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Showing results for tags 'game over'.
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Essentially, I have a character that can go into a temporary powered state, but I want a game over if they die during it. I've attempted to search for something that does this, but to no avail. I tried using a permanent state script with a conditional branch, but that didn't work either. Asking for a request here, as I just can't find anything that gives a script or tutorial that does this.
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CGMZ Game Over By: Casper Gaming Last Update: 8/21/2020 Latest Version: 1.0 Introduction Provides the option to change the Game Over scene image/music based on a variable, and also allows you to add a command window to the Game Over scene which the player can use to quickly get back into the game. Features Change the game over image with a variable Change the game over music with a variable Add a command window to load a save from the game over screen Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are able to be altered. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/gameover/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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CGMV GameOver By: Casper Gaming Last Update: 4/18/2018 Latest Version: 1.1 Introduction This plugin allows you to change gameover music/image based on a variable. It also adds a menu to the game over scene so the player can easily get back into the action without needing to go to the title screen. Features - Adds menu to game over scene - Change music by in-game variable - Change image by in-game variable Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version History
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Displaying a message before you die from a certain item?
MightyHotsoup posted a topic in Editor Support and Discussion
I searched around but for the life of me, I just can't figure out how to do this: I want to have and item, that, on consumption, kills you instantly (-100% HP), but BEFORE it does that, I want it to display a message. I've tried using a common event as one of the item's effects, but it always takes away the HP first, which, in turn, causes the message not to show up at all if it is the last member of your party that consumes it, due to the game ending. How can I make it so it shows the message and then drains your HP? Or perhaps, drains the HP, shows the message and then gives you the Game Over? Any help is greatly appreciated. Also, I'm new to the forums, so I'm sorry if I've done something wrong in this post. PS: If somebody wants to know why I have an item that kills you instantly, it's because it's a sort of "Figure out which item is the right one, because the wrong one will kill you" kind of thing. -
Flare Call Event On Game Over vs 1.0 Download: Grab it here Credit: Darknessfalls You can use this in commercial games. This script is super simple and super basic. There is no screen shot to show as the common event you create is up to you. How ever at the core of the script we do the following: Party Dies on map, out of battle, we call a common event after reviving every one. Party Dies in a non test, non can loose battle, party is revived, sent back to map and common event is called. So how would you set this up? Create a common event with a trigger of none. Create a parallel process that contains the following script call: FlareGameOverEventCall.callEvent(commondId) The commonId is the id of the common event you created Play the game. Now when a party dies in battle, the characters are revived and the event plays, This also works for when a party dies on the map. This does NOT work when you just call game over via an event. Simple right?
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This is something that isn't just in debate in RPG Maker, but in games everywhere: what to do when the player fails? (loses a battle, triggers a death scene, etc.) The following are 6 examples I know of for dealing with player failure, and the pros and cons with each method, where I have encountered it, etc.. Game Over screen. Lets get this one out of the way, this is simply telling the player he failed, and relying on him to continue the game from a previous save (if saves are even a thing). Most games use this method, it came from the dawn of computer games, and the concept that the board/world resets once the player's last life is spent; like Pacman for example (although Pacman doesn't have save points). For a game like Pacman, it would make no sense not to reset the board; but for a game like super meat boy, they really wouldn't get away with a game over screen, because it would show up way too often. There are also games that use this method to give the player adrenaline, and a feeling of heroism for succeeding. Some rage games offer this, unbeknown to many who play them, since you have to be pretty damn good at the game to get so far into it that you start sweating. However, this is a tricky one to get right, since players don't want it to happen that often. Undesirable plot effect. So sometimes, when the player makes a mistake (usually in dialog), what happens is someone else dies / is captured, and the plot takes a turn for the worse. This is an excellent way to give value to a player's actions, especially if done in moderation; for example, losing a villager for each battle you lose in defending