Charas-Project
Game Creation => Requests => Tutorials => Topic started by: Master Yoda on December 02, 2005, 10:12:42 AM
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Hey all, this is my first tut, so dont yell at me if it sucks.
All the code in this will be for RPGM2003
So you want to make a motorbiking mimigame eh? dunno how, or think it will take hours? Well, it will if you dont know how. I intend to fix that.
Ok first of all we want to make a bike. So get into Character Creator, or MSPaint or whatever you use and get designing a motorbike, however long you want it is up to you, but remember, put it going down the midlle colum like so: 
After your design is finished, we want the wheels to look like they are moving dont we? so, go back to your design and copy it into the other two movement cells at either side of the centre, and change the bike accordingly to make it look like it moves. Remember to put whoever is going to ride the bike into the animaton, you'll see why in a minute.
So now to RPGMaker bit. Make a new tileset with passability on the transparent tile and make a new, blank map. Ok this is where we will ride.
Fina an appropriate panorama (the ones with RPGM are rubbish to try in complete resources) and make it move on the map with horazontal or vertical scroll, depending on the way that you will move.
So now we have our road, we want our biker, but what about our hero? What where will he be in all this. Well....invisible. Make a new Parallel Process with: Move Event:Hero, Change Graphic to be a blank picture. Now we want to add our moving bike. So create the appropriate amount of events (for a bike it should be 2-4 , i use 3) to accomodate the bike, next to each other, and make them Fixed DIR/Continuous animations, so that they look like they are moving.
Now comes the cody bit, gulp.
:yell:
We want our bike to move so we create some Key input Procs.
so for example we want the bike to move up. We want to create a new parallel process and add in a key input proc. ok, so we want it to activate when the up key is pressed, so tick the correct box and ONLY that box and store the code in a new variable, eg 0094 Bikeup. Ok so now make a new Conditional branch (with Else option), for if Variable 0094 Bikeup=4 (that is the value of the key), move event Front of bike up (and repeat for all the sections. Then wait 0.0secs. In the Else section, we want to set the bike up variable back to 0.
Repeat of all directions and test if it works. If it does you rock, if it dont, unlucky, try again.
Part 2!!
Ok so now we will get some nasty enemys in the game.
We need to make a timer to know when they come in, so yet another parallel process, setting and starting the timer.
For the enemys create as many events you want for the enemy, but set the first page as a blank page, page 2 should be a parallel process starting with the timer at Xmin and Xsecs (basically what u want) with the monster graphic. Then make your monster move across the screen. If you are using for example a 20cell map across, it will take the enemy 19moves to get from one side to the other, and this will take 5 secsso make the event move 19times, and also wait 5secs, then eraise the event.
But we want something to happen when the enemy hits the hero eh?
Ok so, now another 2+ parallel procs will do the job. Create some new variables, an X and Y variable for each part of the bike and an X and Y one for each enemy. Next make a parallel proc which records the XY coordinates of each thingy. Meaning in english, lets take a part of the bike, F. You want to set the variable X coordinate for F at all times, but the par proc refershes constantly so this is good. You should create a Variable operation, for F Xcoord to be set Equal to Sprite F's map relative X coordinate. same for the Y coordinate. You get what i mean? Do this for the parts of the bike and the enemys.
ok, now another new parallel proc. We want this to happen if the enemy hits any part of the bike. so this part will be the same for all parts of the bike, but its okish, you can put all of the parts of the bike in one event. We want to create a conditional branch that the Variable F Ycoord is the same as enemy Ycoord. no else condition this time. Within that branch, you want if F Xcoord = enemy Xcoord. again, no Else. finally, within that cond branch, we want game over. repeat this for all parts of the bike (this can be done as i said in the same event) and all enemys, you may need separate events for each enemy, thats what i do.
More will come in part 3. Toodles
in part 3, we will get to be looking like this

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Thank you for this. It's gonna save me the time of figuring out how to program this in a later game by myself. I think I'll credit you for programming.
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ill take your requests for motorbikes here if you like, just gimme a clue as to what u want
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I found a resource that somebody else made. I forgot who, but here's the PNG.
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Hm... this is interesting. lemme guess, you got the idea from FF7? haha, whatever works, it looks cool. Truth be told, I was thinking aobut using a similar system in my game. Not a bad tutorial for your first! I can't even talk, I've never made one.
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why thank you, and when i can be bothered, ill finish it, the actually figuring out with to do didnt take long, but implementing it was the had part. ive finished the minigame, but not the tutorial
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can you put him on Motorbike for me i like it to be red if you can for me
thank you for your time and help
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I like it.
Originally posted by Archem2
I found a resource that somebody else made. I forgot who, but here's the PNG.
That's a really good template of a bike to have all kind of fun with. I think I might use this idea, along with that sheet.