RPGMakerID
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Komunitas RPG Maker Indonesia
 
IndeksIndeks  Latest imagesLatest images  PencarianPencarian  PendaftaranPendaftaran  Login  
Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.

 

 [RGSS2]Minigame Tembak2

Go down 
3 posters
PengirimMessage
hart
Senior
Senior
avatar


Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Minigame Tembak2 Empty
PostSubyek: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty2010-11-06, 12:33

Tembak2
Versi: 1.0
Tipe: Minigame


Pengenalan
Seri kedua dari seri script RGSS2 gaje ku.
Saya tau ini kurang berguna karena ada script milik orang lain(kalau ga salah tomoaky ya namanya), yang bisa bikin danmaku, jauh lebih bagus, konfigurasi jauh lebih baik, dll.
Tapi karena udah terlanjur dibuat ya sudah lah :kabur:


Fitur

  • Bisa dipanggil via event.




Cara menggunakan script

  • Seperti biasa, copy paste di script editor di atas main
  • Panggil melalui event via event script, caranya liat di scriptnya.
  • Bila anda tidak mendonlod demonya, anda perlu memasukkan beberapa gambar dan menamainya sesuai dengan yang di bagian script(atau di bagian scriptnya yg namanya diubah juga bisa).




Screenshots

besok.


Demo
http://www.mediafire.com/?2b64deku1imj0mi



Scripts

dianjurkan untuk mendonlod demonya, tapi kalau mau ya..
Code:

#===============================================================================
# * Cara Menggunakan Script
#-------------------------------------------------------------------------------
# Panggil script dari event dengan cara memilih tab advanced, script, kemudian
# masukkan kode berikut:
#
# $scene = Scene_Tembak2.new(custom, bulletspeed, movespeed, spawntime, limit, onscore)
# ket:
#  - custom = dapat diisi dengan nilai true atau false. Bila diisi dengan true,
#              game akan berjalan standard, dan argumen lain tidak perlu lagi diisi
#  - bulletspeed = kecepatan peluru. Isi dengan angka
#  - movespeed = kecepatan gerak. Isi dengan angka
#  - spawntime = waktu untuk memunculkan musuh baru. Semakin sedikit nilainya semakin cepat musuh muncul
#  - limit = target score atau waktu(dalam frame)
#  - onscore = diisi dengan nilai true atau false. Bila true, maka bila score mencapai nilai limit, anda menang
#              bila false, maka bila nilai waktu mencapai nilai limit, anda menang
#
# Script ini sangat kaku, artinya konfigurasi nya sangat sedikit dan terbatas >.<
# Konfigurasi dapat dilakukan dengan mengubah nilai2 konstanta2 di bawah ini
#===============================================================================
module Hart
  module Tembak2
#===============================================================================
# * Gameplay related configuration
#===============================================================================
PLAYER_STARTING_MOVESPEED = 3
BULLET_STARTING_MOVESPEED = 4
ENEMY_MOVESPEED = [1, 1, 1, 1]
ENEMY_SCORE = [100, 150, 200, 250]
SCORE_VARIABLE_ID = 1
HIGHSCORE_VARIABLE_ID = 2
CUSTOM_MODE_RESULT_VARIABLE_ID = 3
SHOOT_DELAY = 30
ENEMY_SHOOT_DELAY = [100, 100, 80, 0]
PLAYER_COLLISION_TOLERANCE = 0
STARTING_SPAWN_TIME = 360
LEVEL_SCORE_INTERVAL = 1000
SPAWN_TIME_INTERVAL = 40
MOVESPEED_INTERVAL = 2
BULLETSPEED_INTERVAL = 2
#===============================================================================
# * Graphics related configuration
#===============================================================================
GRAPHICS_PATH = "Graphics/Pictures/"
PLAYER_IMAGE = "player.png"
ENEMY_IMAGE = ["enemy1.png", "enemy2.png", "enemy3.png", "enemy4.png"]
PLAYER_BULLET_IMAGE = "playerbullet.png"
ENEMY_BULLET_IMAGE = "enemybullet1.png"
EXPLOSION_IMAGE = "explosion.png"
BACKGROUND_IMAGE = "background.png"
OBJECT1_IMAGE = "island1.png"
OBJECT2_IMAGE = "island2.png"
OBJECT3_IMAGE = "island3.png"

