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Mini Game Scripts: The Shortage, and Why

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What's up with the total lack of mini game scripts?

 

I'm aware that many can be made using good 'ol fashion eventing, but I would kill for good mini game scripts

 

Stuff like betting on races, Liar's Dice, anything, really.

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A lot can be done using events, for sure. But there's really no substitute for a good script, designed to run a custom scene.

 

Some things like AI hands, rolls, or scoring is more difficult to set up for the better mini games where you play against opponents.

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What do you mean by AI hands? You mean by creating an AI?

I mean, it's not as impossible or hard as people make it. Granted, I have A LOT of experience eventing so it's easier to me then it is for others, but when I was learning, it's not as hard as people make it. I'm talking about all you said about AI, rolls (which I assume is dice???), or scoring (which I assume is keeping score).

 

I will also add it's partially because scripters would have to accommodate for a lot of customization options which eventing, when set up, can do a lot easier and faster and it'll be to the liking of the eventer. <= this sentence I heard from another scripter. First part is just my opinion on eventing.

So.. ye. :)

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Yes, like setting up dice poker, where the player plays against 2 other AI controlled hands. Key word being controlled. They have to be able to bet, raise, fold, or it's just a monotonous variable grind of who got the best hand, not who played the best,

 

I don't have a lot of experience with events, so to my knowledge that's near impossible to emulate with fluid logic.

 

EDIT: I may organize a plugin request for this ^. I think it's easier to set up than Lair's Dice, which has a complicated betting system.

Edited by Loco Choco

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Good fully featured minigames are also kinda hard to do! I mean in some ways making a good minigame is kinda like creating a whole new game from scratch. And yeah, I agree eventing is no substitute for a good script. I mean, you can do a hell of a lot with events, but it can be incredibly tedious to do. Like, yeah, I can also create a computer using redstone in minecraft, but I am not about to do my taxes on it. :P

 

Though the nice thing about events is that you can use them with scripts.

Edited by Kayzee

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I remember trying to make mini-games like Chess & card games like Blackjack or Poker with VX Ace. Chess was extremely difficult to set up. It looked cool when you set up the map like a chessboard with a border around it, but getting it to function (including conditional checks based on event position, piece type for attack directions, etc) was a nightmare that I barely scratched before giving up. I didn't even get close to coming up with a advanced AI to play against.

 

I actually tried making playing card images with RPG Maker themed suits; Spades=Swords, Clubs=Shields, Diamonds=Magic Staves & Hearts=Potions. Used Royalty NPCs for J, Q & K, and a clown for Jokers. I never could get around finishing the set, but I may try again with MV (especially with higher resolutions for better looking cards). I came up with a set of switches & variables to keep track of the deck & players hands. But I never did finish working it all out.

 

I'll give props to Raizen for coming up with a VX Ace version of FF8's Triple Triad. I never expected someone to pull that off! Galv also came up with some mini-game scripts/plugins too, like that vertical shooter game or fishing mini-game. Morale of the story: Good mini-game events/scripts/plugins are difficult to make so be grateful when people make them.

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I really want Liar's Dice for one project, but I would settle with some other, entertaining variant like dice poker, or the dice game from Suikoden even, as awkward and not really fun as it was.

 

 

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Like, I started a Game and Watch like project in RMXP (map layers, that's why), and to be fair, it would be easy to just use events for that, but I agree that for a lot of mini games, events would be quite clunky. I wanna know how the slot machine works (the VX script) because that would be amazing to have since VX Ace has Casino Tiles.

 

Yeah, I know...

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35 minutes ago, PhoenixSoul said:

Like, I started a Game and Watch like project in RMXP (map layers, that's why), and to be fair, it would be easy to just use events for that, but I agree that for a lot of mini games, events would be quite clunky.

 

Exactly. Eventing is very powerful, and low maintenance , but for a lot of mini-games, you want a custom scene of some kind, some custom graphics of some kind, and those interfaces get very clunky when using events.

