
Setting up a custom ‘miss’ animation would be a good alternative, but no matter what you decide it should end with a break loop command so that a new target can appear.

If the variables don’t match, then our player missed the target and we can flash the screen red and play a ‘woosh’ SE.

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The most powerful editor yet, Ace supports multiple tilesets, offers full control over autoshadow and has a very flexible features system. With that all done, we can break the loop and the whole process can repeat. RPG Maker VX Ace is the latest and greatest engine in the RPG Maker series, improving on every aspect of creating your very own epic adventure. Target = $gameMap.event($gameVariables.value(1)) $gameTemp.requestAnimation(, 2) Then we can set the target to match the target’s event by using the position variable (this is why we set the variable to choose a number that matched the target event IDs) and the animationID to whatever animation we want, leading us to a script call that looks like this: While we could use conditional branches to make sure the animation plays on the right target event, a shorter method is to use the script call: $gameTemp.requestAnimation(, animationID). If they match, that means our player hit the right button and whacked the target so we can flash the screen green and play an animation on the target before we increase our player’s score by 1.

Inside a conditional branch that checks if our player choice variable is more than 1 (it will be 0 if no button is pressed), we can compare the player choice variable with the target’s position variable. Under those button-checking branches we can set up what happens if our player hits a button. We’ll need a conditional branch for each button direction, for a total of 4 conditional branches in that section.
