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Showing results for tags 'npc'.
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From the album: People That are Cool and I like to talk to
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npc My Theory about NPC(Non Playable Character)
Perang Cemen posted a topic in Theory and Development
I don't know is this useful or not but whatever... Y' know non-player character (NPC), sometimes known as a non-person character or non-playable character, in a game is any character that is not controlled by a player. In games, this usually means a character controlled by the computer through artificial intelligence. In Rpg(y' know what is Rpg right?) Game the term applies to characters controlled by the one who make them trough program (like Rpg maker!), rather than another player. now, let's say I make a town a big town, that town will be a strange if there only 2 or 3 people live there so I make 20 - 30 Npc walking around and every of them give different perspective on the plot of the game like: -Giving quest/direction/hint/etc ex: "You need axe to pass trough that forest" "If you need axe go to black smith, I'm sure he going to help you" "I need ore, give it to me and I'll make you an ax" -telling condition/situation/story/etc ex: "Monster Lord's has destroy this town, lucky we all manage to escape" "No good, Monster Lord's army attack us!" -(I don't know this is called what but it's seems not very important talk) ex: "what a nice day" "there pretty flower" In some games Npc can be used in various way like: Become ally Let say you recruit them from tavern or something with gold/money to fight alongside with you but they didn't talk much or didn't take part in story or event. Just a figure Npc can be used to describe something without talking like but from their action like Dance, Swim, sleep, or in a fight with other Npc.(I'm sure they can still talking while dance or swim but did they can talk while fight with other Npc? like "Do you need something?" while he get punched or sliced or when sleep I'm sure most of text would be just zzz otherwise would be sleep talking like mmn... *yawn* *snore* etc.) As a Traitor (I don't know what is this kind of Npc but they used in many game) Npc is not limited to friendly character only, there also Npc in shape of enemy, let say you arrive at Monster Lord's castle that never found by human's before, there no way a human Npc like an old man or kid wander here expect they are captured or you want to make this look strange, in Monster lord's castle full of Monster which mean all are enemy, but there one sell item or has some information or something, like Imp that sell you something or Druid that has information to defeat his own master.(I have encounter lot's game have this, The boss is Werewolf and her subordinates is Wererat, weretiger, and werebat, they appear as Random Encounter in battle, But they also appear in map and when I talk to wererat, she told me Werewolf weakness is her tail, and weretiger told me that Werewolf claw has poison effect, that's why I call them Traitor Npc) If you have something to add(or to correct me), just let me know. -
Sort of like Mido from Legend of Zelda: Ocarina of Time. I want to create an npc that moves with the player to prevent them from going somewhere until they obtain a certain key item. Does anybody have any idea on how to do this? I suppose you could say I'd like the npc to sort of mirror the player? In Misao I think there was something similar with a little ghost girl who followed you to the end of a room and if you tried to turn around you died, except in this case the character would be moving to the right when the player moves the right, moving to the left when the player moves to the left, etc. Any help is much appreciated, thanks!
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Hey again folks! This character is an unnamed NPC from my game, belonging to the Stallig Race, a race of warriors, hunters, and gatherers that roam the world of Aultirre with their clans. Clans of Stallig are usually formed by several related families, with a governing council led by the heads of each family. In culture, they value integrity, loyalty, and defending the clan from all threats. Stallig are strangely welcoming of other human races, so long as they display respect and consideration. In appearance, the Stallig are humanoid with skin notably tougher than the humans of Earth. They have coarse hair and plates of green or black chitin grow over areas of their skin to serve as natural protection and insulation. Upon their heads grow long and majestic sets of horns, usually numbering two or four. Let me know what you guys think! <3
© Jeremy Basham 2016
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How? NPC appear and disappear at certain times and some other stuff
gosboll posted a topic in Editor Support and Discussion
Hi I have been searching and trying to solve these problems on my own but I just can't understand it! Questions 1. How do I make an NPC appear and disappear from a map at certain times of the day? (I have Advanced Game Time script installed.) 2. How do I make an NPC present itself once and then not present itself again on ANY other map? In my pictures I've used a self-switch but as far as I know it only applies to the specific event and a normal switch only applies to the map, not ALL maps? Is there such a thing to make a switch apply to ALL maps? 3. I want all these conditions to apply to following specific dialouges but only two switches are allowed in the conditions! Is there a way to make one of these to work not as a switch? Can't conditional branches in a way act as "switches"? - Morning-talk switch is ON (I have switches for morning, day and night-talk depending on the time of the day and these already works as they should) - A switch that enables the NPC to appear between a specific time interval. - A switch that disables the "1:st time talk presentation" conversation on ALL maps, not just the current event or map. (In the pics I have a self-switch for this but as far as I know that only applies to that specefic event). Here's what I've been trying so far: Pic1: Shows the event that enables the switch "Gotz is home" to be turned ON to make the NPC and all it's event visible. (Or so I understand it?) Pic2: Shows the NPC on the "1:st talk presentation" event with the condition that the switch "Gotz is home" must be ON. Pic3: Shows the NPC with the conditions for "morning-talk" and the "Gotz is home" switches that must be ON. (The other pages covers conversations for night and day and has different variables depending on a firendship system which increases each time the player talks to them). All events that has the condition "Gotz is home" should be able to spawn when the switch is ON, right? But during gameplay the NPC is gone around the clock. Thanks -
NPC refusing to cross "Player Touch" events when triggered
8bitPunk posted a topic in Editor Support and Discussion
I'm attempting to design a sequence where town guards approach and attack the player when the player moves within 4 squares of the guard. Basically a super simple stealth sequence. The guards are stationary and will look in the directions where they are able to 'detect' players (Guard Event, Custom Move Route). Adjacent to the guard are the 'Below Character, Player Touch' event tiles that are meant to cause the guard to approach the player and Begin Battle Processing. The square immediately adjacent to the guard works fine. However, when I attempt to program the tile that is 2 or more steps away from the Guard, the Guard refuses to cross the 'Below Character, Player Touch' event tiles. The Battle Processing at the end of the approach sequence is working fine, and the event cleanup all is in working order. Any ideas why my guards won't move towards the player? I have tried various combinations of "skip if cannot move", "move towards player", "move (down)", and changing the guard's movement from Custom to Fixed with no success.- 4 replies
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1) How can I keep a random moving npc confined to 1 area while still being able to go in and talk to him myself? 2) For some reason I can't get any "Newly made" character transporters to work once I go pass 34 made maps. An example: I just made the 35th map, I put a transfer player event going in and going out of the map......I go in just fine BUT when going out of the map it freezes, can't do anything. I went less then 35 maps by putting some together (which I would rather not do) and the Newly made transporters start working correctly.
