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Feb 29 2012, 04:42 AM
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#241
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
That's really REALLY hard to explain how to do, it involves a lot of highly complex eventing. I really can't give a tutorial on that. Your options are
1) Script request (probably the simplest) 2) I can attempt to event this for you, though I'll need your project, and a couple days (the more you need done, the longer it'll take me) -------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Feb 29 2012, 09:55 AM
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#242
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is it morning already ._. ![]() Type: Undisclosed Alignment: Unaligned |
My bad, accidently posted to soon.
Still working This post has been edited by Necromus: Feb 29 2012, 10:23 AM |
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Feb 29 2012, 03:57 PM
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#243
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
So your suggestion is to just make a script for it?
-------------------- Rember to be true to yourself. If you want part in any of my games, tell me how you want to help. Anything is exceptible. No matter how bright things seem, they cast shadows elsewhere I support: Spoiler: |
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Feb 29 2012, 11:55 PM
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#244
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
Probably easiest, it's possible to event but I wouldn't recommend it but to a few really good eventers
-------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Mar 1 2012, 02:06 AM
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#245
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![]() ![]() Type: Artist Alignment: True Neutral |
@Tsaku:
Try this thread. I think it should do what you're describing. @kingsofrpg: Please stop discouraging people. The whole point of this thread is to talk about and tackle more complex events or event systems. The solutions aren't always easy or simple to implement, and that's kind of the point. If you can't explain how to do something, don't post - especially not just to say that it's hard to explain. And while it's kind of you to offer to event things for people, it defeats the purpose of this thread. This thread is meant to help people learn how to solve situations they may encounter by themselves and not to recruit someone to do it for them. If you are having trouble explaining how to do something in words, it's perfectly acceptable to make a demo or post screenshots of the event. You don't need the other person's project for that. |
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Mar 1 2012, 02:11 AM
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#246
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
Well creating a universal system not knowing what the motion paths are is hard to explain to people who aren't too experienced with complex eventing. I'll have to do it in a video if I make a tutorial (which I actually plan on doing) but I can't do that right now. I wasn't trying to discourage him, I was trying to advise him down the route that SHOULD be the quickest and easiest for him
-------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Mar 1 2012, 02:33 AM
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#247
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![]() ![]() Type: Artist Alignment: True Neutral |
Sure, the quickest and easiest route is to have someone else do it, but that's no way to learn or get better at anything.
You don't need to know what specific paths the moving platforms will take. The demo / screenshot / explanation should be general. It will be up to Tsaku to make the specific paths, as long as he understands how the event is set up. Same case for anyone else that comes into the thread with a similar question. It will be up to them to figure out the best application in their project. |
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Mar 1 2012, 04:49 AM
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#248
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is it morning already ._. ![]() Type: Undisclosed Alignment: Unaligned |
NOTE
Just thought about that quick now, i didnt really have time to test it, so all i can say is, it MIGHT WORK But yeah really, it probably should work the way u want. If u can understand what i'm babbling here, then try it and if there are problems just ask. NOTE Platform Event - Below Player, Event Touch Change Switch "move_with_platform" ON Set Move Route Player Platform Movement Event 1st Page - Autorun CODE Set Variable Hole_start_X to 10 Set Variable Hole_start_Y to 10 Set Variable Hole_width to 14 Set Variable Hole_height to 13 Change Self Switch : Self Switch A ON Event 2nd Page - runs only with Self Switch A ON - parallel process CODE Set Variable Player_X to Player : X Position Set Variable Player_Y to Player : Y Position Set Variable Platform_X to Platform : X Position Set Variable Platform_Y to Platform : Y Position If Player_X => Hole_start_X If Player_Y => Hole_start_Y