SATED'S PROFILE

Search

Shell Shock SFX

Does anyone know where I could find a deceny shell shock sound effect? Alternatively, could someone rip one from Call of Duty 2 for me?

Chainsaw SFX

Anyone have a decent chainsaw sound effect? I've found a few, but I need one quite small in size (under a mb would be nice...)

[TUTORIAL] BoF3 Style "Influence" Skill

I polished this up so I could submit it to the site. It's fully tested now so it should work fine.

---

RM2K3 only.

1. Switches

You need to make quite a few switches in order for this to work.

- Influence
- <Hero Name> Attack (you need one for each hero in your game)
- <Hero Name> Trigger (you need one for each hero in your game)
- <Hero Name> In Party (you need one for each hero in your game)

2. Variable

You only need two variables for this skill to be coded.

- Influence Chance
- <Hero Name> HP (you need one for each hero in your game)

3. The Skills

You obviously need to make one skill called “Influence”. This should be a switch skill that triggers a switch called “Influence”. Set the MP cost to whatever you want etc. This skill should be given to the Monster Leader.

You also need to make a bunch of skills that trigger the enemies to attack the correct target once Influence is in effect. These should all be called “Attack” to maintain the right effect, but each will be linked to a different hero in your game so you need one for each hero in the game. Be sure to remember which one is which. Each “Attack” skill should be a switch skill and should trigger one of the “<Hero Name> Trigger” switches.

These “Attack” skills should be given to the Monsters who are going to be influenced and should be set up so that they can only be used when the appropriate “<Hero Name> Attack” switch is on. Make sure that these skills have their priority set to 100 so that they will ALWAYS be used when Influence comes into effect. Try and set the Monsters other skills to as low a priority as possible.

4. Battle Event Coding

The next step is to make the Battle Events themselves. First you need a page that is triggered by the "Influence" switch being on. The code should be something akin to the following (this example is coded as if the game only has two heroes; for your own game you'll need to adjust the variables accordingly and repeat the “Branch If Variable” condition for however many heroes you have. Be careful to link the switches etc. properly.

Variable Operation: [Influence Chance] Set Random (1-2)
Branch If Variable [Influence Chance] = 1
Branch If Switch [Zack Is In Party] = On
Variable Operation: [Zack HP] Set Zack HP
Branch If Variable [Zack HP] >= 0
Message: The enemies were influenced to attack Zack!
Switch Operation: [Attack Zack!] Turn On
Switch Operation: [Attack Albert!] Turn Off
COMMENT: Make sure to turn off all the other Attack switches, and only turn on the correct one.
Else Handler
Variable Operation: [Influence Chance] +1
End Case
Else Handler
Variable Operation: [Influence Chance] +1
End Case
End Case
Branch If Variable [Influence Chance] = 2
Branch If Switch [Albert Is In Party] = On
Variable Operation: [Albert HP] Set Albert HP
Branch If Variable [Albert HP] >= 0
Message: The enemies were influenced to attack Albert!
Switch Operation: [Attack Albert!] Turn On
Switch Operation: [Attack Zack!] Turn Off
Else Handler
Variable Operation: [Influence Chance] Set = 1 #Set = 1 only on the LAST hero. All other heroes should have +1
End Case
Else Handler
Variable Operation: [Influence Chance] Set = 1
End Case
End Case
Switch Operation: [Influence] Turn Off

The above page of the event will set the enemies to attack only one of the possible heroes when the Monster Leader uses the Influence skill. The above page also checks if the hero targeted is alive and in the party and chooses another hero to be targeted if they are not. These are important steps to make sure the game doesn't crash later on.

The next step is to make the page for what happens when the enemies are under the influence of their Monster Leader. You will need one event page per hero present in the game. I will show an example below for the case were Zack is the target the Monster Leader has influenced the Monsters to attack. Each page should be set so it is triggered by the appropriate “<Hero Name> Attack” switch being on.
The code for the event should be as below. Remember to make the event for each hero in your game.

Branch If Switch [Trigger Zack] Is On
Call Common Event: Attack Zack
End

Pretty simple, really, because the point is to make sure it links up properly.

5. Common Event Coding

Obviously, the Common Events are the next step to make. You need one Common Event for each hero. The code for these Common Events is very simple and is something like what's shown below. The Common Event should be set to “Call”.