PLAYER_IMAGE_FRAMES = 3
ENEMY_IMAGE_FRAMES = 3
EXPLOSION_IMAGE_FRAMES = 6
BULLET_IMAGE_SIZE = 8
BACKGROUND_SCROLLING_SPEED = 2
#===============================================================================
# * SE related configuration
#===============================================================================
SE_PATH = "Audio/SE/"
EXPLOSION_SOUND = "explosion.wav"
#===============================================================================
  end
end

class Tembak2_Object
  attr_accessor :x
  attr_accessor :y
  attr_accessor :end
  attr_accessor :sprite
 
  def initialize
    @x = -100
    @y = -100
    @end = false
    @sprite = Sprite.new
    @sprite.x = @x
    @sprite.y = @y
  end
 
  def update
    @sprite.x = @x
    @sprite.y = @y
  end
 
  def dispose
    @sprite.dispose
  end
end

class Tembak2_Bullet < Tembak2_Object
  attr_accessor :speed
  attr_accessor :type
  attr_accessor :angle
 
  def initialize(x, y, speed, type, angle = 0)
    super()
    @x = x
    @y = y
    @speed = speed
    @type = type
    @angle = angle
    @sprite.z = 10
    if @type == 0
      @sprite.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::PLAYER_BULLET_IMAGE)
    else
      @sprite.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::ENEMY_BULLET_IMAGE)
    end   
  end
 
  def update
    super
    if @type == 0
      @y -= @speed
    else
      @y += @speed * Math.cos(@angle * 180 / 3.14)
      @x += @speed * Math.sin(@angle * 180 / 3.14)
    end
   
    @end = true if @y < 0 - @sprite.bitmap.height || @y > Graphics.height + @sprite.bitmap.height
  end
 
  def dispose
    super
  end
end

class Tembak2_Player < Tembak2_Object
  attr_accessor :speed
  attr_accessor :bulletcount
  attr_accessor :bulletspeed
 
  def initialize
    super
    @x = 240
    @y = 300
    @speed = Hart::Tembak2::PLAYER_STARTING_MOVESPEED
    @sprite.z = 100
    @frame = 0
    @frame_delay = 0
    #@bulletspeed = Hart::Tembak2::BULLET_STARTING_MOVESPEED
    @bulletcount = Hart::Tembak2::SHOOT_DELAY
 
    @bullets = []
   
    temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::PLAYER_IMAGE)
    frame_width = temp.width / Hart::Tembak2::PLAYER_IMAGE_FRAMES
    frame_height = temp.height
    @sprite.bitmap = Bitmap.new(frame_width, frame_height)
  end
 
  def update
    super
    @frame_delay += 1
    @bulletcount -= 1
    if @frame_delay >= 5
      @frame_delay = 0
      @frame = (@frame + 1) % Hart::Tembak2::PLAYER_IMAGE_FRAMES
      temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::PLAYER_IMAGE)
      frame_width = temp.width / Hart::Tembak2::PLAYER_IMAGE_FRAMES
      frame_height = temp.height
      rect = Rect.new(@frame * frame_width, 0, frame_width, frame_height)
      @sprite.bitmap.blt(0, 0, temp, rect)
    end
  end
 
  def dispose
    super
  end
end

class Tembak2_Enemy < Tembak2_Object
  attr_accessor :type
  attr_accessor :speed
  attr_accessor :bulletcount
  attr_accessor :bulletspeed
 
  def initialize(x, y, type)
    super()
    @x = x
    @y = y
    @type = type
    @speed = Hart::Tembak2::ENEMY_MOVESPEED[type]
    @sprite.z = 99
    @frame = 0
    @frame_delay = 0
    #@bulletspeed = Hart::Tembak2::BULLET_STARTING_MOVESPEED
    @bulletcount = Hart::Tembak2::ENEMY_SHOOT_DELAY[@type]
   