If Player_X <= Hole_width If Player_Y <= Hole_height If switch "move_with_platform" is on If Player_X > Platform_X Set Move Route Player Through ON Direction Fix ON Step Left Through OFF Direction Fix OFF End If Player_Y > Platform_Y Set Move Route Player Through ON Direction Fix ON Step up Through OFF Direction Fix OFF End If Player_X < Platform_X Set Move Route Player Through ON Direction Fix ON Step Right Through OFF Direction Fix OFF End If Player_Y < Platform_Y Set Move Route Player Through ON Direction Fix ON Step Down Through OFF Direction Fix OFF End If Button : Up is pressed Set Variable Player_Y to Player : Y Position If Player_Y > Hole_start_Y Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Down is pressed Set Variable Player_Y to Player : Y Position If Player_Y < Hole_height Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Left is pressed Set Variable Player_X to Player : X Position If Player_X > Hole_start_X Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Right is pressed Set Variable Player_X to Player : X Position If Player_X < Hole_width Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End Wait 1 Else Call Common Event "drop down" End End End End End Common "Event drop down" - no start condition, just runs with a call CODE Show Bubble Animation : Sweat, on Player Wait 40 frames Set Move Route Player Opacity 200 Wait 5 Opacity 150 Wait 5 Opacity 100 Wait 5 Opacity 50 Wait 5 Direction Fix ON Through ON Step Down Through OFF Direction Fix OFF Opacity 0 Fade Out Screen Teleport Player: remain Direction Set Move Route Player Opacity 255 Chaneg Switch "move_with_platform" OFF Fade In Screen So basicly u have a certain space of "nothing" - a hole basicly, where u can fall into. I would do it like that: U need to know the coordinates of the hole's start and end. Imma just asume u want to to do a rectangle shaped hole, else it gets a lot more complicated. U put your Player's coordinates in variables Player_X and Player_Y for example and set them to the players position with the set variable command. Now u need to compare the Player's position with the hole's coordinates. So lets say the hole would be 4 x 3 tiles big and starts at 10, 10 on your map ( u can see that in the editor, hope u know what i mean). So we need more variables for that hole, to set the upper left corner of it. Hole_start_X Hole_start_Y In our case, both would be 10. Then we need Hole_width and Hole_height The hole is 4 x 3 tiles big, so we need to add 4 to Hole_start_X to get Hole_width and 3 to Hole_start_Y to get Hole_height. Hole_start_X =10 Hole_start_Y = 10 Hole_width = 14 Hole_height =13 So now u need to check that with a conditional branch, actually more than one, u need 4. CODE If Player_X => Hole_start_X Inside the last branch u put what u want to happen, cause aslong all those are true, the Player has stepped right into the boundaries of the hole.If Player_Y => Hole_start_Y If Player_X <= Hole_width If Player_Y <= Hole_height End End End End All of that should happen inside a parallel process event. So we have to things that should happen: 1) Player drops down 2) Player moves with platform I'd say we want the drop down to happen normally and the moving with a switch. So lets do the platform. It should be -below Player -on Event touch Simple set movement route to travel along the border of the hole (just for this expamle) So lets say u place the platform in the top left corner of the hole, so the route would be: down down right right right up up left left left Now when u step on the platform, a switch gets activated, lets name it "move_with_platform" So now we need our parallel event again, just with another branch about that switch. CODE If Player_X => Hole_start_X Now for "drop down", u could do what i did for something similar.If Player_Y => Hole_start_Y If Player_X <= Hole_width If Player_Y <= Hole_height If switch "move_with_platform" is on "Move with platform" Else "drop down" End End End End End Use a common event for that, with no trigger, just on call. Name it "drop down" I used the "sweat" bubble on the hero, gradually lowered the opacity of the player and then one step down. So basicly : Sweat Bubble Wait 40 (so the bubble is shown fully, just seems to look better, atleast for me) ----movement----- opacity down to 200 wait 5 down to 150 wait 5 down to 100 wait 5 down to 50 wait 5 Direction fix ON (looks better, u need to imagine he falls straight in to the direction he stepped after all, not towards the screen in any case) Through ON Move down <- the player (might need Through ON here if u are directly above solid ground, else u get stuck in the wall, so just use it in case) Through OFF Direction fix OFF ----movement----- The teleport the player where u want to, and set the Opacity back to 255 Looks pretty nice imo, however its just an example. For "move with platform" we need to move the player along with the platform (evented) and to check if he is on solid ground or should drop after you move the player(by yourself, not through the event). CODE If Player_X > Platform_X Set Move Route Player Direction Fix ON Through ON Step Left Direction Fix OFF Through OFF End If Player_Y > Platform_Y Set Move Route Player