Ello all~ Itsa me again... With another question... I was wondering if anyone would be able to help me make two different endings based on events during the game. My game revolves around the main quest and a girl finding her memories. You see I want there to be two endings. One where you don't find all the memories and you go through an ending where the players don't understand why or how anything happen but if you find all the memories you go through a small playthrough of their past and how everything happened. But if you don't get all the memories I would like a counter to tell you how many you got... like "You got 3/7 memories". Does anyone know what I could do to accomplish this? Oh and btw each memories is a very short scene not an item.
Different Endings?
● ARCHIVED · READ-ONLY
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Add 1 to a dedicated variable for every memory the player sees sometime during each memory scene. Do a check at the end of your game (via a conditional branch) to see if the variable number is equal to the total amount of memories. If the variable equals that number trigger (however way you want) ending one. Otherwise, trigger the other ending. Make sense?
Doing it this way, you can have multiple endings based on the variable. For example, you have 10 memories. Every time a memory is activated your variable is incremented by 1. The player reaches the ending. A conditional branch checks to see if the variable (you increment during memory scenes) is equal to 10. If so, trigger that ending.
Else, trigger the other ending. But then you can also have a conditional to check, for example, if the variable equals 5 (they found half the memories). Then you could add a third ending in between the two endings that's a middle ground. -
Yes. You can use a variable to track how many memories you got. For example, make variable 50 become "memory_count". Then every time a memory is played, you say "memory_count = memory_count + 1". By the end of the game, you can ask through a conditional branch, "Does memory_count = 7?" If it does, then you can play the good ending. Otherwise, you can play the bad ending.
Then you can use "Display Message" to have a message that has uses: "You got \v[50]/7 memories." Because if you use \v[x] in Message box, then it replaces that code with variable x.
It seems like you should learn about conditional branches, variables and message box formatting a little. Ask more if you don't understand. :) -
Thanks guys! Firstly for responding so quickly... Secondly for the help. I was able to set up a temporary ending and using the memories I have done (not quite to the actual end of my game yet) I was able to set up what you guys told me. And it worked! So thank you guys a lot :3
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Oh hey, what's this doing in here? I'm going to close this and move it where it belongs in the support section. Xjello64x, try to put your threads in the right place next time please. Thank you!
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.