[NEED HELP] Checkpoint system

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Started by Irather 8 posts View original ↗
  1. Hi!

    I'm working on an adventure game. I'm not totally new to RMVXAce, but I'm not a professional either, so excuse me if the question is a bit noobish.

    My problem is, that I would like to make an adventure game in which you can make decisions. If you make the wrong one, you die and you have to restart from a checkpoint. But there are no checkpoints in the game as far as I know. I tried out some scripts, but none of them worked as I wanted them to work.

    These are the scripts I tried out:

    Checkpoint System by Bravo2Kilo This only works when dying in a battle, but my game has no battles in it, you can only die by making a wrong decision

    Game Over+ by Todd This isn't even the thing I wanted, I'm just writing it down because this was the second match in google

    Checkpoint Gameover by Mithran This looked like the script I'd need, but sadly, it did not work.

    Can anyone help me? Do I even need scripts for this to work, or I just wasted a lot of time trying to use these in my game?

    [sorryformyenglish]

    Edit: There are decisions everywhere in my game, and I want the player not to notice when there's a checkpoint anyways. This is why I don't want to use the save/load screen.
  2. It may depend on how simple you want to make it.


    At the simplest, it might be evented; use two variables (one for map id, one for checkpoint number within the map), one or two switches, and a Common Event that isn't auto-run or parallel-process. The event is called at death or on pressing a reset key.


    This idea may be flawed, but it's what I came up with, at the moment. But, what part of Mithran's script didn't work for you? Perhaps you could diagnose that part, first, if it's closest to what you want.
  3. Thanks for the quick response.
     
    The script gave this error message every time I tried to test my game:

     

    Onomotopoeia said:
    At the simplest, it might be evented; use two variables (one for map id, one for checkpoint number within the map), one or two switches, and a Common Event that isn't auto-run or parallel-process. The event is called at death or on pressing a reset key.
    I could do this, but the game is full of wrong decisions, and it would be a pain to set up a checkpoint every time the player could die. Putting him back to a checkpoint, resetting switches, etc.

    The first thing I tried was just to show a picture about "Game over", and then transferring the player back to a previous spot. But that did not work out, due to switches not resetting (Not sure how switches work though)
  4. This is actually easy to pull off, "if" you are using a death events script. When you die, it will run whatever common event you assigned to it. Then what you do, is make the check points record the player's location, and map ID. Then all you need to do, is in the death event, common event, transfer player based on the check Point variables that were recorded.

    If the char never "really" dies, It's even easier, since you don't need a death events script, you just make the wrong choice event, transfer the player using the variables instead.
  5. Zoltor said:
    If the char never "really" dies, It's even easier, since you don't need a death events script, you just make the wrong choice event, transfer the player using the variables instead.
    Thats what I tried to do in the first place. He does not have to die. Fade out, show a picture about "game over" and then I transport the player back a position. The problem with this is demonstrated in the video below:

    https://www.youtube.com/watch?v=W22LTmIQLQc

    (Ignore the title of the game, I did not use any scripts during the video)

    The event is shown here in case if its needed:

  6. If you want it so Death goes away if you say no, turn on the self switch after the No choice, right after he says Okay then. Don't put it at the bottom of the page, outside of the choice, because some event commands still proc after the char transfer command, so you want to avoid eventing things that way.
  7. It works, but I have no idea why it did not work before. It showed the game over screen, and then the text "I am the Death. Do you want to die?" appeared again, and it continued in a loop.

    Thanks for the help though, I hope this wont happen again. :)
  8. You don't even need a script for this.


    At your checkpoints, you can do a script call to save the game to a certain save file index (so the player doesn't get the prompt), and at the point where they make their decision, if they make the wrong one, a similar script call to load the saved game.


    You WILL need to at least look at the scripts to see the syntax of the script call.


    Anyway, as it seems you've got something you're happy with ...


    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.