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Kiriashi

Stone moving event help

Question

Ok so I answered a question so now I'm going to ask 1 or 2. :P First and formost: I am working on a dungeon for my game, and in a certain room I have a big stone that I can move around with conditional branches (it actually worked :lol: ) and I want my character to push it into a hole, and when that happenes It sets of an event with a switch. So what I want to know is how do I get the rock to triger sed event(I can get it into the hole, but all I know how to do is make so when the charactar goes into the hole the switch activates.. How can I get this stupid rock to work??

 

My second question is not so important, but help will be appreciated. I just played around with the name imput thing and I wanna know how to make a Show Text Event in which some guy says: "So, (WhatYourNameIs), What can I get for you?" In other words I wanna know if there is a text code where I can call the player's name.

 

Thanks!!

 

 

Help me!! I tried it Arkbennett but I either messed up or it didn't work. Could you please..PLEASE make some screens of what the variables look like and the event page??

 

Thanks again

 

~Kiriashi~

Edited by Kiriashi

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Uh, for question one.

If you can get the rock in the hole, then you wanna use a conditional branch and some variables.

In the event layer of the map click on the hole once. Jot down the the coordinates, in this example we'll make it 13, 16.

 

Now, in some event or another, set as a parallel process. Set up two variables. One marking down the rock events X and the other marking down it's Y. Underneath those two commands make a conditional branch.

Set it to variable storing the rocks X coordinate and make it equal to 13. No else case.

Inside that conditional branch do the same with the Y variable but make it equal to 16. Inside that conditional branch turn the switch on. Presto.

 

I hope this isn't TOO confusing. But it's late and I have to go to bed, so I had to rush this into a 5 minute tutorial. I hope you understand, if not say so and I'll elaborate more (Provided someone else hasn't before me).

 

And to answer your second questions, I have it in depth in my Eventing Tutorial Chapter one. But basically your going to use the \c[x] command in a message box, the x matchs the number in the actor database.

Example:

 

\n[1]:

"Leon gives me kinky spankings at night."

 

Would look like this in-game.

 

Aluxes:

"Leon gives me kinky spankings at night."

 

Hope I helped

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I was wondering how you do that boulder event. I had to give up on that idea for a while and make it where if the boulder touches you, it explodes (since it's really a bomb) and makes it a game over.

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I was wondering how you do that boulder event. I had to give up on that idea for a while and make it where if the boulder touches you, it explodes (since it's really a bomb) and makes it a game over.

You would make the event an event touch and when the event touches the player make it where it shows an animation on the player(Boom) then use the gameover event.

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That's what I did, but with a little extra. When the boulder/bomb touches you, it shows the small explosion animation on itself. While it's showing the animation, change the graphics of the bomb to nothing (since it exploded, why should it still be there right?) Do the same "no graphics" thing for the character that the bomb touched. Then you can do 2 things..... One is to put in a wait command for a few frames (until the animation is done) then put in the game over command, or what I did was put in a messege saying "Game Over." then put in the game over command.

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Uh, for question one.

If you can get the rock in the hole, then you wanna use a conditional branch and some variables.

In the event layer of the map click on the hole once. Jot down the the coordinates, in this example we'll make it 13, 16.

 

Now, in some event or another, set as a parallel process. Set up two variables. One marking down the rock events X and the other marking down it's Y. Underneath those two commands make a conditional branch.

Set it to variable storing the rocks X coordinate and make it equal to 13. No else case.

Inside that conditional branch do the same with the Y variable but make it equal to 16. Inside that conditional branch turn the switch on. Presto.

 

I hope this isn't TOO confusing. But it's late and I have to go to bed, so I had to rush this into a 5 minute tutorial. I hope you understand, if not say so and I'll elaborate more (Provided someone else hasn't before me).

 

And to answer your second questions, I have it in depth in my Eventing Tutorial Chapter one. But basically your going to use the \c[x] command in a message box, the x matchs the number in the actor database.

