Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: benjie417234 on October 23, 2007, 07:55:16 AM

Title: Shooting system in rm2k
Post by: benjie417234 on October 23, 2007, 07:55:16 AM
Okay i want to discover how to create a shooting system in RPG maker 2000(only).I'm trying to make a action-horror game and i want to put the elements of shooting in it.Please help me.I'm the one who always ask.but next time i'll be the one to help.
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Post by: Moosetroop11 on October 23, 2007, 09:23:59 AM
Describe more clearly. Do you want to be able to shoot whilst walking around or do you need a cool shooting system in-battle?
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Post by: benjie417234 on October 23, 2007, 09:52:38 AM
oh yeah forgot about that...
I want to shoot in the field not in battle.
(I want to shoot while walking around)Thanks in advance.
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Post by: benjie417234 on October 24, 2007, 01:39:24 AM
no ones still replying...huh...
well i'll wait.i did found one but  i cant understand a single word in that tut.wrong spellings,even the code is not understandable...
i really need this one.desperate,eh?
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Post by: lilsniffs3 on October 24, 2007, 03:10:04 AM
In a couple months, check out gamingw.net they had a load of these things.
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Post by: Prpl_Mage on October 24, 2007, 04:14:02 AM
You might have to wait a while or use our search function in order to find what you are looking for.

Some of our members are quite gone right now (I blame Halo) so it might take some time for them to reply.
But you want an ABS right? A battle system that is active while walking around in town and such? Where you press a button to shoot yer gun at zombies and such?
I'm just gonna tell you that they are quite hard to do without any kind of skills and it requires a lot of coding.
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Post by: benjie417234 on October 24, 2007, 05:26:29 AM
i agree...these things are kinda rare,indeed.
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Post by: Ben on October 24, 2007, 07:02:48 AM
not rare. quite common. quite easy....if you know what youre doing.


Quite confusing if you dont.

Google i think its the rpg2003 toolkit? it has a compilation of tutorials.
try a couple of different ways. this is a good way to learn skillz.

I couldnt tell you how. but i can tell you to read tutorials. thats how i learned this noise.
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Post by: Dragoon de Sol on October 24, 2007, 03:17:02 PM
AsakuraHao has a tutorial about making an ABS that is actually quite good. With it, I was able to make a shooting system just fine.
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Post by: benjie417234 on October 25, 2007, 01:52:42 AM
AsakuraHao right?Yes i have read it.But i did'nt know that it was possible for that to happen.I'll try.but how can i convert it for RPG Maker 2000?
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Post by: DragonBlaze on October 25, 2007, 03:30:59 AM
Lol, I just made a shooting battle system last week, took two days, its not that hard. Though some ideas are complicated, so you should have a good background on rm2k/3 coding. Start off by learning how to record x and y possitions for events and triggering things when their equal.

But err, in shot. When you hit the right key, generate a shot at the heros location. Move it in the dirrection that the hero is facing. Set an x and y possition equal to the bullet, and update it every .0 or .1 seconds. If the bullet x and y possition is equal to the enemy's, deal damage to the enemy.
Title: DragonBlaze
Post by: lonewolf on October 25, 2007, 09:41:20 AM
DragonBlaze
sorry to jump this topic
i was going to ask for a samurai sword skills
when you on a map or a battle
you can hit a ninja by open a sword skill
then you will see some art of a sword
moving around hiting the ninja's
is there a way to do this?
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Post by: benjie417234 on October 25, 2007, 10:16:09 AM
aww.great but still no code for reference for me,Dragonblaze?
i really need this.i know you said i should have a good background in coding.I learn more and more as long as i have reference.sometimes by myself.
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Post by: DragonBlaze on October 25, 2007, 01:33:43 PM
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Originally posted by benjie417234
aww.great but still no code for reference for me,Dragonblaze?
i really need this.i know you said i should have a good background in coding.I learn more and more as long as i have reference.sometimes by myself.


