Metal Gear Mini-Game Tutortial version 1.0

by Jordan Hardaway (wafflewuff2@aol.com)

This is my first tutorial, so be gentle!

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If your characters are captured, you obviously want them to escape somehow. Why not do it Metal Gear style?

Before you start, make sure you familiar with Switches, Events, Move Commands, Event Commands, and database editor

PART 1 - Setting up your switches.

One switch called "Unhidden"

One switch for each guard labeled "Guard X", X meaning the number of the Guard

One switch for each guard's line of sight "Sight X", X meaning the number of the Guard. The entire line of

sight has the exact same switch.

Note: The guard switches can be created on the fly if it will be easier for you. Then you'd know exactly how many guards can fit and what you wish to use.

PART 2 - Setting up the guard type.

First, you need to create a new monster type. Go into the Database Editor and click on the "Monsters" tab. Make a new enemy called "Guard", but make its type a warrior and edit it's attributes to however you want it.

(Note: It's realistic to also make a "boss guard". Try using Hell Knight type for that.)

Then, you go in the "Monster Party" tab, and create a new monster party called "Guard". Make it consist only of the guard you created. You can add as many as you like, but this is just for tutorial purposes. You can also choose any creature you want too. It would be better to choose one that has a corresponding walk set though.

PART 3 - Setting up the Map

With that out of the way, build your map. Make it enclosed a bit for challenge, but it is advisable to keep the corridors at least three spaces wide not including the wall. If you have already determined where you character will start, go into Event Mode:

1. Using the Map Editor in Event Mode, double click on the spot next to where you character will start, name the event "Not hidden", and set the graphic to "Invisible" (Chipset 1, top-left hand corner), Event Start Condition as "On Touch", and the position as "Below Hero".

2. In Event Commands, set it to change the "Unhidden" switch to on.

3. Copy the Event and surround the starting position with that.

PART 4 - Set up your hiding places

1. To create a hiding spot, go into Event Mode and double-click where you want you character to be able to hide. Name the event "Hidden" For the graphic, choose something you could hide in (a barrel, a crate, etc.) For the graphic, choose something you could hide in (a barrel, a crate, etc.) and make it transparent.

2. Set the Event Start Condition as "On Touch", and the position as "Below Hero".

3. In Event Commands for the hiding spot, set the "Unhidden" switch to off.

4. Surround that graphic with the "Not hidden" events.

PART 5 - Setting the soldier

1. Start by going in Event Editor after choosing a spot for the guard. Name the event as "Guard X" (with X being it's order number), and set the graphic to the "Guard" character (it's in People 3).

2. Click on Event Conditions, and set it to "Unhidden" switch ON.

3. Next, you need to double click on the area you want the guard's starting position to bring up the Event Command screen. Set the Event Start Condition to "On Touch (Hero)", and position as "Same as Hero".

4. Now, go to Movement Type and set it to "By Its Route". Click on Edit and tell it the path to take.

5. Set that action to repeat. Make sure you set it up so that nothing gets in his way.

IMPORTANT: Do not let the guard perform 180s (as in go left, and then go right; or to look up, and then down). If you do so, the Metal Gear mini-game will not work right unless you use a hellacious amount of switches. Make sure that wherever they go, there is one space between the guard and an object for the line of sight event to work. And also, make sure you have the guards LOOK IN A DIRECTION, and WAIT x 1 before walking in that direction.

6. In the Event Commands, put in a message saying something like "HEY YOU!".

7. Next, have the guard start combat with you. Set the parameters like so:

Enemy Type: Fix: Guard

Battle Background: (choose whatever fits the area)

Escape Case: Add Case

set Escape to teleport to the beginning of the area (all switches still the same), Victory to whatever you'd like, turning the corresponding guard switch ON.

Defeat Case: (You can either go to game over, or you can set it to Add Case and teleport your character to the beginning of the mini-game, turning all the switches back to what they originally were).

8. Make a new event page for the guard.

9. Make the graphic as invisible, and in the Event Conditions, have the corresponding Guard Switch checked under Switches. This will make the guard disappear after defeat.

10. Make a copy of the page triggered by the "Unhidden" switch, but uncheck the Event Conditions box.

PART 6 - Setting up the soldier's line of vision.