    @bullets = []
   
    temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::ENEMY_IMAGE[@type])
    frame_width = temp.width / Hart::Tembak2::ENEMY_IMAGE_FRAMES
    frame_height = temp.height
    @sprite.bitmap = Bitmap.new(frame_width, frame_height)
  end
 
  def update
    super
    @frame_delay += 1
    @bulletcount -= 1
    if @frame_delay >= 5
      @frame_delay = 0
      @frame = (@frame + 1) % Hart::Tembak2::ENEMY_IMAGE_FRAMES
      temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::ENEMY_IMAGE[@type])
      frame_width = temp.width / Hart::Tembak2::ENEMY_IMAGE_FRAMES
      frame_height = temp.height
      rect = Rect.new(@frame * frame_width, 0, frame_width, frame_height)
      @sprite.bitmap.blt(0, 0, temp, rect)
    end
   
    if @type == 3
      @y -= @speed
    else
      @y += @speed
    end
   
    if @type == 3
      @end = true if @y < -@sprite.bitmap.height
    else
      @end = true if @y > Graphics.height + @sprite.bitmap.height
    end
  end
 
  def dispose
    super
  end
end

class Tembak2_Background
  def initialize
    @sprite1 = Sprite.new
    @sprite1.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::BACKGROUND_IMAGE)
    @sprite1.z = 0
    @sprite1.x = 0
    @sprite1.y = 0
    @sprite2 = Sprite.new
    @sprite2.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::BACKGROUND_IMAGE)
    @sprite1.z = 0
    @sprite1.x = 0
    @sprite1.y = 0 - Graphics.height
    @scroll_speed = Hart::Tembak2::BACKGROUND_SCROLLING_SPEED
   
    @sprite_obj1 = Sprite.new
    @sprite_obj1.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::OBJECT1_IMAGE)
    @sprite_obj1.x = rand(Graphics.width - @sprite_obj1.bitmap.width)
    @sprite_obj1.y = 30
    @sprite_obj1.z = 1
    @sprite_obj2 = Sprite.new   
    @sprite_obj2.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::OBJECT2_IMAGE)
    @sprite_obj2.x = rand(Graphics.width - @sprite_obj2.bitmap.width)
    @sprite_obj2.y = 185
    @sprite_obj2.z = 1
    @sprite_obj3 = Sprite.new
    @sprite_obj3.bitmap = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::OBJECT3_IMAGE)
    @sprite_obj3.x = rand(Graphics.width - @sprite_obj3.bitmap.width)
    @sprite_obj3.y = 320
    @sprite_obj3.z = 1
  end
 
  def update
    @sprite1.y += @scroll_speed
    @sprite2.y += @scroll_speed
    if @sprite1.y >= Graphics.height || @sprite2.y >= 0
      @sprite1.y = 0
      @sprite2.y = -Graphics.height
    end
   
    @sprite_obj1.y += @scroll_speed
    if @sprite_obj1.y >= Graphics.height
      @sprite_obj1.y = -65
      @sprite_obj1.x = rand(Graphics.width - @sprite_obj1.bitmap.width)
    end
   
    @sprite_obj2.y += @scroll_speed
    if @sprite_obj2.y >= Graphics.height
      @sprite_obj2.y = -65
      @sprite_obj2.x = rand(Graphics.width - @sprite_obj2.bitmap.width)
    end
   
    @sprite_obj3.y += @scroll_speed
    if @sprite_obj3.y >= Graphics.height
      @sprite_obj3.y = -65
      @sprite_obj3.x = rand(Graphics.width - @sprite_obj3.bitmap.width)
    end
  end
 
  def dispose
    @sprite1.dispose
    @sprite2.dispose
    @sprite_obj1.dispose
    @sprite_obj2.dispose
    @sprite_obj3.dispose
  end
end

class Tembak2_Explosion
  attr_accessor :end
  def initialize(x, y)
    @sprite = Sprite.new
    temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::EXPLOSION_IMAGE)
    frame_width = temp.width / Hart::Tembak2::EXPLOSION_IMAGE_FRAMES
    frame_height = temp.height
    @sprite.bitmap = Bitmap.new(frame_width, frame_height)
    @sprite.z = 120
    @sprite.x = x
    @sprite.y = y
    @frame_delay = 0
    @frame = 0
    @end = false
  end
 
  def update
    @frame_delay += 1
    if @frame_delay >= 5
      @frame_delay = 0
      @frame += 1
      temp = Cache.load_bitmap(Hart::Tembak2::GRAPHICS_PATH, Hart::Tembak2::EXPLOSION_IMAGE)
      frame_width = temp.width / Hart::Tembak2::EXPLOSION_IMAGE_FRAMES
      frame_height = temp.height
      rect = Rect.new(@frame * frame_width, 0, frame_width, frame_height)
      @sprite.bitmap.blt(0, 0, temp, rect)
    end
    @end = true if @frame >= 5
  end
 
