Rpg maker vx ace undertale tileset
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What are your plans to handle player movement during this Bullet Hell segment? Do you plan to use the default tile-based movement or do you require the player to glide in full 8-direction motion?Ĩ. Do you want to make a top/down shooter segment separate from the rest of the game, or do you want to incorporate "lots of damaging projectiles" somewhere in a normal RPG framework?ħ. What is the actual reward / incentive for doing well?Ħ. What do you want to actually happen if the player gets hit by a bullet? Total game over or just losing HP?ĥ. Is the Bullet Hell actually meant to be part of serious fights?Ĥ. Is the Bullet Hell just a mini-game you want to make?ģ. What kind of combat are you thinking of attaching this to?Ģ. I also doubt that I am the only one here that hasn't played it, so it would be really great if you could actually describe in more detail what you are actually looking for.ġ. I've heard of Undertale but know absolutely nothing about it. Granted, I've not tested one to see if this is feasible, but this is a simple Hate The issue is in applying these checks to all the projectiles a bit time-consuming, especially if all these bullet hells have their unique patterns. abs distance of x and y is less than a certain value. You then make sure that the x and y can't go past a certain range, which makes your border box. You should also be able to have that picture's x and y change when you press the direction keys. Considering Undertale is a bullet hell, here's an old topic about it:Īnyway, I've been considering an Undertale-ish minigame of some sort since I have a button-masher and random-button common events.First, you got to figure out how to make a picture, and that should also help you get its x and y. The closest I've seen on VX Ace was more of a simple event. You might be able to search it easily on Youtube. Lots and lots of Events that are ideally handled by a single Common Event that only triggers when called to reduce resource/frame-rate strain.Īs of the moment, SmnRandomDude (or similar) recreated the Undertale battle system on RPG Maker MV. A Real-Time/Action-Based Combat script 3. A pixel-based, 8 directional movement script 2. I can see a system like this absolutely requiring 1. There's even a mechanic called "grazing" where a bullet passes through the player's character sprite but does not touch their actual hit-box so they do not lose a life, in fact they usually get bonus points to encourage risky plays. This is because the bullets each need to be a decent size to actually be fully visible and dodged, but then it becomes literally impossible to dodge in many cases. I don't what what Undertale does, but in normal Bullet Hell games the player's hit-box is much, much smaller than their character model. If you are using a Real-Time Battle System using the sprites on the map as battlers then you could use this type of attack for a boss.but I'd be very careful since some of those Real-Time/Action-Based scripts can cause frame-rate issues if you put too many things on screen, like much more so than normal since you are running lots of calculations on the map that the engine was not designed to be running. If you are using any kind of Turn-Based Combat System, then I have no idea how you plan to let the player move during the Boss' attack phase without utterly breaking things. The other issue is that I have no idea what kind of combat system you are attempting this with.
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12-20 bullets could probably work but I would hardly call that "Bullet Hell". 100-200 bullets like Touhou can make beautiful and elaborate patterns but I highly do not recommend that for this engine. This of course depends on how many bullets you want at once. It seems to be made more for lower graphical intensity. RPG Maker, in my experience, is not super-optimized for lots of Events that all need graphical power to be rendered and computational power to move. While I could easily create the patterns of "bullets" that basically fill the screen and move in easily predicted paths through the basic Eventing system, I'm fairly certain that filling the screen with Events this way would probably crash the game or at least slow the frame-rate to a crawl. I do play Touhou, so I can at least try and make a comparison to that as far as "Bullet Hell" goes. Could you describe what the game does for these segments? Well, I've never played Undertale so I don't really know what you are talking about.