I'm sorry, I don't provide any code for any 'long' codes. Like I said before, I made something simular to this, and it took me two full days of work (like 8 hours a day or more). Taking the time to write all that down just isn't something I have time for right now.

But I found a code for a shooting system, it actually looks better (for what you need it to do) than my system. So take a read at this. If you can't understand it, sorry, I don't think I could explain it much better than this guy :(

http://www.blade2k.net/writings/0/1/3/writing_148

If you have any questions about one part or another, feel free to ask and I'll try to help, but I just don't have time to help you with the whole thing.

 
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DragonBlaze
sorry to jump this topic
i was going to ask for a samurai sword skills
when you on a map or a battle
you can hit a ninja by open a sword skill
then you will see some art of a sword
moving around hiting the ninja's
is there a way to do this?


Yes, I'll PM you with details so that this topic can stay on this current topic.
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Post by: Ganocide_of_a_Kingdom on October 25, 2007, 01:46:50 PM
I know of a game that in my opinion has a great shooting system. It's called O-RPG. Download it if you want an example of a good one, maybe it could help.

Here's the link to it:

http://perso.gratisweb.com/dya/index_maker.html

I know it's in Spanish, but just scroll down 'til you see the ORPG Picture.

I hope it helps you out.
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Post by: benjie417234 on October 26, 2007, 12:23:31 AM
Yes dragonblaze.I found about that link.it was far too unexplainable
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Post by: Melch on October 26, 2007, 03:01:37 AM
well, this topic has spiked my interest....


Are you wanting it to be where you see the bullet travel across the screen (which would be more complicated) or to have it so that if you shoot left, the first thing you hit to your left is instantly hit (like a real bullet would be)?
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Post by: benjie417234 on October 26, 2007, 03:13:56 AM
huh?you mean you have answers to my questions?!
but you're giving me 2 choices aren't you?
well i'll ask for choice B(2)the second choice....
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Post by: DragonBlaze on October 26, 2007, 03:49:27 AM
Lol, a lot of people answered your question, though most of the answers just weren't good enough for you.
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Post by: benjie417234 on October 26, 2007, 04:06:47 AM
i guess you're right...
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Post by: maximumcarnage on October 26, 2007, 04:16:37 AM
hmm.i think when an answer finally satisfies him...people might use this as a reference with lots of answers...i wonder why no answer satisfies him.it's already a two page thread!LOL!
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Post by: Melch on October 26, 2007, 04:24:30 AM
Quote
Originally posted by DragonBlaze
Lol, I just made a shooting battle system last week, took two days, its not that hard. Though some ideas are complicated, so you should have a good background on rm2k/3 coding. Start off by learning how to record x and y possitions for events and triggering things when their equal.

But err, in shot. When you hit the right key, generate a shot at the heros location. Move it in the dirrection that the hero is facing. Set an x and y possition equal to the bullet, and update it every .0 or .1 seconds. If the bullet x and y possition is equal to the enemy's, deal damage to the enemy.


This quote would be where to start.

Basically, to start, make a "key input process" that when you press the key you want, puts an (invis to show no bullet) event under the hero. Then, use Variable Operations to set a variable to the direction the sprite(hero) is facing. Press the Help button to see what number equals what direction.

From there, it's a whole bunch of conditions. If that variable = 1 (down) then loop the event to move down every .0 (again, no bullet so super fast is ok) sec and update a Bullet-X var and Bullet-Y var.

Change them for different directions. If that variable = 2, then move the "bullet" left, 3 = up, 4 = right.

Then, for every "mob" you have on the screen, in the mobs events, always do a check(before any of the mobs other codes) to see if their X and Y = the Bullet-X and the Bullet-Y...if both are true, then the bullet and the mob is on the same square. IE dead or damaged.

Then set a switch for Mob## to true. Under the mob's event pages, set a second page with preconditioners for if Mob## is ON, and do the damage or dead code there.
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Post by: benjie417234 on October 26, 2007, 05:29:04 AM
ahh..finally.thanks Melch,it was an honor.
Finally people can use this as a reference!like what maximumcarnage said.