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Hi everyone, I have a favor to ask. I need to program a section of my fangame, I have a five nights at freddy's section, and want to have the animatronic's hunt the player, but have no idea how to program that. Can anyone help me out?
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If you had the option in a game to hire a bodyguard to stay with you for, as an example, 5 or so minutes, do you think you would have any use for them? For instance, say you came to be in an area where the enemies were strong enough to be a real challenge. You have the option to purchase the services of a trained bodyguard who would wait at a predetermined location (usually at the town limits or a dungeon entrance) for your arrival, and would then join your party as an npc party member for the time the bodyguard was hired for. My question is, would such an opportunity be wasted effort on the part of the developer? For those who think they might use this feature, I'm sure that price may be a factor, especially early on. So, what would you call an unreasonable price for the extra, albeit temporary, man power?
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Talk to X Amount of People Requested by PoorCollegeGuy devonm0 made a great addition here. The first thing you want to do is make the event where the quest is. For mine, I am going to do a grandmother looking for her grandchildren. In the event page 1, you want to add the text and then make a switch that activates the quest. The next event page, you will have the conditions switch set to the quest. Next, make a variable for the quest. Make a conditional branch and set the number to the amount of people you need to talk to. Inside that, you will have the completed quest and you will turn off the quest switch and then turn on self switch B. The third page will have the self switch B on, and have the message with after you completed the quest. Now, to make the children, the simpilist thing to do is to have the variable add by 1. This will make it easy to copy and paste the event. The first page is talking to the children before the quest. The next page is to have it to where the quest is on. It should include the variable and a way to make it so that you do not keep selecting the character after you increased the variable. And that is all there is to making a quest where you need to interact with an X number of people.
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eventing Possession; can it be done through events?
Allusion posted a topic in Theory and Development
Hey, everyone! I know the title sounds like an obvious 'yes', but I'm looking for some specific things for the possession to work the way I'd like~ I'd actually found a script that did most of these things, but I can't find it anymore, and I don't remember if it was for VX or ACE. Anyway, here is my idea; When a specific actor is in the party, the 'W' button, when pressed, tints the screen a little and makes the player invisible to guards/chaser events. Being in this mode nips at the MP little by little. While in this 'shadow state', when the player walks up to interact with flagged events, they would instead possess them; walk around in that event's character sheet. Said event would obviously have to disappear from the map. While being that NPC, the shadow tint goes away and other guard/chasers will recognize the player as one of their own. Dialogue would be triggered normally. The possession ends either by the player pressing 'W' again, or the MP gauge reaching 0. The player's location should now be wherever on the map the possession ended. That's the basic gist of what I'm considering. For extras, I'd like the possessed NPC to be knocked out or otherwise unable to alert once you're done possessing them. I was also thinking of making it where you had to have a minimum MP cost to do this; maybe around the 50% mark. My other issue is lag; if I event all this, would that, on top of all the other events on any given map, cause the game to lag too much? (I imagine parallel processing would have to come into account at some point, which is a huge lag trap.) Would this be better to request as a script, or not? Any thoughts are appreciated! -
Writing this on my iPod at like 00:31 so apologies for typos. I was wondering people's ideas on what makes a character likeable/more lifelike and what gameplay mechanics can help tell a characters story. One idea I have taken aboard is cutscenes as flashbacks / skits and some variable system for affection or loyalty. These events would tell lore / character background as well as game benefits like new skills or unlocking new areas to explore / dialog options. I have been trying to make npcs a little more lifelike with multiple dialogs events but would like ideas on how I could make them more part of the world. Also do you have any sources of inspiration when building your rpg? I find deviantart good for ideas in terms of learning to map and stuff whilst rpging on 3ds / mobile platforms.
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We are using a script that gives nametags above every character and NPC's script and we're trying to decide what we should use for individual NPCs. There are npcs involved in cutscenes and we want the player to be able to distinguish them but we feel that if we describe them by their traits (for example; Green hair man, Brown hair man, Feisty woman, Interested woman, etc) it becomes repetitive. We thought about giving each NPC their own unique name, but unless each NPC introduces themselves somehow, then why would their names be known? And we don't want to give each NPC some redundant introduction where they all introduce themselves to the player. How should we distinguish the NPCs without pointless introductions or overused traits?