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Showing results for tags 'minigame'.
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Palatkorn posted a topic in Theory and DevelopmentThis is my first time showing game previews. I want to create more of this mini game. About Slot Games The default is The amount should be equal to 3. And pay 100 Tokens per time When accumulating 3 items Will be able to exchange Is a different custom item The difficulty of the cabinet is the amount you set. Suppose I set the cat equal to 100. That means it's very difficult. About Poker I use the numeric values as normal numbers 1-9 to subtract. And cards can have matching flowers of up to * 3 And can be negative as a debt as well You should have enough money to not get into debt in this game. I plan to create fun mini games. Hope you like it.
minigame Chain Reaction [BETA 1.3]
Rikifive posted a topic in Completed GamesCHAIN REACTION BETA 1.3 VERSION - AND THE FINAL I'll leave it as it is, consider it as just a minigame. <<< INTRODUCTION >>> Explode near other blocks to break them into particles, that can break other blocks creating a chain reaction! The longer the chain will be, the higher the score multiplier. Get as much points as you can and share your scores with everybody! <<< FEATURES >>> > Unique gameplay! (as for RM) > Custom fresh-looking menus! > Simple mechanics > RAINBOWS! ~ Colorful Flashes and stuff <<< SCREENSHOTS >>> <<< CHARACTERS >>> Green Orb - An orb that can explode. A hero that guards the Lands of Gray Background Blue Blocks - They're invading the Lands of Gray Background. There are lots of them! <<< CREDITS >>> - Created using RPG Maker VX Ace - Created by: Rikifive Scripting: Rikifive '-> 'Text Cache' by Mithran '-> Developer Tool: "Data Backup" by Hime Graphics: Rikifive Music: Rissquette EliteFerrex Sound Effects: Rikifive Enterbrain <<< DOWNLOAD >>> Download Chain Reaction BETA 1.3 <<< OTHER INFORMATION >>> - [ Arrow ] keys to move - [ Z ] or [ SPACE ] to 'blow' yourself - [ X ] or [ ESC ] to pause - [TIP] You can move around while falling down when re-spawning to avoid falling on a block and instantly dying - At the current stage there are not many features, however I plan to add more energy to it ~ bosses ~ bonuses ~ levels with different mechanics etc.. <<< HIGH SCORES >>> < 00. BETA LEVEL > PLACE | NAME | SCORE | MAX CHAIN -------------------------------------------------------------------------------- 1st | Tarq | 549504 | 115 2nd | Rezanta | 470992 | 117 3rd | Jackus â™ª | 448219 | 130 4th | ----- | 0 | 0 5th | ----- | 0 | 0
Minigame - Suikorunes II (+Demo)
Cleosetric posted a topic in Games in ProgressGame Info : Title : Suikorunes II Gensofighter Genre : Fighting,Rpg (Not Yet) Producers : Slothink Studio Duration : Until you bored. Rating : PG-13 - Teens 13 or older Engine : RPG Maker VXAce Playable Charachter : Name : Riou Genkaku Adopted son of great heroes Genkaku. Holder of true runes "Bright Shield" same like Genkaku. Runes : Bright Shield Name : Jowy Atreides He's born in Atreides family, as a Highlanders He must protect Highland even if sacrifices his bond of friend. Runes : Black Sword Name : Nanami Genkaku Sister of Riou adopted son of Genkaku's. She have small chest and small nose. Runes : Unattached Name : Gengen a Fine Kobold Warrior from Kobold Village He's Defense Mercenary Fortress under Flik & Viktor's leader. Runes : Unattached