Example:

 

\c[1]:

"Leon gives me kinky spankings at night."

 

Would look like this in-game.

 

 

 

Hope I helped

 

 

 

Thanks a lot! I will try this when I get back from school! I have not used variables in RMXP yet, so this does look a little confusing, but I'll try hard. I've actually come a long way in just 11 days! As for the name thing I'm sure that works and doesn't look hard at all. I've done the same things with colors, thanks!

 

~Kiriashi~

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Thanks a lot! I will try this when I get back from school! I have not used variables in RMXP yet, so this does look a little confusing, but I'll try hard. I've actually come a long way in just 11 days! As for the name thing I'm sure that works and doesn't look hard at all. I've done the same things with colors, thanks!

 

~Kiriashi~

Its eaiser than it looks

 

I don't want to sound rude, but isn't \c[x] for changing the color of the text and \n[x] for the name of the actor?

Yes it should be like that good catch

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I don't want to sound rude, but isn't \c[x] for changing the color of the text and \n[x] for the name of the actor?

 

lol. Fail. Yeah, it's \n[x]. Tired last night.

Good job on the catch.

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I'm going to try to variable-atise my stone puzzle, I'll let you know how it goes!

 

A=Hole B=Stone

 

 

 

:( !! I can't get it to work! Here is my event page, is it corect?

 

Edited by Kiriashi

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I'm going to try to variable-atise my stone puzzle, I'll let you know how it goes!

 

A=Hole B=Stone

 

 

 

:( !! I can't get it to work! Here is my event page, is it corect?

 

 

Solved! Thankyou Arkbennett for helping out! BTW, your "move away from player" thing didn't work, so I had to make a long conditional brach of branches of whether or not and which direction the player is facing, and according to that: where the boulder goes; but it probably didn't work because I was being stupid! THANK YOU!

 

*puts "Arkbennett is awesome" in siggy

 

P.S How do you delete a thread? Can you?

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lol. Fail. Yeah, it's \n[x]. Tired last night.

Good job on the catch.

 

It's ok, we all make a typo or two when we're tired (I know I do)

 

Solved! Thankyou Arkbennett for helping out! BTW, your "move away from player" thing didn't work, so I had to make a long conditional brach of branches of whether or not and which direction the player is facing, and according to that: where the boulder goes; but it probably didn't work because I was being stupid! THANK YOU!

 

*puts "Arkbennett is awesome" in siggy

 

P.S How do you delete a thread? Can you?

 

So how did you get the event to work, I can't get it to?

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How strange, the "Move Away" is the move event commmand. Strange.

 

 

How do you delete a thread? Can you?

That's up to the Admin, you shouldn't though. Good reference for others in the same situation.

 

So how did you get the event to work, I can't get it to?

Need I send you the demo too?

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Solved! Thankyou Arkbennett for helping out! BTW, your "move away from player" thing didn't work, so I had to make a long conditional brach of branches of whether or not and which direction the player is facing, and according to that: where the boulder goes; but it probably didn't work because I was being stupid! THANK YOU!

 

*puts "Arkbennett is awesome" in siggy

 

P.S How do you delete a thread? Can you?

Yes, you can not delete a thread, that is only moderators or admins. We won't delete this thread because as Ark mentioned in a few posts up, maybe someone else will have this same problem. This could help them.

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Yes please, I must have messed up somewhere.

 

He made a game/demo thing for the puzzle! I got it to work by doing this:

 

 

conditional brach-if player is facing Left:

play SE,

move this event left

 

Else:

conditional brach-if player is facing Right:

play SE,

move this event right

 

Else:

conditional brach-if player is facing Up:

play SE,

move this event up

 

Else:

conditional brach-if player is facing Down:

play SE,

move this event down!

 

It might seem a little more confusing but I had to do it because the move away from player wouldn't work; for me anyways.

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