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Found 4 results

  1. Dragon Emperors

    The Three Mazeketeers

    About A girl was summoned by a certain kingdom from a magical place to help the kingdom with a daunting task. But the summoner accidentally summoned three versions of the girl from different timelines to one body! Would they be able to finish the task? Help these girls to finish the task by journeying through the labyrinth. Use different forms to see different perspectives and to tackle various challenges. What lies beyond the labyrinth? Features > 3 Forms to see the world differently > Each form has its unique abilities to tackle different challenges > First challenges will be simple, but the latter one will need the player to utilize all of the different forms Screenshots Credits -To Be Updated- Download DEMO IS NOW AVAILABLE ON ITCH.IO The Three Mazeketeers on Itch.io Changelog Here's a little animation of the girls dancing Any suggestion you might have for this game? Tell us in the comment! Support Us! Facebook Twitter Newgrounds Itch.io
  2. Darkness Void

    Chase Scene Help

    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
  3. OneCutStudio

    Angry Birds: Maze Madness

    Hello RMVXAce Community! This is One Cut Studio. I usually hang around the Resource forums, but I thought it would be nice to post a completed game that I made recently. When I introduced myself to the community I spoke of a game called Angry Birds: Maze Madness. I am pleased to offer that gave for your entertainment now. One Cut Studio Presents: Why this game was made: Game Information: Genre: Maze/puzzle level-based RPG. Average Game Time: 45 minutes to 1 hour. Number of levels: 11 (including the training level). RTP-dependent?: Yes. Story: Characters: Gameplay: Keys/Buttons: Arrow keys to move and the space bar is your interaction key (made to be simple). There is a training level and 10 game levels. In each level Red has to get a key to unlock his friend's cage, and then set that bird free. At the end of a level, you get that level's score. Your total score at the end of the game will be the combined score from all 10 levels. Scoring: Credits: Screenshots: From Level 3: "Da' Bomb!" From Level 4: "Birdcatraz" From Level 7: "Water World" Download Links: Download with the RTP: http://www.mediafire.com/download/f9bzsaiwfiqrpvy/Angry_Birds_Maze_Madness_with_RTP.exe Download without the RTP: http://www.mediafire.com/download/jjdqb4rb40iritw/Angry_Birds_Maze_Madness_without_RTP.exe Known Issues: Final Comments: Thank you, -One Cut Studio
  4. Jump maze/puzzle Tutorial In this Tutorial i will show you how to make a jumping event and how to implement it into a map with drop holes. I will start with explanation and then show a picture on how it will look, and then i will show you an example picture of a map with gaps where you can fall down. Positive: No scripts Few events Very Versatile Simple eventing Negative: limits it to player jump (follower probably won't follow) [tbh haven't tested yet] wall jump possible (check solution at the end) Short about the main functions of this "event jump system": First the common event in this tutorial will make it possible to jump on any map you create an event and use "Call common event: [Jump]" with a "parallel process" trigger on. Then by making a second event with "parallel process" trigger on we make use of three variables to check where we as the player is all the time and then wether we stand on region ID 1 or not, if not we get transfered to the start and that way we have to start over and try again. This tutorial contain: -Map with region id 1 (painted where you will be able to walk) -Variables: 3 -Common events: 1 8 Conditional branchs 4 Set move routes This doesn't need very much beyond these few things written above. The things written above is the things that will make it work, and then there is other things that make use of them but i will explain and show you an example, so don't worry and if you have a question even after reading it all put up a comment and i will answer as soon as i can. Okay here we go! Start of tutorial: Step 1 create 3 variables - 1 called "player x" and then - 1 called "player y", - 1 called "Region ID 1" or just "Region ID" (but if you want more information on which variable it is then write in the nr. 1) (the variable won't be used in common event but create all varibale now so we have them when we need them) Now when we made all variables we can start with the common event. Go to "Database" and then "Common events" tab and then start with naming the common event "Jump","Jumping" or "Jump event" whatever you find fitting (i would choose jump). Then create in the named common event(set triggers to "none") four conditional branches with "else" option marked. (CB=conditional branch) 1 CB should check "player is facing down" 2 CB should check "player is facing left" 3 CB should check "player is facing right" 4 CB should check "player is facing up" Then when that is done you create four more wich check if button "X" is pressed(with else option) and then place one in each and every of the first four you made(make sure nothing is in the else portion). When that is done you create four "set move route". 