Simluated Attack: Zack with X power.
Switch Operation: [Trigger Zack] Turn Off

The X in the Simulated Attack above should be set to the attack level of the monster. I guess it's up to you how you set the Simulated Attack up though.

Another Common Event you need to set-up is one that checks which Heroes are in the party. This event will change "<Hero Name> In Party" accordingly. Set this Common Event to be a Parallel Process and set it up like this.

Branch If Zack Is In The Party
Switch Operation: [Zack Is In Party] Turn On
Else Handler
Switch Operation: [Zack Is In Party] Turn Off
End Case
Branch If Albert Is In The Party
Switch Operation: [Albert Is In Party] Turn On
Else Handler
Switch Operation: [Albert Is In Party] Turn Off
End Case

Obviously, you need to make sure you have this set up properly for each Hero that is going to be in your game.

The final Common Event you have to set up is one that resets all the Switches above so that they are reset by the time the next battle starts. This Common Event should be set to be a parallel process as well.

Switch Operation: [Influence] Turn Off
Switch Operation: [<Hero Name> Attack] Turn Off
Switch Operation: [<Hero Name> Trigger] Turn Off

Make sure you turn off all the “Attack” and all the “Trigger” switches or else the Influence skill will trigger as soon as a new battle begins.

[TUTORIAL] Introduction Pictures

Most of us have probably seen the introduction pictures from Kingdom Hearts (and about a thousand other games) that introduce us to a new area when we first enter it. This tutorial is a simple way to implement this kind of introduction in your own game.

First of all, you're going to need to make the pictures for the area you want to introduce. Not being a brilliant artist myself I can't really show you how to do this, but if you are trying to be really artistic then try and make the picture resemble something to do with the area you are introducing. If like me, however, you're just trying to do something utilitarian then it can be as simple as a piece of writing stuck in something that looks like a message box...

Once you've done the above, coding the picture to appear in your game is rather simple. There are a few options for you to think about, though...

---

1) Picture appears only the first time you enter the area.

This is the style I am going to be using in Sore Losers (probably). When you walk into a new area, the picture will show only on the first time you go there. To implement this, simply make a Parallel Process on the map that has the following code:

Show Picture: ID1-Area Name Picture: Set Transparency To 100%
Move Picture: ID1-Area Name Picture: Set Transparency To 0% Over 1 Second
Wait 5 Seconds
Move Picture: ID1-Area Name Picture: Set Transparency To 100% Over 1 Second (Wait Until Done)
Erase Picture: ID1-Area Name Picture
Change Switch: var[xxxx:Area Name Shown]: On

Make a second page in this event which is below hero, push key that has absolutely nothing in it and you are done. The picture will fade in, stick around a while and then dissapear for only the first time the hero is there.

2) Picture appears everytime you enter the area.

You might think that to do this you just take the above code and remove the switch, but that would actually make the picture appear even when the player simply moves in and out of a house/inn/some other room. To make the picture only appear when enterting the area you have to stick the same sort of code shown in Type 1 into the teleport event. So, if you had a town you wanted to show a picture for you would only place the code in teleport events that enter the town from outside the town.

For example;

Teleport: Town Map (0,0)
Show Picture: ID1-Area Name Picture: Set Transparency To 100%
Move Picture: ID1-Area Name Picture: Set Transparency To 0% Over 1 Second
Wait 5 Seconds
Move Picture: ID1-Area Name Picture: Set Transparency To 100% Over 1 Second (Wait Until Done)
Erase Picture: ID1-Area Name Picture

This kind of code will show the picture everytime the hero teleports onto that particular map.

3) Only show the picture once after an event introducing the player to the town.

This one is the kind you see in Kingdom Hearts, were the picture is only shown once and is only shown after something has already happened there. To do this, just insert a similar code to the one above into your "something that is going to happen".

For instance;

LOAD OF OTHER STUFF THAT IS GOING TO HAPPEN!!!!
Show Picture: ID1-Area Name Picture: Set Transparency To 100%
Move Picture: ID1-Area Name Picture: Set Transparency To 0% Over 1 Second
Wait 5 Seconds
Move Picture: ID1-Area Name Picture: Set Transparency To 100% Over 1 Second (Wait Until Done)
Erase Picture: ID1-Area Name Picture
LOAD OF OTHER STUFF THAT IS GOING TO HAPPEN!!!!

