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(+1)

Hi, thanks for playing my game :D This was the first game I ever made, for a week long game jam where plugins were banned and we were limited to only RTP assets and minor self-edits of RTP. Maybe you could give it a rating? I'd appreciate it :D

As for how this works, I wrote a post detailing it in this thread: https://forums.rpgmakerweb.com/index.php?threads/luke-daimont-absolute-mayhem.12... , so check it out if you want. The only thing that's changed in the latest version is that instead of a dedicated parallel event for the projectile hit detection for all the enemy events (and thus the necessity of adding a conditional branch for each and every enemy event, which took hours), each enemy is instead a parallel event that constantly compares its position to the position of the projectile event. Doing it that way is more CPU intensive, but much faster. Currently trying to figure out a better way. If you have more questions, feel free to ask. :)

Btw, if you like more action/arcade games made in RPG Maker, you should probably check out my other games. Especially End of Winter might be of interest to you :)

Oh, nice, your forum post is exactly what I was looking for. Thanks for taking the time to offer such a detailed explanation! I haven't really been using Region IDs for much, never noticed that Get Location Info can fetch that and throw it in a variable. That will be a useful function.

My only question is regarding how you defined the map boundaries for the projectile event. How did you configure it to know when to teleport back to it's starting position when it never intersected an enemy?  Maybe that used Region IDs marking the map edges too...

I'll add End of Winter to my queue.

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The ranged attack ability is a Parallel Common Event that teleports the projectile event to the proper tile based on the player character's direction, sets a move route for it and once the move route is finished, it teleports the projectile event back to its default place outside the playable map.

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Sure, thank you. You described that in clear detail in your helpful forum post, I was wondering specifically how you defined when the projectile should stop (ie how it knows where the edge of the map is) when it *doesn't* hit any enemies.  Or asked another way, how you set the moveroute to always carry the bullet offscreen before it resets.

It sounds like this may be handled via the moveroute set before it takes off, but that would pose the same question: how does it know how many steps to take? I thought maybe it was based on screensize, but I noticed I hit some offscreen enemies in the lab level (based on the explosions). Then I thought maybe it's as simple as you configuring the route to be long enough to cover the length/width of the screen plus some buffer to account for movement after the shot, so the player never sees it disappear when it teleports back to it's ready position.

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The set event position command that teleports the projectile event back to its starting position is after the move route and I checked something that has the event wait before the move route finishes before it goes to the next event command. And yeah, you are right, it takes like 14 steps or so (default screen size would take 8 steps to reach the edge) so that it gives the illusion that it travels the whole way. I only implemented actual map boundaries in End of Winter. :D

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Thanks again for the direct help, and your detailed forum post. 

I employed a (much simpler) projectile mechanic in my new game based on your method and linked to your games in the latest Changelog, so hopefully it will at some point lead a player to your creations!

I started on End of Winter yesterday too and will keep going as I have time, the bow mechanic is supercool.

Thanks, glad it was useful :)