I set mine to "one" due to its ease of use. It can be from one to all the way across the screen if you'd like, but this tutorial is just for one.

1. In Event Mode, first thing to do is go to the guard you want to have a line of vision first. Note which way they will be facing first, and double-click there to bring up the Event Editor.

2. Set the graphic to "Invisible". Name the event "Line of Sight".

3. Click on Event Conditions, and set it to "Unhidden" switch ON.

4. Now copy the guard's movements verbatim.

5. Now here is where it gets tricky: When you do this, the line of vision will not always be in front of the guard. It will be besides it, or sometimes behind it. To fix this, do this:

Since you have the guard looking in a direction, and waiting once before moving in a direction, take that time to move the line of sight in front of it. For instance, if the guard is moving left, then looks down, set the line of vision to move down, and then right.

EXAMPLE:

Guard First Line of Vision

Left Left

Left Left

Look Down Down

Wait Right

Down Down

Look Left Left

Wait Up

Look Up Up

Wait Left

To add more to the line of sight, just copy the event and place it in front of it. The only difference is that for each extra line of sight your guard's wait time is multiplied by 3. Also, the first section (the one right in front of his you first created) now must wait per extra line of sight until the guard moves to accommodate the move of the further piece into place.

EXAMPLE:

Guard First Line of Vision Second Line of Vision

Left Left Left

Left Left Left

Look Down Down Down

Wait Right Down

Wait Wait Right

Wait Wait Right

Down Down Down

Look Left Left Left

Wait Up Left

Wait Wait Up

Wait Wait Up

Look Up Up Up

Wait Left Up

Wait Wait Left

Wait Wait Left

That adds to the challenge as a player must watch the character, and only move when they move in a direction so they know they can't be caught.

I wouldn't go beyond two, though.

6. In the Event Commands, put in a message saying something like "HEY YOU!".

7. Next, have the guard start combat with you. Set the parameters like so:

Enemy Type: Fix: Guard

Battle Background: (choose whatever fits the area)

Escape Case: Add Case

set Escape to teleport to the beginning of the area (all switches still the same), Victory to whatever you'd like, turning the corresponding guard switch ON.

Defeat Case: (You can either go to game over, or you can set it to Add Case and teleport your character to the beginning of the mini-game, turning all the switches back to what they originally were).

8. Make a new event page for the line of sight.

Make the graphic as invisible, and in the Event Conditions, have the corresponding Guard Switch checked under Switches. This will make the line of sight disappear after defeat.

TROUBLE SHOOTING:

If you run into a line of sight that isn't where it belongs, note which guard disappears after the fight. Then go back and double check. If there are any guards or hiding places that get in the way of each other, it will not work right.

EXTRA STUFF:

  Sound sensitive areas:

Treat those just like lines of sight, except you can put them anywhere on the map. Set all battles the same, except you must make a separate switch for each area, and have winning the battle turn the corresponding switches off. Make the event stand still too.

  NES styled gaming:

Old NES games many times games were never programmed to remember when you killed an enemy and how long ago. If you'd like the fallen foes to stay fallen, when you set the teleports to leave the room, remember to have it switch all switches off, then turn "Unhidden" on.

  "No Radar Hard Mode":

Did try to play the mini-game without the pages on the guards with the Event Conditions box unchecked?

Whenever you "hide", the guards disappear!

When you decide to try this, why not make some item (like…a radar) that activates another switch that lets you see the enemies? That's rather realistic while being under something, right? Don't forget you'll need a separate page for all the guards for this new switch, but you won't need it for the guards' line of sight.

"Radar Easy Mode":

Want to create a "radar" of sorts? Go into the dungeons' (or whatever chipset you're using) settings on the Terrain Editor (it's good idea at this point to make a copy of the chipset) settings under a different name. Go into "Upper Chips", find something small but easily viewable (like the small crystal in the dungeon chipset) and set it to passable (there will be an 'O' over the tile). Now, instead of using the invisible tile for the line of sight, replace it with the transparent graphic you just made passable. You can mark any or all the parts you have added in the line of sight.

  "Radar Medium Mode":

Following the same tips from above, create only one line of sight per guard, and set the line of the sight's movement to "random". Now the guards will move a certain way, but they will be looking everywhere. This would typically work only in areas with one or two corridors.

And that's it! Have fun!

Questions: wafflewuff2@aol.com

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