Name : Zamza a Mysterious Guy who stayed in Inn at Toto Village He decided to take journey. Runes : Fire Dragon Name : Hanna He's live in Toto Village, he's seeking for power and journey to defend his village before someone attack. Runes : Unattached Name : Rikimaru a traveled Swordman He has huge sword but have alot eat. Runes : Unattached Name : Flik This handsome guy have a gloomy past. a girls who he's beloved die when revolting an empire. Runes : Unattached Name : Amada He's born in the middle of ocean. He live from ocean. Dont fear with storm or whatever in ocean. Runes : Unattached Name : Luca Blight Born in Royal Family Luca's has evil personality He trated other like animal and he's killed his family. Runes : Unattached Screenshot : Download Link : With RTP included : Drive (240+ MB) : https://drive.google.com/open?id=0B_HSOB0ST6tkQm56YWpVTHpvRFk Non-RTP: Drive (50+ MB) : https://drive.google.com/open?id=0B_HSOB0ST6tka1dGMENfSDY3UHM Credits : Programer : Cleosetric Galv Theo Allen Zeus81 Sprite Editing By : Cleosetric Sprite : Suikoden II Nuled By Dazz Music : Suikoden II from Khinsider.com Movie : Suikoden II Contact Info : Website : Slothink Studio Indiexpo
Good VS Evil: The Fateful Curse
Rikifive posted a topic in Completed Games"Good VS Evil: The Fateful Curse" is a Sidescroller Arcade Shooter game with RPG elements. Two regal sisters were ruling the land of Erpegia together. They were keeping the peace for all the land. However, one fateful day the peace was broken. Chaos Master Snix has cursed the younger sister making her evil. The older sister had no idea what happened and was trying to stop her, but with no results. The only solution was to use magic and banish the evil sister. However, during that process some of the residents were cursed by the evil sister. . . . And Good and Evil sides were created . . . Many years later the Castle of Benevolence is under attack. The older sister loses hope for return of her younger sister and decides to end this once and for all. . . . And the final battle is about to begin . . . > Completely unique gameplay (as for RPG Maker) > Challenging gameplay (Some 'Bullethell') > RPG Elements like Spells and Levels > It has so much of custom content *wew* > Gameplay purely scripted > Convenient Autosave *gasp* > Chapter Selection > Tons of my silly pixel art (made in hurry) :3 Filesize: 31.5 MB RTP Requirement: No Known Issues: Dekita's Heavily Optimized Input System can sometimes throw an error, however the game seems to be working perfectly. (This is not my fault - the same issue was happening with any other project I've tried with this system) (This issue was reported to the author of this system) Version History: Note: I plan to add Game Manual to game in future.
Minigame? (VX Ace)
Purple Phantom posted a topic in Editor Support and DiscussionAlright! I'm working on a three-part game series. In some parts of the games, I want there to be a sort of struggle minigame, where there's some sort of meter (I'm thinking a bar or something) with a marker of some sort to indicate who's winning in the struggle. To win the struggle, you basically have to button-mash a key (I'm thinking the Enter key). Not doing so fast enough results in the opponent winning the struggle. Is there a script for this? Can it be done using events? If it's done via script, may I have a link? if it's done via events, how is it done? Thank you in advance.