1 set move route:(skip, wait) Jump +0,+2 (facing down) 2 set move route:(skip, wait) Jump -2,+0 (facing left) 3 set move route:(skip, wait) Jump +2,+0 (facing right) 4 set move route:(skip, wait) Jump +0,-2 (facing up) When the set move routes is made, make sure they are placed inside the correct Conditional branch. Make sure once again that there isn't anything inside the else portion. Here is an example of how it should look when done:(open spoiler to see pictures) Now we have made the common event and now to use it in a map then all you have to do is to make an event on the map you want to enable jumping, use "Call common event:[Jump]" and then set the event trigger to "parallel process" and that's it if you have made it all correct then you will jump over 1 tile. So with that done now comes the complicated things(it is simple if you understand how it works, but if you don't understand then it is hard). Step 2 We will now use the three variables you made in step 1. Let's start with the 2 variables "player x" and "player y" now we need to create a new event with parallel process and then create a control variable for "player x" and then make sure it is marked on "set" and then go down to the "Game data" and then you get a new window where you want to find character and set that to "player's map X" Now do it all over but make sure you use the Y instead of the X. If you haven't made anything wrong you will now see two control variables that look like this: Control Variable: [0001:player x] = Player's Map X Control Variable: [0002:player y] = Player's Map Y Now we create one more control variable, where we use the third variable "Region ID 1" and then mark it as "set" and then "constant 1" so now it should look like this: Control Variable: [0001:player x] = Player's Map X Control Variable: [0002:player y] = Player's Map Y Control Variable: [0003:Region ID 1] = 1 Now we need to make a "Get location info" (you can find it in upper left corner on tab 3 in event commands) and in this "Get location info" we use the "Region ID 1" variable and then set "info type" to "region id" and then use "designation with variables" where we use the "player x" and "player y" variables, so now it should look like this: Control Variable: [0001:player x] = Player's Map X Control Variable: [0002:player y] = Player's Map Y Control Variable: [0003:Region ID 1] = 1 Get location info:[0003], Region ID, Variable [0001][0002] Now we make a conditional branch below this lot as it is shown above, the branch should then check the variable "Region ID 1" is equel to constant 1 with else option marked. Then you make in the else portion of the conditional branch, a wait command for 15 frames and then a player transfer. The transfer will have to be tweaked depending on how your map looks and where you want the player to round up if he falls down. So now it should looks like this: Control Variable: [0001:player x] = Player's Map X Control Variable: [0002:player y] = Player's Map Y Control Variable: [0003:Region ID 1] = 1 Get location info:[0003], Region ID, Variable [0001][0002] Conditional Branch: Variable [0003:Region ID 1] == 1 > else Wait: 15 frame(s) Transfer Player:[Map-Name](Map-cords)down (set the way you face to something else than retain, if you do it will look bad) > branch end Here is a picure on how it will look:(open spoiler to see picture) [!!ignore the comments in the picture!!, since they are more or less only some ideas on how to use it futher] Here is a map example on a maze and how it will be when you have painted all walkable places with region id 1, if you follow and use this tutorial you won't need to use a ton of events and you won't need to use any other region id's than region ID 1. Last but not least you will not need a script to do the same thing. (open spoiler to see picture) (if you look closely on this picture you can see that i have painted a small area with region id 2 just to test that it only works with region id 1, and yes if you follow this tutorial and paint a region in any region ID other than region ID 1 you will be transfered as if you fell down in the gap) I want to credit user: Reat ...for planting the idea for this tutorial with his tutorial on "Using Terrain Tags" which can be found here: http://www.rpgmakervxace.net/topic/2194-using-terrain-tags/ If you don't get it to work make sure you go over the tutorial 1-2 more times and check the list below before you comment or message me that you canot get it to work. Possible things that can be wrong: (these things can be easily corrected by double checking with the tutorial) Wrong setting on triggers - (make sure you tripple check the triggers on everything)-[very easy to miss if wrong] Wrong setting on a variable - (make sure that they look the same as i have shown) Missed creating "get location info" or wrong setting for the "get location info" - (might be easy to miss if wrong) Conditional branch is missing or has wrong setting - (make sure to double check this) If your problem do not have to do with these things i show above then make sure you gather as much info/pic as you can, so i can help you easier, hopefully there won't be any problems. Possible additions in the future: (ideas on how to use this idea further) - the usage of more than one region id so you can make save points, so you do not have to start over all the time. - the usage of different region id to send you to the floor below or into a dungeon/cave. - use region id 1 as monster free area and region id 2 or higher as random monster encounter area(within a jump maze map). So far that is all i have thought of, but im not sure if i will make a tutorial on how to do them. But anyone who want to, can do so without asking as long as you link to this tutorial. Wall Jump Solution: (Open spoiler to see solution) I hope this have been a helpful tutorial, i also hope you all have fun!
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