  def dispose
    @sprite.dispose
  end
end

class Scene_Tembak2 < Scene_Base 
  def initialize(custom = false, bullet_speed = 0, spawn_time = 0, movespeed = 0, limit = 0, on_score = false)
    @player = Tembak2_Player.new
    @enemies = []
    @bullets = []
    @explosions = []
    @background = Tembak2_Background.new
    @score = 0
    @spawn_count = 0
    @custom = custom
    if custom
      @bullet_speed = bullet_speed
      @spawn_time = spawn_time
      @limit = limit
      @on_score = on_score
      @player.speed = movespeed
      @time = 0
    else
      @bullet_speed = Hart::Tembak2::BULLET_STARTING_MOVESPEED
      @spawn_time = Hart::Tembak2::STARTING_SPAWN_TIME
      @level = 0
    end
  end
 
  def start
    super
    @spr_score = Sprite.new
    @spr_score.bitmap = Bitmap.new(Graphics.width, 32)
    @spr_score.bitmap.clear
    @spr_score.x = 0
    @spr_score.y = Graphics.height / 2
    @spr_score.z = 150
  end
 
  def terminate
    super
    @player.dispose
    @background.dispose
    @spr_score.dispose
    for enemy in @enemies
      next if enemy == nil
      enemy.dispose
    end
    for bullet in @bullets
      next if bullet == nil
      bullet.dispose
    end
    for explosion in @explosions
      next if explosion == nil
      explosion.dispose
    end
  end
 
  def update
    super
    @background.update
    @player.update
    @spr_score.bitmap.clear
    @spr_score.bitmap.draw_text(0, 0, Graphics.width, 32, "Score: " + @score.to_s)
    spawn_enemy
    update_level
    for enemy in @enemies
      next if enemy == nil
      if enemy.bulletcount <= 0
        enemy.bulletcount = Hart::Tembak2::ENEMY_SHOOT_DELAY[enemy.type]
        if enemy.type == 0
          @bullets.push(Tembak2_Bullet.new(enemy.x + enemy.sprite.bitmap.width / 2 - Hart::Tembak2::BULLET_IMAGE_SIZE, enemy.y + enemy.sprite.bitmap.height - Hart::Tembak2::BULLET_IMAGE_SIZE, @bullet_speed, (enemy.type + 1), rand(360)))
        elsif enemy.type == 1
          @bullets.push(Tembak2_Bullet.new(enemy.x + enemy.sprite.bitmap.width / 2 - Hart::Tembak2::BULLET_IMAGE_SIZE, enemy.y + enemy.sprite.bitmap.height - Hart::Tembak2::BULLET_IMAGE_SIZE, @bullet_speed, (enemy.type + 1), 210))
          @bullets.push(Tembak2_Bullet.new(enemy.x + enemy.sprite.bitmap.width / 2 - Hart::Tembak2::BULLET_IMAGE_SIZE, enemy.y + enemy.sprite.bitmap.height - Hart::Tembak2::BULLET_IMAGE_SIZE, @bullet_speed, (enemy.type + 1), -210))
        elsif enemy.type == 2
          @bullets.push(Tembak2_Bullet.new(enemy.x + enemy.sprite.bitmap.width / 2 - Hart::Tembak2::BULLET_IMAGE_SIZE, enemy.y + enemy.sprite.bitmap.height - Hart::Tembak2::BULLET_IMAGE_SIZE, @bullet_speed, (enemy.type + 1)))
        end
      end
      enemy.update if !enemy.end
      enemy.dispose if enemy.end
      enemy = nil if enemy.end
    end
    for bullet in @bullets
      next if bullet == nil
      bullet.update if !bullet.end
      bullet.dispose if bullet.end
      bullet = nil if bullet.end
    end
    for explosion in @explosions
      next if explosion == nil
      explosion.update if !explosion.end
      explosion.dispose if explosion.end
      explosion = nil if explosion.end
    end
    update_input
    check_collision
    tembak2_end if @player.end
  end
 
  def check_collision
    for bullet in @bullets
      next if bullet == nil || bullet.end
      for enemy in @enemies
        next if enemy == nil || enemy.end
        if bullet.type == 0 && collide?(bullet, enemy)
          Audio.se_play(Hart::Tembak2::SE_PATH + Hart::Tembak2::EXPLOSION_SOUND)
         
