Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Calvinchun

Script question!!

Question

Greetz guys!!

I make this topic is too ask about a script... The question is Anyone ever play RE : Bio factory made by nechigawara? If you have play, you see when you press new game a window appeared and ask you to chose mode. Wheter Normal and easy. ON other case, on end of the game the new mode playable...

Any scripts to do this? I hope a great scripter could help.

 

(P.S : I am so poor and currently making money now... If the income has come to my account then i give 5 USD to the one who help! So enter your Alertpay email..)

 

THANKS GUYS!!

Share this post


Link to post
Share on other sites

10 answers to this question

Recommended Posts

  • 0

Just showing a window with a choice upon pressing "new game" is pretty easy to program. The question is, what should choosing either "normal" or "easy" do EXACTLY (and by that I mean please don't give me an obvious answer like "well it makes the game more or less difficult because I figured as much by myself)?

 

ON other case, on end of the game the new mode playable...

I did not understand a word to that.

Share this post


Link to post
Share on other sites
  • 0

Hmm. Wouldn't the easiest way to do this just have the window control a variable, so 1=easy, 2=hard, 3= extreme etc. Then just have everything else in the game controlled by that variable and by those 1,2,3 etc. numbers. so if someone says something different in the game on hard mode, then have a conditional branch that has the variable and has different options based on whether the variable is 1 or 2, same thing for story events etc.

You could easily do the same thing for everything else. Make multiple versions of each enemy, 1 for each mode, and have multiple maps, 1 for each mode. When someone goes through a door, if hard mode is on it warps them to a hard mode map. If you make the whole game with this in mind, you could simply duplicate the maps at the end and rename the duplicates 'hard mode' and change the enemies to the hard mode versions. If you did it this way you could easily have the player change modes at certain locations, that simply warp them to the same spot on the modes map.

Or if you wanted the difficulty mode to be changable at any time from easy to hard, you can just event it to get the x and y locations of the player and simply warp them to that location on the corresponding map of the mode they changed to (all this would be done while the screen is black of course).

 

I think this is kinda what you are asking. and I believe this could easily be achieved with out a script and with little eventing. But a lot of pre planning. If you only wanted more difficult enemies then you could still use my method, and it wouldn't be really that hard. Just make all your doors that way and duplicate every map when you are complete the games. You wouldn't even have to design the hard mode monsters until the end either.

Hope that helped.

Share this post


Link to post
Share on other sites
  • 0

Just showing a window with a choice upon pressing "new game" is pretty easy to program. The question is, what should choosing either "normal" or "easy" do EXACTLY (and by that I mean please don't give me an obvious answer like "well it makes the game more or less difficult because I figured as much by myself)?

 

 

I did not understand a word to that.

 

Thanks for reply guys!!

I mean when the normal game finished, The new mode as example "ESCAPE TOGETHER" Can be played on the main menu ... Also how to do it?

 

And THANKS FOR THE TIPS JON BON. I will try.

 

(P.S : I am so sorry for bad grammar... It is critical... Perhaps i be going to thailand...XD)

Edited by Calvinchun

Share this post


Link to post
Share on other sites
  • 0
I mean when the normal game finished, The new mode as example "ESCAPE TOGETHER" Can be played on the main menu ... Also how to do it?

You have to edit the title scene, which requires scripting skills (though very basic ones). You also need to have a script which reads save files and assesses whether one of them is "finished" (whatever that may mean). The easiest way to do this in my opinion is to reserve a switch that you will turn on only at the last save point/before saving upon beating the last boss/at whatever moment you consider this is a finished game. Then the script can search the savegames for this switch being on.

 

As JonBon suggested, we can have your "new game +" option turn on another switch. Then, you just have to tweak your events having them execute different commands based on this switch being on or not. As long as you do not want the "new game +" to enable fancy system features like making the enemies stronger or change the actors' skill trees, just the above needs scripting, all the rest can be done through eventing.

Share this post


Link to post
Share on other sites
  • 0

THANKS!!

But i did not have scripting skill even the basic... It is so hard to learn. I can only try to sprite, music and eventing.

(Moonpearl Can you give me demo?)

Share this post


Link to post
Share on other sites
  • 0

I'll see what I can do within the following days. I have other business to attend to right now, so please be patient.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...