FEATURES
A top-down shooter mini game with complex customization and setup. This plugin is not plug-and-play, it requires a lot of work to set it up and good knowledge of eventing (a basic knowledge of javascript will also help a lot).
Customization includes building your own enemies, objects, weapons, levels, bosses etc. An xls file has been included to assist in creating the script calls required to use in RPG Maker MV for each customization step.
Touch screen capability is active but limited as this is designed for keyboard/gamepad play.
Keyboard controls:
Left/Right/Up/Down keys to move
Space/Enter – fire main weapons
Shift (hold) – charge up charge weapons
Shieft (release) – fire charge weapons
Future updates include:
– A scene where player will be able to equip modules to their ship and play the mini game with their own ship layout.
– Extensive “How-To” tutorial for setting up the mini game (pending patreon support!)
– Much more!
VERSION 1.2 RPG Maker MV
Download Plugin File
Download Demo (29Mb download)
BUGS:
1:A object(enemy) whitout modules don’t spawn, create enemy whitout modules is useful to create asteroids
2:You can’t die whit collission
Thanks for the bug reports! Have updated to 0.6 and fixed those bugs
Hello,Galv ~
your Script 「MV Invader Mini Game」,not sound effect.
I need to “shoot sound”, how do?
Sorry ~
I is Taiwanese,English is poor.
Help me,Thanks ~ :)
This is a complex plugin and is for advanced users. I’m sorry I don’t have enough time to teach everyone individually. Please take the time to examine the documentation and plugin to see where you might have gone wrong.
It does not matter, I know you do not have time.
Come on, you can do it ! :)
Nice script But I have just a question
Where can I change the animation when an normal enemy is going dei?
Bug: (I think) when im playing on my mobile it work greats till the boss is coming up then all is going very slowmotion ( I don’t know its a bug or not maybe its a problem of my phone LG Leon 4g)
Sory for my bad english.
You need to change the “dieAnim” attribute for that enemy object.
The boss I made probably has too many projectiles happening at once for your phone to handle.
Updated to 0.8 – many things added including freedom of movement, charged weapons, armor and more. New demo download to show the new stuff.
Wonderful and awesome. Just wondering, why you choose RPG maker to create game like that? I think using other JS game engine like Phaser will be more easy.
So people using RPGMaker can have a mini-game like this inside their RPG game. :)
Hahaha ok ok, that’s not so “mini” I think. But it’s great man, love your works.
updated to version 1.2 with fixes that caused crash in new MV1.3 update
how much?
where i can buy it? (sorry for my bad english D: )
Please PM me at either http://www.rpgmakercentral.com/ or
http://www.rpgmakerweb.com/
I’m not very fond with scripting, but that never stopped me from trying.
That could be the first time X°D
Trying to replicate your game (to use as a basis to understand where to put things and how move them) it ALWAYS gives “Cannot read property ‘splashImage’ of undefined” and since it’s UNDEFINED I can’t actually understand where the problem is. I tried a lot of things on eventing, even deleting all parts where the word splashImage appeared, but still nothing…
It’s your mini-game, so you could perhaps understand where the problem is. I have the latest version and I changed the animation invoices in the scripts and plugin preview to use those I have. I also copy-paste every image and sound in the demo…
Please help T.T
This is a very complex plugin and for advanced users. Unfortunately I don’t have time to error trap everyone’s project for them :(
You can see where the problem is if you open the console (F8) for more error details.
I know I’m well over a year late on this, but for those of you trying to get this to work now and are receiving the ‘splashImage’ of undefined, it’s most likely because you are likely copying the common events that are used in the demo, but nowhere in the game are you creating an event that actually calls those events to actually build the modules/objects/phases/levels. Create an auto run event with a self switch at the end on your map, and then your mini-game should not have this issue.
how can i remove player’s acceleration?
Removing the player’s acceleration would mean it wouldn’t move at all.
The acceleration code you could play with is here:
Sprite_InvaderObject.prototype.setSpeeds = function() {
this.accel = Math.round(((this._obj.horzSpeed + this.maxHorzSpeedBonus) / 100) * 10) / 10;
this.vertSpeed = this._obj.vertSpeed + this.vertSpeedBonus;
this.maxHorzSpeed = (this._obj.horzSpeed + this.maxHorzSpeedBonus) * 0.5;
this.horzSpeed = this._obj.horzSpeed;
};
I haven’t included any settings to change the acceleration or momentum, though – I might one day but not soon.
hey galv how are you,2 quick things please
just wondered what the steps would be to have the mini game end and tranfer you to a cutscene or something on a map when you hit a certain score
also how would you make it that the projectiles shot by the eniemies do not take away your hp when they hit you
thank you
The first one would be done using eventing after you finish the game. The demo has examples of using the score in eventing.
Projectiles doing no damage you need to change the projectile settings to do no damage. How to set damage is in the documentation
Thanks for replying dude
I’ll have a look and get to the bottom of this
Thanks again for all your work.
Hey galv sorry again to bother you. How would I remove the score hud from the screen ? Thanks
Unfortunately if there’s no setting in the documentation then I didn’t set up the ability to remove it. Maybe one day when I have some time I will make that modification
I’d like to buy it.
Please tell me how.
Please send me a PM at https://forums.rpgmakerweb.com
How do I disable the momentum, to make the player move like the Ace version?
Unfortunately I did not include the functionality to disable the momentum. If I get enough support for an MZ version, I might go back and add that to the MV version also.
Hey Galv,
Any chance you might port this to MZ?
Cheers,
Steven
One day I would like to, but looking for more support from the community as it’s a lot of work.
I gave modified your script slightly and would like your permission to send you the changes. And secondly, I would love to collaborate with you on a designer for setting up the modules and everything. I believe RegEx is the best option to use when it comes to parsing.
Feel free to change it as much as you like for your own project. I don’t have time to collaborate with others, sorry.
Additionally if you’d like help porting this to MV, I would be more than willing to assist you.
Thanks for the offer, but no thank you.