          @explosions.push(Tembak2_Explosion.new(enemy.x, enemy.y))
          @score += Hart::Tembak2::ENEMY_SCORE[enemy.type]
         
          enemy.end = true
          enemy.dispose
          bullet.end = true
          bullet.dispose
        end
      end
    end
   
    for enemy in @enemies
      next if enemy == nil || enemy.end
      if collide?(@player, enemy, true)
        Audio.se_play(Hart::Tembak2::SE_PATH + Hart::Tembak2::EXPLOSION_SOUND)
       
        @player.end = true
        @player.sprite.visible = false
      end
    end
   
    for bullet in @bullets
      next if bullet == nil || bullet.end
      if bullet.type > 0 && collide?(bullet, @player, true)
        Audio.se_play(Hart::Tembak2::SE_PATH + Hart::Tembak2::EXPLOSION_SOUND)
        @player.end = true
        @player.sprite.visible = false
      end
    end
  end
 
  def collide?(obj1, obj2, player = false)
    if player
      return obj1.x > obj2.x - obj1.sprite.bitmap.width + Hart::Tembak2::PLAYER_COLLISION_TOLERANCE && obj1.x < obj2.x + obj2.sprite.bitmap.width - Hart::Tembak2::PLAYER_COLLISION_TOLERANCE && obj1.y > obj2.y - obj1.sprite.bitmap.height + Hart::Tembak2::PLAYER_COLLISION_TOLERANCE && obj1.y < obj2.y + obj1.sprite.bitmap.height - Hart::Tembak2::PLAYER_COLLISION_TOLERANCE
    else
      return obj1.x > obj2.x - obj1.sprite.bitmap.width && obj1.x < obj2.x + obj2.sprite.bitmap.width && obj1.y > obj2.y - obj1.sprite.bitmap.height && obj1.y < obj2.y + obj1.sprite.bitmap.height
    end
  end
 
  def update_input
    if Input.press?(Input::RIGHT)
      @player.x += @player.speed if @player.x < Graphics.width - @player.sprite.bitmap.width
    end
    if Input.press?(Input::LEFT)
      @player.x -= @player.speed if @player.x > 0
    end
    if Input.press?(Input::UP)
      @player.y -= @player.speed if @player.y > 0
    end
    if Input.press?(Input::DOWN)
      @player.y += @player.speed if @player.y < Graphics.height - @player.sprite.bitmap.height
    end
    if Input.press?(Input::X)
      if @player.bulletcount <= 0
        @player.bulletcount = Hart::Tembak2::SHOOT_DELAY
        @bullets.push(Tembak2_Bullet.new(@player.x + @player.sprite.bitmap.width / 2 - 16, @player.y, @bullet_speed, 0))
      end
    end
  end
 
  def spawn_enemy
    @spawn_count += 1
    if @spawn_count >= @spawn_time
      @spawn_count = 0
      type = rand(4)
      if type == 3
        y = Graphics.height + 65
      else
        y = -65
      end
      x = rand(Graphics.width - 32)
      @enemies.push(Tembak2_Enemy.new(x, y, type))
    end
  end
 
  def update_level
    if @custom
      if @on_score
        if @score >= @limit
          @player.end = true
          $game_variables[Hart::Tembak2::CUSTOM_MODE_RESULT_VARIABLE_ID] = 1
        end
      else
        @time += 1
        if @time >= @limit
          @player.end = true
          $game_variables[Hart::Tembak2::CUSTOM_MODE_RESULT_VARIABLE_ID] = 1
        end
      end
    else
      if @score >= 8 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 8
      elsif @score >= 7 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 7
      elsif @score >= 6 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 6
      elsif @score >= 5 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 5
      elsif @score >= 4 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 4
      elsif @score >= 3 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 3
      elsif @score >= 2 * Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 2
      elsif @score >= Hart::Tembak2::LEVEL_SCORE_INTERVAL
        @level = 1
      end
     
      @bullet_speed = Hart::Tembak2::BULLET_STARTING_MOVESPEED + @level * Hart::Tembak2::BULLETSPEED_INTERVAL
      @player.speed = Hart::Tembak2::PLAYER_STARTING_MOVESPEED + @level * Hart::Tembak2::MOVESPEED_INTERVAL
      @spawn_time = Hart::Tembak2::STARTING_SPAWN_TIME + @level * Hart::Tembak2::SPAWN_TIME_INTERVAL
      @spawn_time = 5 if @spawn_time < 5
    end
  end
 
  def tembak2_end
    Graphics.wait(60)
    $game_variables[1] = @score
    $game_variables[2] = @score if @score > $game_variables[2]
    $scene = Scene_Map.new
  end
end


Credits


  • Hart, bila mau. Kalau ga mau gpp.
  • GM, bila kamu menggunakan resource2nya.




