parallel process, since you're tricking the system into thinking it's a NPC.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Kory's pretty close. To keep the challenges moving along smoothly, I'll just go ahead and post the solution here:



For the Custom Move Route, all you have to enter is this:



Place this event one tile below whatever event you want to glow (in this case, the campfire), and bam. Flickering lights. You can uncheck the stepping animation box if you want a solid glow for something.

Should I issue another challenge? Or should it default back to you, Nivlacart? Or perhaps Kory because he was the closest?
Oh damn, I thought to do that but I couldn't figure out how to fit the graphic into that space because it gave me smaller cursor that would only select a part of it.

You should issue another challenge, Red_Nova XD
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Okay, I got one that doesn't require any scripts or external files:

Create a pre battle quote common event and have it play before the first turn of every battle. This means an actor will say a random quip before you start choosing commands.

OPTIONAL BONUS CHALLENGE: Have the event check which actors are in your battle party and display a unique message for that actor. Meaning any actors that are in your party, but not participating in battle will never say a line.


Suggestion: Perhaps it'd be a good idea to edit the OP to list the challenges that have already been completed so no one issues a redundant challenge?
1. Make every battle in the game run this common event on turn 0 via battle events
2. Put a label in the common event tagged "Random Choice"
3. Make a conditional branch that generates a random number from 1 to x, where x is the number of playable characters in the game
4. In each branch, use the conditional branch "Actor x is in party" for the actor the number corresponds to
5. If true, make him say the line; if false, jump to random choice

Does me spelling out the event count? I don't have access to VX Ace from here.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
That's an interesting implementation, Lightning Lord. But that solution could be rather inefficient depending on your current party. For example: Say you have two characters in your party currently, but there are a total of ten party members possible. The solution you implemented has a low chance of randomly generating the correct actor ID because the pool of incorrect numbers is so high.

I'll give you a hint: You're on the right track with the random numbers, but there's a step to take before getting an actor's ID.
NeverSilent
Got any Dexreth amulets?
6299
I feel right at home in this thread.

I'm working on your challenge right now, Nova. It's trickier than I originally thought, and my solution will probably be insanely clunky, but I feel compelled to solve it now.
Marrend
Guardian of the Description Thread
21806
I'm thinking of randomizing between 1 and party-size (then using "\p[\v[1]]", or what-have-you, as part of the message-box), but, randomizing between 1 and party-size is not a thing the Change Variable event-command does without using the script-field (which, I thought, was half the challenge).

*Edit: I'm also starting to thinking this is a bad idea for this challenge, even if I do get the base-idea working!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I should probably mention that the solution I'm using is implemented with VX Ace. I have no idea how robust the functions are in VX, XP, or earlier programs, but I'm sure it's possible. I guess I'll have to wait until I post my solution so others using older programs can check if it's possible for them.
Marrend
Guardian of the Description Thread
21806
I probably have to think over this some more, but, my off-hand solution to this looks something like this.

Though, the fact that everybody spouts the same lines is probably not what's being looked for!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Marrend
I probably have to think over this some more, but, my off-hand solution to this looks something like this.

Though, the fact that everybody spouts the same lines is probably not what's being looked for!

Huh. I haven't done it this way before. I never thought to use the script command to get this info. In fact, that's a more efficient method than what I've done! Wow, I issued the challenge and I still learned something. Cool!

Though you're right: every actor needs a unique quote for them only. You're almost there.

EDIT: Though the challenge was to use as little scripts as possible. Thought your solution is correct and is not totally reliant on scripts, you might be interested in knowing that it is entirely possible with events to complete even the optional challenge.

EDIT 2: I'm not sure what \p does. Can you tell me?
Marrend
Guardian of the Description Thread
21806
Putting "\p[X]" into a message box causes the engine to print the name of the character in party position X. So, by using "\p[\v[1]]", the message box should print the name of the character in party position as indicated by "\v[1]" $game_variables[1].

Anyway, I have to think about how best to check for party members without going too much deeper into scripting.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Hm, maybe I typed it wrong, but when I added it, I didn't get any value returned. Let me try again...

EDIT: Yeah it worked. I typed it in wrong initially. That's cool!
NeverSilent
Got any Dexreth amulets?
6299
So, I found out that in RPG Maker XP, there is apparently no way to check a party member's Actor ID or save it as a variable through event commands. Therefore, I present to you this ridiculous workaround instead, to be put inside a Common Event that is called once at turn 0 of every battle.

Warning, huge:


One thing I didn't do is add multiple different phrases for each character, so that they don't say the same quote at the beginning of every battle. Implementing this is easy enough, though: Just have another variable set to a random number each time and put different lines for each actor into Conditional Branches correspondingly.
Marrend
Guardian of the Description Thread
21806
I think my approach is just plain wrong. What probably needs to happen is very similar to what LightningLord2 was proposing. Something like..

1) Setup a label

2) Is Character #1 in the party?
(if yes to above) Will he/she/it/they/whatever spout a line?
(if yes to above) Which line?
{randomize a $game_variable, do a Conditional Branch based on that, then exit event processing afterwards}

3) Is Character #2 in the party?
(see above)
...(and so forth until...)

X) If nobody got a speaking line, JUMP to LABEL!

...this? I dunno. I can't think straight right now.
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