 

35 minutes ago, PhoenixSoul said:

I wanna know how the slot machine works (the VX script) because that would be amazing to have since VX Ace has Casino Tiles.

 

Yeah, I know...

 

I feel your agony on the whole casino thing, going back to 95 when they had that amazing preset casino map, paired with that archaic event system. As a teenager just getting into the guts of what make my games work, shit like variables, it wasn't easy to set any games up.

 

I feel that pain now. I want to have a fully fleshed out casino with a handful of fun games, and a race track for betting.

 

The track system I want is painfully high end, though. I want the horses to be randomly generated to fill a set number of 'league' spots, slightly greater than the max horses per race, to mix up races a bit. I want them to have stats to determine their performance which the player has to actually research through NPCs (so a scene to scout horses and jockies). Stats would be things like Speed, Stamina,, Clutch (Chance of speed boost during last lag of the race) and Health (this determines when their career ends, making it so the horses don't all retire at the same time, shifting the league more over time). I also want horses to only last a certain number of races before their career ends.

 

All of this creates a dynamic league that enriches the betting and race experience, and it mixes the league up without having every race be a random set of horses, or the same horses performing erratically. The lifespan is essential because it means GOAT horses don't simply dominate the league, ensuring the player wins frequently. Instead a great horse becomes a windfall that player can ride out depending on how things play out. 

 

That leads me into horse injuries, and I want to say it, but it's going too far, lol.

I do want to say it, lol. I want horses to take injuries. A small default % of any horse being injured during the race. But if the player bets on a horse, the chance is increased. This represents pressure on the jockey, pushing the horse too hard. The better the win/loss ratio of a horse, the more its injury % crawls up. (Not massively. But enough to make the system dicey, whilst still giving horses skill and character variation.)

 

^ Makes me want to learn ruby.

 

But yeah, gone are the days when people are making stuff.

Edited by Loco Choco

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On the subject of custom scenes, funnily enough I made a custom scene a while ago just to run common events in without loading a map. I used it for exactly one thing right now: To display a special message when loading a game if it's checksum doesn't match one stored in the global save data, but I figured it could be handy for some cutscenes and other stuff down the road.

 

I wonder now if there are any handy script call commands/tricks I could add to make something that people can make minigames with easier? I don't really think so, but maybe. I think the biggest problem with using events for anything complicated is you mostly have to do everything through variables. There are ways around this, but they involve brute forcing it using script calls. This can actually be really handy, but if you know how to script anyway why bother doing complicated stuff through events at all? But in some cases there might be room for something between events and scripting to be handy. For example look at this:

 

image.png.003e8ca6576eb3c1564d8d8211f06691.png

 

It's a dialog thing I wrote to add script call commands I can use to make conditional choice menus. Most of the dialog was done through eventing, but the problem I had is that choice menus are annoyingly inflexible. So I scripted up a replacement way to make them, with each choice having a label to jump to and sometimes a 'token' which is set when the option is picked. And bam! Adventure game like dialog trees! This is a good example of a place where expanding the event system a bit can be very handy.

 

For minigames though? I am not sure if this will work. It might be handy to make an easy to use DSL thing to create some objects, but I think most of the time a lot of minigames might be complex enough you might as well write a full ruby script for it. Also even my example above might be too complicated. I donno. Mostly just musing about it.

 

Also: I'm still making stuff! Sorta...

 

Also also: Yes, I am in my game. Yes I explain a lot of crap. I guess you could call me an... exposition fairy! :3

Edited by Kayzee

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I would think recreating a game like Mario's Cement Factory would be rather difficult though.

 

Not that such would be part of the project, but it is an example of a mini game with a lot of moving parts, both that the player sees and doesn't see.

 

Even the one game I have partially completed will have several moving parts, but it won't be nearly as complex to the player.

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Yeah, I mean creating something with any kind of physics to it or even different game states is really annoying with events. Possible, maybe not even hard for some people, but tedious and really hard to keep track of.

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