Frozen Dream - A NES like game made in 5 days
Rikifive posted a topic in Completed Games"Frozen Dream" is a simple NES-like 8-bit game. Your objective is to 'slide' to your destination point, while avoiding obstacles, collecting bonuses and defeating enemies at the end of the stages. The action takes place on a mountain during Winter Holidays. Generally, there's no story at the moment. It is a simple NES-like game. However, the story will be added in future. > It is a game made only in 5 days! (at the current version) > Unique gameplay (as for RPG Maker) > Game uses only custom scripts, 99.9% default-script FREE Besides 'Input System' and 'Text Cache', the game uses only custom scripts written by me, from the title screen - to credits. Crashes? Blame on me! ^^ > 100% My custom graphics - RTP / FREELY AVAILABLE RESOURCES FREE Everything looks silly? Blame on me! ^^ > 100% My custom Sound effects created just for this game Quickly made farts and crashes - enjoy! x3 > Semi-Random Stage Generator - stages are generated randomly, but there are some pre-made parts. An obstacle conveniently covering the whole path? You're unlucky Blame on me! ^^ > Custom very simple battle system These mechanics will blow your mind! jk > Simple and user friendly menus > Permanent upgrades - each try will be easier than the last one > Game in 'Kinda Advanced 8-bit Style' > Convenient Autosave - game automatically saves your progress each time you'll enter the map screen > Arrow Keys or WSAD - move / navigate through menus > Z or SPACE - accept / attack enemy > ESC - pause game > Each try will be easier than the previous one, so keep trying, upgrades are kept. > In battle, keep pressing both, 'Z' and 'SPACE'. It's easier and more effective. > The obstacles are semi-randomly generated- that means, that some items may be stuck in an obstacle. Also if you're really unlucky, you might get two logs near each other in very convenient positions, that may be impossible to dodge. However, I programmed some 'presets', so sometimes placement will be neat and recognizable. (I had no time for programming more, so I added randomness) RTP Requirement - No Filesize - 29,7 MB
Off to the races
lonequeso posted a topic in Theory and DevelopmentWhen I was kid, there was this really cool SNES game I played. So cool that I cannot remember the name :/ The game itself was fun, but there's one aspect in particular that was really unique. It's probably been done again since, but I've never seen it. Monster races! Pretty much what it sounds like. Like a horse race, but with monsters! It was super simple, and really cool. The track was just a straight line divided into five (I think) sections. Five different monsters participated, all with different odds. You'd get gold on the monster of your choosing, and you watch them go! A couple games have done similar things. The dog races in Legend of Zelda, chocobo races in Final Fantasy. I don't remember one quite like this. I'm thinking of using that in my game. I'm actually thinking of putting in a full-fledged casino, but that may be a pipe dream. Monster Races. Good idea or stupid one?
Reviving Triple Triad (FF8 Minigame)
Fhizban posted a topic in Theory and DevelopmentHey guys, Im currently messing a bit with Raizen's Triple Triad script. I guess many of you remember the old Triple Triad card-minigame from FF8. Im currently adding the Elemental Rule to Raizen's script and wonder if you have simple ideas how Triple Triad could be improved without changing it into a completely different game? As the cards have four corners and the numbers are on the top left corner, we still have 3 spaces left to put other stuff. To me that makes just sense to use all the space, it limits the scope and prevents the cards from becoming too cluttered. The elemental rule Im working takes the upper right corner, so we have 2 more left to put numbers/icons to them. Here are some of my ideas that would fill the 2 left card corners: 1. Type/Family In addition to their element, a card could also feature a type (like goblin, angel, demon, undead). Each type would be strong against another type and gain +1 against that type when you place it adjacent to it. For example placing a Angel next to a Demon would increase the Angels touching side by +1. Please note this only counts when you place a card. The question is if this rule is good enough so that it justifies taking up a whole corner of a card. 2. Special Effect / Ability My main interest right now. There could be a bunch of special abilities and each card can only have one (or none). This would make the game much more tactical and interested. The biggest problem is coming up with clever ideas without breaking the design scope of Triple Triad. For example, if you play a card with the Clairvoyance ability, it would make the cards in your opponents hand visible, just like the open rule had been used (only on your opponent). But Im having trouble inventing other abilities, I would like to see a dozen or so. 3. Power Points This is not related to the cards but would be a new rule: In addition to fields that feature an element symbol there could also be power points. A card placed on a power point would gain +1, in addition to any elemental effect that might be there. This would enable a Fire creature placed on a Fire+Power Point space to gain +2 in total. Placing a water creature on a Fire+PowerPoint space would result in +0 (the power point cancels the fire negative effect on the water creature). There would be a maximum of 1-2 power points per game, sometimes also 0. This rule would be especially interesting when you begin with your opening move: Do you place a card on the PP in order to gain +1 but accept a (possibly) less-optimal location for your card? 4. Higher Numbers Finally I would like to increase the number values on the cards a bit. It would limit it to 1-digit numbers (because 2 digits take too much space). But instead of just an A, there would be higher values symbolized by B, C, D, E and so on. Z would be the new A, although I don't think numbers would ever be that high. This just adds a bit more freedom to card design (and the computer would calculate all numbers anyways so there is no hassle with numbers VS. letters). k, thats all for now. Would be very interested in your feedback guys!