---

Maybe not the most complicated thing to do, but since I just got finished doing it for myself I thought I'd post it up.

File Sizes

Does file size bother you when you're downloading an RPGMaker game..?

I didn't really realise it at first, but because of a couple of sound effects the file size for Sore Losers is far bigger than I think it should be (I am removing the offending sound files now...) Still, I just want to know what people consider to be an acceptable size for games they download here.

Personally, 100MB (1/10th of a GB) is getting close to my limit for an indie game.

First Game Maker Experiences?

This isn't about the actual program but about the first time you ever started making games...

I'd have to go with SEUCK, which I had on my C64 when I was about 7. I didn't really know what I was doing so nothing I made was really anything but a scrolling shooter with weird, malformed graphics. Still, I do kinda wish I could find some of the old cassettes I copied my games onto and play them again. Even more, though, I wish my C64 still worked... :(

What Do You Do?

This topic should be pretty simple - what do you do with your life right now? And by that I mean school, college, employment etc. since nobody needs to know about your plan to assassinate the Secretary General of the UN... :-\

Right now, I'm working towards my PhD in Chemistry. Hopefully I'll be able to make people call me a doctor in a few years time.

[TUTORIAL] "Pontoon Style" Games.

So, another gambling game tutorial but don't worry; I don't have an addiction to gambling. Still, I do think gambling games are an easy way to add interesting minigames to a project that don't require a lot of backstory or explaination. Anyway, let's begin...

------

First of all, you need to make the game itself. The game is going to be a Common Event that is set to be Called, and later I'll show you how to code the Dealer to do this. It doesn't matter what you call the event, but for this example I'll just use "Pontoon" as the name.

Now make five Variables. These are the only Variables you're going to need for this game. Call them the following:

- Turns Taken.
- Amount Bet.
- Dealer Score.
- Player Score.
- Gold Held.

The first part of the code will deal with resetting these values each time the player starts a new game. This is kinda simple:

Change Variable: Var[xxxx:Turns Taken]: Set to 0
Change Variable: Var[xxxx:Amount Bet]: Set to 0
Change Variable: Var[xxxx:Dealer Score]: Set to 0
Change Variable: Var[xxxx:Player Score]: Set to 0
Change Variable: Var[xxxx: Gold Held]: Set to Amount of Gold Held

After doing this, it's time to let the player choose how much they want to gamble. In this case, I've set a limit of 50 Gold; this is obviously optional.

Label #10
Show Message: "Dealer: How much do you want to gamble?"
Input Number: Digits = 2: Var[xxxx:Amount Bet]
If Var[xxxx:Amount Bet] > 50 Then
Show Message: "Dealer: Sorry, the limit is 50 Credits.
Go To Label 10
End Case
If Var[xxxx:Amount Bet] = 0 Then
Show Message: "Dealer: Sorry, you cannot bet nothing."
Go To Label 10
End Case
If Var[xxxx:Amount Bet] > Var[xxxx:Gold Held] Then
Show Message: "Dealer: You don't have enough."
Go To Label 10
End Case

The label above, Label #10, is simply a placeholder to let this process repeat over and over until the player enters an acceptable value. I prefer Labels to Loops, but if you are more comfortable with loops then use that.

The next part is where it gets interesting, the game itself. The section below outlines what the player needs to do in the game. Remember, you can set the random numbers to anything you want, but I'm going to use 1-10 in line with a normal deck of cards (assuming there is no ace - if you wanted to have an ace you could use 11 to detect it and then ask the player whether they wanted it to be a 1 or an 11...)

