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Zelda-like...
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Topic: Zelda-like... (Read 2004 times)
Zeale
Member
Initiate
Posts: 1
Zelda-like...
«
on:
February 28, 2006, 01:04:38 AM »
As in the title, I'm making a zelda-like game and I can get pretty much everything except 2 things.
1) I want a health bar but know how to keep it up there much less place it in a good spot.
2)how can you do a ranged attack?
ex:Like the nuts that the Deku shoots.
Any and all answers will be greatly appreciated.
(If there is another one like this I apologize! I don't want to go to thread #8,000,000.)
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I bet you I could beat you with your hands tied behind your back!
kirbylover
half-demon
Initiate
Posts: 13
(No subject)
«
Reply #1 on:
February 28, 2006, 01:29:30 AM »
as for health, do something like this: (if your using rm2k3, then terminology will be different)
okay, when the game starts, set up a variable called "Link Hp" set it to 4. Got it? 4 (but it'll start w/ 3 hearts)
okay, then go into common events and make one called hp or whatever, and make it parrallel process
next in that make a fork that says if Link hp at 4.
then put in the picture of the hearts at full (3) (and make sure there all in one pic)
(what it looks like: )
<>Fork opt:Varbl[
?:Link hp]-4
<>Show picture [1] hearts full
<>end case
then decrease the variable along with the hearts...
<>Fork opt:Varbl[
?:Link hp]-3
<>Erase pic 1
<>Show picture [1] hearts 2
<>end case
<>Fork opt:Varbl[
?:Link hp]-2
<>Erase pic 1
<>Show picture [1] hearts 1
<>end case
<>Fork opt:Varbl[
?:Link hp]-1
<>Erase pic 1
<>play battle animation link dying (thats optional)
<>game over
<>end case
you see? its that easy
(I hope that helped
)
as for the deku nuts... try twisting around
this abs projectile tut
I hope I helped
EDIT: oh right... as for the enemies... ake the "on hero touch" then make it so the code says
Variable ch:[
?]link hp-,1
and your done =)
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enmirii
Casting Dreams
Initiate
Posts: 7
(No subject)
«
Reply #2 on:
February 28, 2006, 01:45:20 PM »
A ranged attack may be possible with a Common Event. This is just an idea, but I'm pretty sure it'll be okay.
What you need to do is make a common event and name it something so you know it's a ranged weapon. Set it to switch, and then make another common event and name it something like trigger. You set a button on the keyboard that will trigger the switch to come on. The switch will activate the ranged weapon event. You'll have to make it forked though because you don't want the player to be allowed to fire when they don't have that items equipped. You'll have to make a switch that activates each time the person puts the weapon on. If the player doesn't have it equipped nothing will happen, but if he does then you have to find a way to make the thing shoot. Then you'll have to make another switch that will change the monster so they can be hit by the dart if it touches them. Then you'd have the projectile. I don't know exactly how you would do it, but maybe an event that is over the hero and is ordered to move forward at least 10 spaces away form hero is launched. If you miss after the ten spaces you turn off the monster switch so the player just can't run up to the monster and hit him until he dies. But if the event hits in the monster even it'll turn off the projectile and give itself damage. Then turn it's order to be hit by the event. The player then can five as many as he wants without limit of ammo. When the player unequips the ranged weapon it turns off the ranged weapons switch.
I know there will be a few bugs in there, but it gives you an idea on how you can fix that problem.
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Zelda-like...