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Showing results for tags 'chase'.
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eventing How to make a chasing monster (Like Ao Oni)
DestrikGamer posted a topic in Developing Tools
Hi there! I'm making a horror game and I noticed alot of people wanted to know how to make a monster that chases you through different maps and I came up with a way that worked for me. I hope you can use my system! NOTE: If you want a video tutorial click here! Switches and Variables The first thing you need to do is make a few switches and variables. Switches Enemy Chase Enemy Appear Variables Player X Player Y Enemy X Enemy Y Enemy Chase Length Enemy Chase Counter (Optional) Life Note: Because my enemy is a robot all my switches are named a little bit differently Setting up your enemy So your enemy event will look something like this If you want the enemy to insta-kill just remove the last 2 lines and replace it with "Game Over" My custom move route is: "Move toward player" "Move toward player" "Move toward player" "Move toward player" "Move toward player" "Move at random" "Move toward player" "Move toward player" Of course settings such as speed move route and the event itself can be changed just make sure you have "Enemy Appear" as a switch. Note: You must have the enemy pasted in EVERY MAP for this to work where doesn't matter Setting up map transferring For your enemy to transfer maps you must have an event that looks like this What the common event "Player X and Y" does is later in this post. What "Wait [Number] Frame(s)" does is for example: When the player enters a new map after 2 seconds (120 frames) the enemy will appear. Note: The set event location is "Set "Enemy" to Robot X, Robot Y" Note: You must have this event pasted in EVERY MAP for this to work where doesn't matter Common Events You will need 2 common events: Player X and Y Enemy First you will need to make the Player X and Y common event what looks like this Make sure the trigger is "None"! Now you need to make the Enemy common event what looks like this This common event is basically a timer. If the time is up the monster disappears. Now let's move on to the last event! Summoning Enemy Of course you need to summon your enemy! This event is only an example. The "Enemy Chase Length" is how many seconds you want the enemy to chase you in this case 25. The "Battle6" BGM is just an example for chase music that's why in the "Enemy Chase" common event there is "Fade out BGM" Note: The "Enemy Chase Length" and "Enemy Chase = On" are required! The rest is optional! -
I'm new to RPG Maker VX Ace, but I'm making an FMA version of an Oni game and I have a question. I'm having trouble with figuring out how to get the event(the Oni) to chase the player throughout different maps (which needs to happen right after I leave the piano room). I've looked on several articles and youtube videos all of them bring up variables, but I don't understand how variables work at all or their purpose(because like I said, I'm completely new to this program). Can somebody explain in the simplest terms possible step by step how to get an event to chase you for a specific amount of time into different maps, specifically after you leave a certain map? More importantly, is it 100% necessary to use variables to successfully have event chase the player into different maps? I followed this tutorial, and Um... It's chasing me but it's not coming from the same spot the player enters the room at. And I don't know what I'm doing wrong.
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Run For Your Life While Blocking The Chaser's Route?
Darkness Void posted a topic in Editor Support and Discussion
So in my game I had a idea for the final night, you run away from the killer who is chasing you through a map. Now, I want the player to be able to block the killer's path by either turning over objects or simply closing a door, forcing the killer event to find another path to the player. So basically, I want something like this. https://www.youtube.com/watch?v=dHbDQESLd6U Just skip to 2:03, the player has to be quick in locking/blocking the doors otherwise they get killed. Only problem is, how do I do this in RPG Maker VX Ace? Here's the chase script I'm currently using, the only one I got to work and changing it would need me to go back and redo a few events. Do I just have the door auto-unblocked/lock after a few moments? I want to give the player a real chase for their lives, where they feel the threat of the main character's death if they don't move fast enough.- 4 replies
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- darkness void
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So I'm using a maze map (slightly edited) and have my killer character following the player around. However, get to far ahead and he gets STUCK on the walls! XD Does anyone know a simple fix to this? I want the player to move and find the exit (while finding a collectible item or two) and gets killed if the killer catches them. If the killer moves too fast he'll keep up well enough but that won't give the player enough time to move about the maze, too slow and he gets stuck against a wall and just stops moving until you go back and get him following again. This is not a map by map chase, the chase is only in 1 map and ends when you reach the end. So how can I get the killer character to where he doesn't get stuck? In case you're wondering, I followed this Video tut (with a few differences, such as the killer appearing on map when you take a few steps, I'm good at using vars and switches for events) tho her game was far too dark for my liking to even tell how the chars are moving.. Btw I will share my demo when its done, a smart idea to do a demo and test everything you're interested in doing and see how they would work. XD
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The character is in a long corridor and on his left there is a ghost, when the ghost finishes making it's creepy sounds I want it to chase after the character and I want the player to be able to control the character so when the ghost gets you you die, at the end of the corridor there is a door in which the character has to go through and when he does i want the monster to stop chasin the character.
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Hello everyone! Basically, I'm trying to find a way of making an Enemy Event check it's proximity to another event. In context: Enemy spots player and initiates chase. (There are many wonderful scripts for this.) Player drops a flare (a parallel process event which I have made that is tied to player location and stored within two variables for the duration of the flare before being set to 0). The Enemy Event checks it's own location against that of the Flare Event and flees in the opposite direction before reassuming random motion. I have considered trying to achieve this by creating a set of Enemy X and Y variables for the Enemy Event, tying it's location to them, subtracting them from the Flare X and Y and checking if the difference of either is less than or equal to a given set of tiles. However, this would require me to generate a new set of variables for every new enemy which is clearly going to get very confusing very quickly should I wish to go a bit mad on the number of enemies. Can anyone think of a better/more efficient method of achieving the same goal? Thank you for your time!