Label #12
Change Variable: Var[xxxx:Turns Taken]: Plus 1
Show Message:"Dealer: Here is the card..."
Change Variable: Var[xxxx:Player Score]: Plus Random Number (1-10)
Show Message:"\>Dealer: Here is the card...\< Your score is now \V['PLAYER SCORE' VARIABLE NUMBER GOES HERE!]"
If Var[xxxx: Player Score] > 21 Then
Show Message: "Dealer: I'm sorry, you lost..."
Change Gold Held: Remove Var[xxxx: Amount Bet]
Go To Label 20
End Case
If Var[xxxx:Turns Taken] < 5 Then
Show Message: "Dealer: Would you like to hit or stick?"
Show Choice: "Hit"/"Stick"
[Hit] Case:
Go To Label 12
[Stick] Case:
Go To Label 11
End Case
Else Case
Go To Label 11
End Case

Finally, we have to code in the dealer's "turn". This is much easier, and allows you to add some real BIAS to your gambling mechanism. How much bias you add is totally up to you, but for the purpose of this I am going to say that the dealer can only get between 15 and 22. Change the numbers as you see fit, for they effect the chance of the player winning.

Label #11
Show Message: "Dealer: Okay, so your total is \V['PLAYER SCORE' VARIABLE NUMBER GOES HERE!]"
If Var[xxxx: Player Score] > 21 Then
Show Message: "Dealer: I'm sorry, you lost..."
Change Gold Held: Remove Var[xxxx: Amount Bet]
Go To Label 20
Else Case
Show Message: "Dealer: Let's see what I can get..."
Change Variable: Var[xxxx: Dealer Score]: Set To Random Number (15-22)
Show Message: "\>Dealer: Let's see what I can get...\< I got \V['DEALER SCORE' VARIABLE NUMBER GOES HERE!"
If Var[xxxx:Dealer Score] > 21 Then
Show Message: "Dealer: Looks like I went bust. You win!"
Change Gold Held: Add Var[xxxx: Amount Bet]
COMMENT: If you want to change the prize, then just multiply/divide/whatever the Variable "Amount Bet" and then Add it.
If Var[xxxx:Dealer Score] > Var[xxxx:Player Score] Then
Show Message: "Dealer: I'm sorry, you lost..."
Change Gold Held: Remove Var[xxxx: Amount Bet]
Go To Label 20
Else
Show Message: "Dealer: Looks like you got closer. You win!"
Change Gold Held: Add Var[xxxx: Amount Bet]
COMMENT: If you want to change the prize, then just multiply/divide/whatever the Variable "Amount Bet" and then Add it.
End Case
End Case
Label #20

And that's it for the game itself. Now for the Dealer who is going to play the game with you. Whichever map you want the game to be on, you should set the dealer up like this - it will both explain the game to people and check they actually have money to bet before getting them stuck in the "You can't bet nothing" loop above.

Set the dealer up like this, editing the dialogue as you see appropriate...

Label #1
Show Message: "Dealer: Do you want to play Pontoon?"
Show Choice: "Yes"/"No"/"Pontoon?"
[Yes] Case
If Money >= 0 Then
Call Event: Pontoon
Else Case
Show Message: "Dealer: You don't have any money to gamble with."
End Case
[No] Case
Show Message: "Dealer: Then please leave the table."
[Pontoon?] Case
Show Message: "Dealer: Pontoon is a game where you have to get as close as you can to 21 in 5 cards. You are not allowed to go over 21 and you must also get closer than I do."
Show Message:"Dealer: So..."
Go To Label #1
End Case

And that's it. Very simple to make, and very editable to your own needs. For example, in "Sore Losers" I am making a game called "Lucky Thirteen" that runs on the same principle but only goes up to 13 and uses cards that number 1 to 13. It basically makes it a lot more difficult for the player to win.

Happy eventing. (Down with RGSS!)

[TUTORIAL] Higher/Lower Gambling Machine

This is a simple, but effective, type of gambling machine you can put into a Casino or Arcade. It works on the basis that the player recieves a number and then tries to guess if the next number will be higher or lower. It's rather simple, it just takes a large amount of copy/pasting of code due to the large number of conditional branches (fork conditions). This machine is set up so that the cost is 10 Gold and the reward is 20 Gold, if you want to change that then just edit the appropriate bits of text and Gold removal/addition.

---

First off, you're going to have to decide if you want the machine to include pictures or not. If you want it to include pictures, you'll have to make these first. If not, then wherever the code below mentions "Show Picture" just replace it with the equivalent "Show Message".

Second of all, you need two variables, one named "Random Number One" and one named "Random Number Two" (or something to that effect.)

