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it doesn't tell me which are the buttons to shoot and jump apart it doesn't jump well in the first phase.

Hi, all the controls are written on the game page. There's also a signpost at the start of the first level that details them.

Gonna post them here again just in case:

Controls:

On Foot:

Enter: To open chests and read notes on the wall. Face the player character towards them first.

Arrow keys: Walk and turn in the chosen direction.

Dash: Hold Shift while walking (if Always Dash is turned On, holding Shift will make you walk slowly instead)

Jump: Q (Jumps in the direction the character is facing, Right, Left, Up or Down. Jumps 3 tiles if facing left or right, 2 tiles if facing up or down)

Long Jump: Hold Shift + Q (Like jump, 4 tiles left or right, 3 tiles up or down)

Shoot: W (Shoots in the direction the character is facing, Right, Left, Up or Down. Can also be performed while jumping or falling)

Combat commands:

All nonboss enemies only have 1 HP, so damage does not matter. The game uses the active time progress battle variant, so quick reactions are needed to minimize HP loss.

Snipe: Hits 1 enemy, minimal chance to miss.

Full-Auto: Hits 4 random enemies, but 50% chance to miss.

Item: You can use a First Aid Kit to heal

Motorbike:

Change lanes with the Up and Down arrow keys.

Press Q to jump forward to avoid enemies and obstacles.

Press W to shoot.

Random notes:

Opening chests restores 10 HP and gives you 100 Score.

Shooting an enemy gives you 50 Score.

Winning a turn-based battle against an enemy awards you 25 Score for each enemy in the troop.

At the end of each level, you gain 2 Score for each point of HP you have.

If you lose all your HP, you also lose 500 Score.

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Super creative use of MZ, nicely done! Good writing too, some funny cheesy one-liners like the clown's 'A Diamont in the rough' lol.

I've been trying to use MV to make more action/arcade-style things happen, and your game showcases some cool possibilities. 

Would you be willing to explain at a high level how you did the bullet eventing? Is the bullet an event that spawns next to him depending on the direction he's facing, then moves across the map at high speed until it touches an enemy event?

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Hi, thanks for playing my game :D This was the first game I ever made, for a week long game jam where plugins were banned and we were limited to only RTP assets and minor self-edits of RTP. Maybe you could give it a rating? I'd appreciate it :D

As for how this works, I wrote a post detailing it in this thread: https://forums.rpgmakerweb.com/index.php?threads/luke-daimont-absolute-mayhem.12... , so check it out if you want. The only thing that's changed in the latest version is that instead of a dedicated parallel event for the projectile hit detection for all the enemy events (and thus the necessity of adding a conditional branch for each and every enemy event, which took hours), each enemy is instead a parallel event that constantly compares its position to the position of the projectile event. Doing it that way is more CPU intensive, but much faster. Currently trying to figure out a better way. If you have more questions, feel free to ask. :)

Btw, if you like more action/arcade games made in RPG Maker, you should probably check out my other games. Especially End of Winter might be of interest to you :)

Oh, nice, your forum post is exactly what I was looking for. Thanks for taking the time to offer such a detailed explanation! I haven't really been using Region IDs for much, never noticed that Get Location Info can fetch that and throw it in a variable. That will be a useful function.

My only question is regarding how you defined the map boundaries for the projectile event. How did you configure it to know when to teleport back to it's starting position when it never intersected an enemy?  Maybe that used Region IDs marking the map edges too...

I'll add End of Winter to my queue.

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The ranged attack ability is a Parallel Common Event that teleports the projectile event to the proper tile based on the player character's direction, sets a move route for it and once the move route is finished, it teleports the projectile event back to its default place outside the playable map.

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Sure, thank you. You described that in clear detail in your helpful forum post, I was wondering specifically how you defined when the projectile should stop (ie how it knows where the edge of the map is) when it *doesn't* hit any enemies.  Or asked another way, how you set the moveroute to always carry the bullet offscreen before it resets.

It sounds like this may be handled via the moveroute set before it takes off, but that would pose the same question: how does it know how many steps to take? I thought maybe it was based on screensize, but I noticed I hit some offscreen enemies in the lab level (based on the explosions). Then I thought maybe it's as simple as you configuring the route to be long enough to cover the length/width of the screen plus some buffer to account for movement after the shot, so the player never sees it disappear when it teleports back to it's ready position.

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The set event position command that teleports the projectile event back to its starting position is after the move route and I checked something that has the event wait before the move route finishes before it goes to the next event command. And yeah, you are right, it takes like 14 steps or so (default screen size would take 8 steps to reach the edge) so that it gives the illusion that it travels the whole way. I only implemented actual map boundaries in End of Winter. :D