FAQ
Q: Konfigurasinya ga flexibel(sangat terbatas).
A: biarin :swt:

Q: aku nemu bug!
A: Lapor ke sini atau ke kantor polisi.

Kembali Ke Atas Go down
Yaden
Legendary
Legendary
Yaden


Level 5
Posts : 2056
Thanked : 17
Engine : RMVX
Skill : Very Beginner
Type : Artist

[RGSS2]Minigame Tembak2 Empty
PostSubyek: Re: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty2010-11-06, 12:46

wah.. katanya ga scripting lagi dd?? :o
tapi ini keren~!!
script buat minigame..
aku coba dulu ya.. :D
Kembali Ke Atas Go down
http://vixep.forumsrpg.net/
Rei_Fan49
Ex-Scripter
Rei_Fan49


Level 5
Posts : 304
Thanked : 15
Engine : Multi-Engine User
Skill : Advanced
Type : Scripter

[RGSS2]Minigame Tembak2 Empty
PostSubyek: Re: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty2010-11-06, 12:49

yaden_chandra wrote:
wah.. katanya ga scripting lagi dd?? :o
tapi ini keren~!!
script buat minigame..
aku coba dulu ya.. :D

ya commentnya nanti aja... :swt:
si hart kayanya pengen scripting kalo mau (:tos:)

oh iya..
hart, ane liat ini scriptnya sedikit panjang.. (gara2 variable おたい!)
saran ane diperpendek nama variablenya...
kaya disingkat-singkat.. tapi tetep inget..

biar gampang pake CTRL+H aja.. buat nama variable2 yang panjang ke nama yang lebih pendek...

(Replace)

COLLISION YANG CCD! tu collision kegedean bang...
Kembali Ke Atas Go down
Yaden
Legendary
Legendary
Yaden


Level 5
Posts : 2056
Thanked : 17
Engine : RMVX
Skill : Very Beginner
Type : Artist

[RGSS2]Minigame Tembak2 Empty
PostSubyek: Re: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty2010-11-06, 14:06

@fang:
aku ni ora mudeng sekrip.. :swt:
cuma tau yang P&P.. XD
biasa lah.. nambah post.. :malu:
Kembali Ke Atas Go down
http://vixep.forumsrpg.net/
hart
Senior
Senior
avatar


Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Minigame Tembak2 Empty
PostSubyek: Re: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty2010-11-06, 18:16

@om yaden: iya kk, lagi pengen mengasah kembali RGSS2 aja.
BTW, ini bukan minigame pertama yg kubikin kok, beberapa hari yg lalu juga ada https://rmid.forumotion.net/rmvx-scripts-f8/rgss2emperor-and-slave-minigame-t2678.htm :kabur:
BTW, P&P itu apa ya?

@om irfang: :tos:
Well.. saya pribadi kurang suka menyingkat-nyingkat nama variabel.. Lagipula setau saya nama variabel ga mempengaruhi kinerja program :sembah:
Ya benar, collision nya cacad =)) soalnya pake algoritma yang sangat sederhana, cuma mengecek apa posisi x dan y dari objek1 ada di antara x dan y objek 2, kalau ya, return true =))
Yah, kelemahannya kalau gambarnya 65x65 tapi gambarnya cuma terpakai 32x32 di tengah(yg lain transparan), jadinya bakal jadi tetap dianggap bercollision deh
mungkin akan saya ubah kalau ada update berikutnya, makasih :sembah:
Kembali Ke Atas Go down
Sponsored content





[RGSS2]Minigame Tembak2 Empty
PostSubyek: Re: [RGSS2]Minigame Tembak2   [RGSS2]Minigame Tembak2 Empty

Kembali Ke Atas Go down
 
[RGSS2]Minigame Tembak2
Kembali Ke Atas 
Halaman 1 dari 1
 Similar topics
-
» [RGSS2]Joe's 1 Player CMS
» [RGSS2]Emperor and Slave Minigame
» [GM Minigame] AaaaA* Chasing Minigame
» [RGSS2] Shadows
» [HELP]Tentang RGSS2

Permissions in this forum:Anda tidak dapat menjawab topik
RPGMakerID :: Scripts & Event Systems :: RMVX Scripts-
Navigasi: