Invader Mini Game


A simple shooter mini game that can be played within Ace with a script call.

The game is designed to be simple. Enemies are random, they shoot random lazors at you. Powerups are random. Slowly during the course of the game the enemies spawn faster and faster until eventually the player will be overrun completely and die. A set time through the game, a reset powerup will spawn. If the player manages to get it, they get another chance at more points as it sets the spawn speed back to the start.

Variables are used for current score and high score which you can use in your game to give your player bonuses for doing well or not.
You’ll need the demo for all the graphics (but feel free to create your own)

NOTE: This is intended to be simple for now. Please don’t ask for add-ons or improvements. I might improve it later but for now, it is what it is.

Get it here >

37 thoughts on “Invader Mini Game

  1. Sanggameboy says:

    Amazing. I love your scripts :D

  2. BahamutZERO says:

    I’ve been tinkering around with this mini game for a couple of weeks, and and I’ll definitely be using this in my non-commercial project. It’s like an old arcarde shooter on crack.

    There need to be more mini games like this :D

  3. Melissa says:

    is there a way to change the game music?

  4. Sebangu says:

    Really great script. Congrats ! Sadly, I tried to use a PP Common Event with Var1 and SceneManager.goto(Scene_Map) in order to close the game immediatly when a certain score is reached but it doesn’t work… Any idea ? =/

  5. Sinner says:

    Would there be a way to add power-ups or enemies? Or make the different power-ups do different damages?

  6. Sinner says:

    Oh ok, thats for the quick reply. Do you have any tips on where to start?

    • Galv says:

      There are lots of scripting tutorials out there. Google is a good place to start :) Sorry I don’t have time to do these changes or anything more

  7. How do you give bonuses for getting a certain score or higher?
    Any kind of bonus. Exp, gold, items, anything at all?

    • Galv says:

      You can use the score variable in a conditional branch and use eventing to add your bonuses.

      • Akane says:

        I have troubles about how to implement rewards via eventing.

        1. What variable do I have to put in the conditional branch?
        SCORE_VAR, HIGH_SCORE_VAR or $game_variables[Galv_SI::SCORE_VAR],….and how do I set the target score? for example HIGH_SCORE_VAR >= 200?

        2.Do i need to set a local variable (see 000X variable = HIGH_SCORE_VAR) before the script call and then use it in the conditional branch?

        I tried all the combinations with no effect.
        Thank you for all and thank you for all your excellent scripts!!

      • Galv says:

        SCORE_VAR is the number of the variable the script stores the last game’s score in. So if it’s 10, then you would use conditional branch with variable 10 to get the score.

        The HIGH_SCORE_VAR is the number of the variable that keeps the highest score reached in the current game. It only changes if someone beats it.

        Other than that – learning about using variables is something you could ask in forums :)

  8. Zeus says:

    Hi Galv
    I get a
    script line:67 Syntax error unexpexted tINDENTIFIER expecting keyword_end
    PLAYER_SHIELDS = 10 # Hits player can take before game over

    this a ver 1.2

    but when i use 1.1 everyhing is fine
    what could be the problem??

    • Galv says:

      Sounds like the script isn’t copying properly, you missed copying part of the script or your browser is creating weird characters (Some people seem to have that problem that I cannot duplicate…)

  9. Jimmy says:

    Can I make a system that when you hit a certain score,you can earn a prize? I’m don’t know yet how to use the scripts properly…

  10. Darth_Tacit says:

    How difficult would it be to switch it from “vertical” shooter to “horizontal” shooter? Not asking you to do that, just asking how difficult it would be for a novice at scripting.

    • Galv says:

      Not difficult so much as time consuming changing all the hard coded values and checks

      • Darth_Tacit says:

        Thanks for the quick reply.
        Got it working, just changed most of the “x” and “y”s and switched around some “widths” and “heights.” One small question maybe you can help me with, tried googling but probably not doing the correct statement. Is there a script call to change certain settings within the Invaders script, such as changing the Player Shields or the backdrops?

      • Galv says:

        Sorry, no I didn’t set that up and don’t have time to do requests I am afraid.

      • Darth_Tacit says:

        All good. I have it working almost perfectly going horizontal and shooting horizontal. Only small issues are being able to go “outside” of the screen a bit at the bottom, and the … laser upgrade seems to simply make you stop shooting until you grab the blue orb lasers. I’ll get em worked out later, but just wanted to say your scripts are awesome, and for others, not impossible to adapt! Having fun with the duel and shard scripts too!

  11. John says:

    Hey man, is there any quick way to get rid of the ending screen?
    So it just closes the minigame upon death without offering the option to retry?

  12. Victoria says:

    Without any knowledge on how it’s written (I haven’t checked yet and I’m pressured on time at the moment), would it be possible to add it as bonus on Title Screen after you’ve finished the main story? Y’don’t have to explain anything, just give a simple yes or no and I’ll look into it.

  13. Valnorth1001 says:

    Sooo…. Where’s the demo? I want the graphics thanks!

  14. bleachbummer says:

    Hey, I’m looking through the script to try and find out how to shut off the X key from closing the game if possible. Can you help or should I just ask on the VX Ace forums? Sorry, but I am so use to X being Bomb in Touhou that I’ve had times I’ve pressed X on instinct and ended up exiting the Mini game when I didn’t want to. XD

  15. Is there a way to add an image between the “backdrop” and the scores, as a sort of HUD? I’d assume I would type up a few lines of extra code to add on to it, but how would that go? (I’m not a huge Ruby Coder)

  16. Cerveau says:

    Are the projectiles allowed to be fired while in $game_map by a $game_player or an event; outside the other words?

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