Third of all, make a common event called "Higher/Lower Machine" and have it set to "Call Event". The code for this comes later...

Now make an event for the machine that is the "Same Level As Hero" and "Push Button" activated. Have it have the following code:


If Money > 10
Show Message: "Should I play the Higher/Lower machine? I'll win twice my money back..."
Show Choice: "Yes"/"No"
[Yes Case]
Call Event: Higher/Lower Machine
End Case
[No Case]
Show Message: "Maybe another time..."
End Case
Else Case
Show Message: "I don't have enough money to play the machine."
End Case

Now go to the Common Event "Higher/Lower Machine" and make it's code the following:


Change Money: $10 Remove
Show Message: "The numbers go from 1-12. Simply guess if the next number will be higher or lower!"
Change Variable: var[xxxx: Random Number One]: Set: Random (1 to 12)
Comment: NEW CYCLE STARTS HERE!
Comment: NEW CYCLE STARTS HERE!
Comment: NEW CYCLE STARTS HERE!
If var[xxxx: Random Number One] = 1 Then
Play Sound Effect: A Sound Effect That Sounds Like A Roulette Wheel
Show Picture: ID 1 = A Picture Of The Number One
Show Choice: "Higher"/"Lower"
[Higher Case]
Change Variable: var[xxxx: Random Number Two]: Set: Random (1 to 12)
If var[xxxx: Random Number Two] = 1 Then
Play Sound Effect: A Sound Effect That Sounds Like A Roulette Wheel
Show Picture: ID 1 = A Picture Of The Number One
If var[xxxx: Random Number Two] > var[xxxx: Random Number One]
Show Message: "You were correct! You won 20 Gold!"
Change Gold: $20 Add
Else
Show Message: "You were wrong! You lost 10 Gold!"
End Case
Comment: REPEAT THE ABOVE IF STATEMENT FOR EVERY OTHER POSSIBLE "SECOND" NUMBER.
Comment: I.E EVERY OTHER POSSIBLE OUTCOME FOR THE VARIBALE NAMED "RANDOM NUMBER TWO".
End Case
[Lower Case]
Change Variable: var[xxxx: Random Number Two]: Set: Random (1 to 12)
If var[xxxx: Random Number Two] = 1 Then
Play Sound Effect: A Sound Effect That Sounds Like A Roulette Wheel
Show Picture: ID 1 = A Picture Of The Number One
If var[xxxx: Random Number Two] < var[xxxx: Random Number One]
Show Message: "You were correct! You won 20 Gold!"
Change Gold: $20 Add
Else
Show Message: "You were wrong! You lost 10 Gold!"
End Case
Comment: REPEAT THE ABOVE IF STATEMENT FOR EVERY OTHER POSSIBLE "SECOND" NUMBER.
Comment: I.E EVERY OTHER POSSIBLE OUTCOME FOR THE VARIBALE NAMED "RANDOM NUMBER TWO".
End Case
End Case
Comment: REPEAT THE ABOVE, FROM WHERE THE COMMENT "NEW CYCLE STARTS HERE" IS, FOR EVERY POSSIBLE OUTCOME OF THE "FIRST" NUMBER.
Comment: I.E. EVERY OTHER POSSIBLE OUTCOME FOR THE VARIABLE NAMED "RANDOM NUMBER ONE".

As you can see, there is a lot of repetition needed for this to work and that means you have to be on your toes to make sure you don't screw up when you're copying and pasting things around. Still, this is a solid system that works well and will help give your bars/casinos a bit more diversity. Or so I would hope.

Credit appreciated if used, but I couldn't say I am fussed.

Replacing FF Music

I'm weary of using a lot of Final Fantasy music in my game, but I find that a lot of the tracks from Final Fantasy games (especially VII) fit the atmosphere of my game perfectly. Basically, I need suggestions for music that fits the same atmosphere as these tracks but isn't from Final Fantasy games. Also, I'd prefer if the music wasn't from an RPG at all, but I know that's less likely (I'm using a lot of Streets of Rage/Gundam Wing music at the moment to remedy that problem...)

Anyway, the tracks I want to replace are:

Don Of The Slums (FF7)
Never Look Back (FF8 - From the X-ATM092 chase)
Lurking In The Darkness (FF7)

Any ideas?