them. Unfortunately, unless it's designed to be hard to do well, a lot of players may completely miss these twists, which means they may not get the full experience of the game. This method requires careful balancing, and can only be used in certain circumstances. I've seen this occur in games like Baldur's Gate, Pillars of Eternity, even Dragon Ball Z where you gradually lose allies as you lose battles. This method really adds to the immersive experience of the game when done right, and makes you feel like the characters are real and vulnerable. Losing all/some equipment/items/skills. A classic MMO, Runescape had this concept when going out in the 'wilderness', where PvP was enabled. You'd lose all but 3 items, which meant you had to take care in what to bring with you there. While this might seem a harsh way to punish a player, there are several reasons for having it. If you want the player to have to trade-off between selling equipment and stockpiling it this is a good method, or if you want equipment to come and go, and ensure any overpowered items don't stick around for long, this is also a good method. Although, one must be careful not to make the player unable to progress because they lost items they were dependant on. Another game, Titan Quest used a similar method that the player lost experience each time they died; this also suffered from the problem of the player being unable to progress; once they started down the road of losing, they continued down that road. Perhaps a better system would be for only certain (special) items to be lost on defeat. Restart from checkpoint. Another large portion of games use this method, platformers in particular, such as super meat boy. This method is designed for games in which you die a lot, and have to practice and perfect your technique in order to progress. These games can be both very satisfying and really infuriating, and that is simply the payoff for these types of games. If a game with this method were to be easy, the player could lose interest because it doesn't matter whether they do well or not. Other features then need to be added to keep the player interested in doing well, like a performance meter or gold/silver/bronze medal. A great example of a game not too hard that uses this method is One Finger Death Punch (a stick figure fighting game). Ironman/Permadeath. The most punishing method for a game: when you fail you lose everything, your saves are deleted and you have to start from the very beginning again. One could argue that pacman comes under this category, except in pacman you don't lose anything when you fail (except levels). The idea behind this is again to give the player an adrenaline rush, and also to make a payoff between which equipment/allies are cute, and which are useful; for example, players might be convinced that having a priest around is crucial, whereas before it didn't matter so much. There are good reasons to include this in a game, but it probably should be optional. Losing a small portion of stats. Probably one of the most well known games for adopting this method is the Elder Scrolls series. When you end up in jail and do time, you lose some of your stats. In other words, your character weakens slightly. This is probably the most immersive way to explain loss, without it being so harsh as to make it game over. A method I am quite interested in along these lines, is to lose a tiny bit of max hp when you lose a battle (except in cases where someone's trying to assassinate you). This method also suggests that most battles are about knocking opponents out rather than killing them, which is more humane. I may well have missed some points on this list (I've exhausted myself a little in writing it ), so that's where you guys come in. All input is welcome! Footnote: For your game, you can get away with using all of these methods at once, so treat each failure as a separate case, and see which method makes the most sense given the circumstances; but do consider making it clear to the player what the losses are when they change, they won't appreciate a game-over when they were expecting a slap on the wrist .
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On a (very important) side note: Guys, I'm leaving today on a really long trip. (June 17-July 25) so I'll be gone for a really long time. ;_; I won't have much Internet connection, and I'm not bringing my tablet, so you know what that means: requests are on hold, resources are on hold, moderating is on hold, ReStaff (on my part) is on hold. :\ However, to make up for it, I created a large selection of resources for you guys to use in one big dumpload to last you all for the time that I'm gone! I hope at least some of you guys like these, since it's obviously not my best work--packing is such a pain and takes forever. >.< These resources are definitely not "super-stellar"--and they did explode quite a bit while I was mixing chemicals. Without further ado, here's the stuff to last you for 1.5 months: ~A ridiculously large amount of screens (10) Said screens include: ~3 versions of a kiwi one ~3 version of an angel one ~1 sunset ~1 target Game Over ~2 versions of an achromatic Game Over ~Battler (1) which includes a sneak peek at the collab So it's quite a bit of stuff for you all! Enjoy it, use it, and I'll miss you while I'm gone. TT^TT --- Well, that's it. Content for an entire month and a half! Good-bye, and I'll see you at the end of June! Source: Tsarmina's Laboratory




