5/27/2023 0 Comments Ready maker tutorial![]() ![]() ![]() ![]() Now, the methods we’ve looked at above work great, but only for single things since they can’t easily track trophies that require multiple things, such as a trophy for catching 5 butterflies that fly around maps or trophies for getting high scores in a fishing minigame. Storing Multiple Achievements in 1 Variable Then we just need to playtest and make sure our trophy appears properly when our players receive the item. We’re only making one here, but you’ll need a different item for each collectible that has its own trophy. In this case, let’s make a magic book and make sure to set its Item Type to ‘Hidden Item A’ so that it won’t appear in the inventory. We could use switches for this again, but if we make these into actual items then we can use them in other situations, such as having an NPC want to see a certain collectible and our players having to choose the right one with the Select Item event command to receive a reward.įirst, we’ll need our collectibles. But it can be a bit annoying as a player to have a bunch of collectibles that don’t do anything cluttering up our inventory, so why don’t we turn these collectibles into trophies? Realizing that there are things like hidden bobble heads throughout the world can make our players want to explore more, which may help them stumble into a side quest or dungeon that they normally would have missed. Giving trophies only for completing story beats works, but it’s always nice when our players can feel like they’ve really discovered a secret like hidden collectibles. Maybe if our players befriend a party member (tracked with a variable) and reach the middle of the game (tracked with a switch) then they’ll unlock a special trophy. If we used variables to track the plot points we could also use those to have certain trophies appear, or combine them with switches for specific rewards. Alternatively, we could make a sprite that is just a question mark or stand without a trophy to show there could be something there in the future. Since I want our players to know that there will be a trophy there in the future, we can set the first page to have a question mark balloon appear with the script call $gameTemp.requestBalloon($gameMap.event(this.eventId()), 2) in the page’s move route. ![]() Winning the card game turns a specific switch On, which we can use to turn on the second page of our trophy event. When your players defeat a boss or clear a specific point in the game, then they get a shiny trophy that appears in their trophy room.įor example, let’s have a trophy appear when our hero wins a card game that they have to play to advance the main plot. One of the simplest ways to add trophies is to tie some to game progression. Trophies based on Game Progression (Switches) While the examples we’ll be working with here will only have simple messages and sprites as their rewards, keep in mind that you can add whatever extras you want to your own game’s trophies. The trophy room could also be the party’s base, making their rooms update and change as the player finishes more of the game. Besides giving our players a place to actually see all their achievements pile up, a trophy room could have extra rewards like special items or let our players replay minigames. ![]()
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