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Author Topic: Help with "stealth" minigame.  (Read 2250 times)

Offline Preki

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Help with "stealth" minigame.
« on: April 30, 2009, 11:27:00 AM »
Hello. I'm thinking of making a minigame in my RPG. So here goes:
Main character is managing to escape from prison. Guards are sleepy dudes, but they can wake up for a moment and check what's going on. I don't really know, how to program their "eyes", so they can see you, and send back to prison cell, where you'll start all over again. Below you have picture, how it's looks like.



If you don't understand, what I mean, then it's falut of my English.
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Offline Dragonium

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Re: Help with "stealth" minigame.
« Reply #1 on: April 30, 2009, 03:09:57 PM »
Firstly, set up a parallel process event, which waits for, say, 10 seconds (depending on how long you want your guards to be awake or asleep), and then toggles a switch which we'll call GUARDS. When it's on, the guards are awake, and when it's off they're asleep.

Then, cover the floor in front of the guards, in the shape of a reasonable field of view, with events. Make them below the level/layer of the player and to activate On Collision With Hero (they'll also work with On Hero Touch, but this would mean that standing still on the tile while the guard is awake wouldn't trigger the event). Make a second page to the event, and in the boxes to the top left of the Event Editor, select "Switch: GUARDS is ON". Then, in the details of the event, on the second page only, put in what you want to happen when the player is spotted, say, sounding an alarm and teleporting them back to their cell.

You can then tinker with things. You could alter the time for which the guards are awake. You can mess with the guard events themselves, to make them show different graphics (ie. awake and snoozing) when the switch is on and off. You could even do the detection with variables and coordinates if you're feeling brave and want to make it more accurate.

Any problems, post them here.
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Offline Rson_DeLarge

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Re: Help with "stealth" minigame.
« Reply #2 on: May 02, 2009, 11:23:34 PM »
this is a cool idea, zelda does this sort of thing all the time but I never thought to apply it to rm2k.
nice.

well the only problem with dragonium's system is that your guards will never turn or change directions.
I'm not sure about the layout of your map, but for something like this it will be over to soon if you just have it down one hall.
I'd recommend doing this minigame for a couple floors or so, to make it more climactic and tense.

to do THIS you'll basically make a catipillar system that reassembles in front of the guard.
this way you can have several guards that look all around for you in random places, you'll want to make them slower so it's not impossible to avoid them.

I think I might steal this idea for my game and make an invisibility spell they acquire later in the game that makes these situations much easier.
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Quote from: luvjay0918 on April 30, 2009, 07:48:15 AM
The games were from that themes was good and they can make a enjoyment to the player..

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