vx ace Customizable TCG Scripts && Resources
Dekita posted a topic in Theory and DevelopmentSo, to jump right in, I made this page due to a previous topic I had started on the official RPG Maker Forums. It was the feedback gained within both that thread and private messages that prompted me to launch thisâ€¦ To give a brief idea of that topic, it was regarding a potential kick-starter campaign for â€˜mini-game packsâ€™ for RPG Maker. Anyway, the most popular â€˜mini-gameâ€™ idea from the ones described in that topic was my for a Highly Customizable Trading Card Game. First of all, just to ensure you understand exactly what this topic is discussing; 1 - A Fully Customizable Trading Card Game system, containing numerous scripts and resources (visual and audio) for use in RPG Maker Vx Ace (possibly with older/future maker support) 2 - A Fun, Family Friendly, Trading Card Game featuring all the â€˜big namesâ€™ from the RPG Maker Series. This includes fan favorites such as Eric, Ralph, Slime and of course, the main player â€“ Dekita. This would be available as a FREE GAME to everyone; however, an unencrypted version of the game will also be supplied with the TCG Script & Resources Pack. This system can be used solely as a mini-game within a project, but it is also retains enough features to be used as the sole focus of a game. The features of this system would include such things as; More detailed information can be found by following this link. This system can be used solely as a mini-game within a project, but it is also retains enough features to be used as the sole focus of a game. The features of this system would include such things as; Animated Cards : (cards && card images move) Various Card Types : (creature, equip, spells, field mods, enhance, more) Card Rarity / Grade : (common, uncommon, rare, ultra rare, more) Various Card Packs : (numerous cards packs offering various types of cards) Card Condition : (card deteriorates over time is mistreated) Optimized â€˜card creationâ€™ System : (numerous methods to ensure performance and quality is kept) Card && Deck Inventories : (dedicated scenes for viewing obtained cards and decks) Multiple Card Decks : (player can hold more than one deck at a time) Card Shop : (buy/sell cards, packs, items and general merchandise) Card Trade : (trade cards between NPCâ€™s and save files) Card Auction : (buy/sell cards/packs/item at an â€˜auction houseâ€™) Card Craft : (dedicated scene for crafting new cards) Card Enhance : (use unwanted cards to enhance your favorite cards) Card Dueling : (have in game card battles with rules changing each match) Dueling Tournaments : (multiple possible tournaments to participate in) TCG Player : (dedicated classes for storing data related to player activities etc..) Obviously, all aspects of the script system will be as customizable as possible. All cards, environments, scenes (window position, layout, etc..), player information and settings would all be fully customizable by the developer via simple (and fully documented) script customization sections. This means you can easily make each scene look fully unique to your project. You retain full control over all images & information shown as well as how each scene flows. Additionally, most of (if not all) the features would be optional, so things like â€˜card conditionâ€™ does not have to be included in your own in-game CCG/TCG. More detailed information on the game can be found by following this link. MahÅ no kÄdo is the name that will be given to the small (2-4 hour story) game that will be made alongside the Trading Card Game Scripts & Resource Pack. This game will come in two forms, encrypted and unencrypted. The unencrypted version will be supplied with the resource pack as a means of providing the user (of the resources) an adequate documentation with physical examples on how to set things up. The encrypted version, will be freely distributed as a means of providing people with a product to play and thus, see the system in action. The game story is highly subject to change as any kickstarter reward tiers will likely be for backers to design features or even be featured themselves within the game. As it currently stands, the main story will revolve around a young student named Dekita. The main goal of this game will be somewhat cliche (Become the best card battler in school whilst obtaining as many cards