Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
FatYogi

how do i make items/events shine

Question

dunno if im putting this in the right spot or not but...

helpplz.png

 

i hate asking for help with problems, i usally figure them out on my own

but meh, i like looking to learn new things.

 

a few days ago i picked up "RE shooting system" and having a good time making

cute bears shoot cute monsters...

bearcute.png

yes, thats how i spend my time.

 

but i noticed items/weapons dont shine in the game at all.

Whats Resident Evil with out shining items?

 

(also if anyone just wants ashine) Animation and sprite

 

itemshine.png

Shine2.png

 

so i wanted to know if you can have an animation looping over an event thats set to Key Action

thats not set to parallel process

 

i fail with events and tried on my own but the animation only plays when you talk to the item

 

the event is

 

event1.png

 

adding my own crappy eventing

 

commonevent3.png

 

and finally

 

event2.png

 

and still i suck and wanted to know how to get this working, or if its even possible to do?

 

teach me my wrong doings and show me the light :I

yeah i went there...

 

Thank you, Grazie.

Edited by FatYogi

Share this post


Link to post
Share on other sites

3 answers to this question

Recommended Posts

  • 0

The reason why its like that is because of the fact that the common event call is in the event with the action button. *Pounds Head* lets see I'm assuming you want the shine there until the player picks up the weapon.The only way I'm seeing this happening is by setting two separate events on the map with the weapon. The first event being the weapon itself with what u have besides the call common event. The second Event being blank and then using the animation u have on a parallel process (idk y u dont want to use this it's about the only was ur going to get it to work.) In the second event set the animation and it should loop just make sure in your first event to add a switch for when the player picks it up and then when that switch comes on, have the animation stop playing.

 

~Hope this helps.

Share this post


Link to post
Share on other sites
  • 0

I would make a switch that is always on and use that to activate the common event. The problem your having is 2 things. 1 your using show battle animation, 2 your having the event call the common event that will only make it shine when they activate the event. Keep the common event that makes it shine and just make it already activated by an always on switch. Remove the call event on the weapon event.

 

That should fix your porblem.

 

EDIT: Use dragons way with the events on the map using parallel process instead. Its way better than my way lol.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...