as possible). As well as featuring all aspects of the TCG detailed above, there will also be frequent appearances from popular names from the RPG Maker program itself. This includes fan favorites such as Ralph, Ulrika, Oscar, Eric, Rick and of course, the all important Slime! During school your character will pass time via participating in various card duels (card battles) and once you become good enough, tournaments. Other means of passing time include things such as Shopping, Trading cards and of course, meeting fun, quirky and sometimes outrageous characters. Alternatively, you could always attend classes and actually learn a thing or two about card dueling. There are many secrets to be found that can only be learned via completing the hardest of tests. Sometimes these tests will be of the mind, sometimes they will be more practical and will involve the protagonist battling their way to victory. More detailed information can be found by following the link below; http://dekitarpg.wordpress.com/tcg-mnk/ Also : If you really like this idea, feel free to hit that like button (over there >>) and show some love
Kinda... Proudly Presented by Dinner Run Â© 2013-2014 Kodots Games So, what's this ruddy game? Have you ever have the dream of playing a game, mindlessly repetitive but ridiculously fun? Well it's here! Dinner Run, originally a mini game from our other project is here as a FREE, stand alone game!!! You are a sheep, running away from mean farmers to avoid your unfortunate fate. So what are you waiting for? Download the game and play the game.You can also set high scores and earn medals for your achievements! Try the game out today! :3 Features - Completely Free, and more and more update will come later! - Compete for Hi-Score, gain medals etc - Mindlessly (Which is true) Fun (Which maybe not ) - Make with eventing only!!! I dunno tis a feature or not... Updates Screenshots Download Dinner Run ver 1.0 (35MB) Warning : If you got trouble saving the game, try running the game in admin mode (Right Click and Run as Admin) Kodots Games Members @SomaelCK @HaruAkira Credits Support Us Hi-Score No one yet! Try to be the first
Pac man remake
anavn1 posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.Game Title:Pac man the remake Optional: Abstract: This game is a remake of pac man and will have a lot of extra features added over time. Genre: Retro Average Demo Time: 10 to 15 min Game Progression: Advanced on the events, scripts and art but only 8 lv for the moment. Recruitment: well anyone who know basic mapping, events, scripter, artistes Required: Story / Setting / Purpose: The player controls the character through the maze, eating all the orbs. When all orbs are eaten, the enemies will disappear and in the center will appear a teleport to the next stage. In the normal levels you will find four enemies. They will roam the maze, trying to catch the character. If an enemy touches Pac-Man, a life is lost. When all lives have been lost, the game ends. Pac-Man is awarded an extra life of every level. In all four corners you will normally find a power orb. It is a red orb that is bigger then the rest. This orb will provide the player with the temporary ability to eat the enemies for 9 seconds. You will see on the top of the screen the counter. During these 9 seconds the enemies will run away for the player. When eaten the enemies disappears and will reswamp in the center box in 2.5 seconds. Character Bios: For the moment we only have pac man and the 4 evil ghosts. There I not much to say but I will in a near future add a storyline to the game in which I will create a background for the characters. Credits: Scripts: V, Zerbu, V.M of D.T, Rony, Yanfly, Yami , Moghunter, Nicke,Galv Art: Candy Coded Response, Evil Eagles, Venere, JComtois, The Welsh Paddy Screenshots: in the attached files Features: This game poses custom spirits, save system, songs, Pause system, and few smalls scripts AND A MASSIVE AMOUNT OF EVENTS.A perfectly functional life systeme. Also there will be a common event shop how will sell life, tips and a few more bonuses so you can spend your hard earned points. There will also be for the true Pac man fans an infinite lv with the same designee as the original game (might even add the bug at lv 266).Well also a lot of lvs. download: version1.4 http://www.mediafire.com/?0uzbe5uvbt7k3vw Known Issues: None that I am aware of.