Through ON Direction Fix ON Step up Direction Fix OFF Through OFF End If Player_X < Platform_X Set Move Route Player Through ON Direction Fix ON Step Right Direction Fix OFF Through OFF End If Player_Y < Platform_Y Set Move Route Player Through ON Direction Fix ON Step Down Direction Fix OFF Through OFF End Whenever the platform is to the left of the player, he moves left, if its towards the right, he moves right and so on. Through might not be needed here but im not sure, can't hurt anyways. Direction Fix so u keep the facing in which u stepped on the platform, looks kinda weird otherwise imo. Now we need to check if moved on your own and if u are on solid ground or need to drop. CODE If Button : Up is pressed Set Variable Player_Y to Player : Y Position If Player_Y > Hole_start_Y Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Down is pressed Set Variable Player_Y to Player : Y Position If Player_Y < Hole_height Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Left is pressed Set Variable Player_X to Player : X Position If Player_X > Hole_start_X Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End If Button : Right is pressed Set Variable Player_X to Player : X Position If Player_X < Hole_width Call Common Event "drop down" Else Change Switch "move_with_platform" OFF End End Whenever u press a directional key, it checks if you're still inside the hole area or not. If u are, we call the Common Event to make u drop, else we change the switch to move with the platform off, so u move normal again. This post has been edited by Necromus: Mar 1 2012, 10:11 AM |
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Mar 1 2012, 02:16 PM
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#249
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
@Lunarea Thank you for showing the tutorial thread, but I nw realize I was a bit unclear. I need a platform system where I can move freely on the platform, and walk from one platform to another, and if I walk off too soon, I fall in the pit.
-------------------- Rember to be true to yourself. If you want part in any of my games, tell me how you want to help. Anything is exceptible. No matter how bright things seem, they cast shadows elsewhere I support: Spoiler: |
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Mar 2 2012, 02:11 AM
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#250
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
Can the platform be 1x1? So you can't move around on the platform but are free to move from platform to platform
-------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Mar 2 2012, 04:32 AM
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#251
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is it morning already ._. ![]() Type: Undisclosed Alignment: Unaligned |
Can the platform be 1x1? So you can't move around on the platform but are free to move from platform to platform Didn't sound like it. If that would be the case u could simply use what i described above and simply add a position check for additional platforms. Tho i think my stuff would also work with a bigger platform where u can move around, just would need to do some changes. So Tasku, think about the ->exact<- scenario u want, the realization wouldn't really be a problem i'd say. |
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Mar 2 2012, 02:27 PM
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#252
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
If you look at this page, starting at four minutes in, I want my system to be like this, except I want all of the platform to already be there.
This post has been edited by Tsaku: Mar 2 2012, 02:29 PM -------------------- Rember to be true to yourself. If you want part in any of my games, tell me how you want to help. Anything is exceptible. No matter how bright things seem, they cast shadows elsewhere I support: Spoiler: |
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Mar 2 2012, 02:36 PM
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#253
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Dutchman ![]() Type: Coder Alignment: Chaotic Good |
You can do that with one tile sized platforms. just do what necromus said.
-------------------- Y can't we event our own lives ლ(ಠ益ಠლ
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Mar 4 2012, 08:35 PM
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#254
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
If you want to do it with a 3x3 platform, you'll have to record the platform and your location x and y as variables. Then subtract your variable x - platform variable x and check if the product is greater than or equal to negative one, and less than or equal to positive one. Repeat the process for Y axis. This will check if you're "on" the platform, or at least within a tile of the center. However, you can only have this process running once you've stepped on the platform and off solid ground. That's where the process gets tricky. You'll need a separate switch for every platform ON THE MAP (not every platform in the game) Under all the above conditions true (the event should be on parallel process btw) you'll need to put in a condition for if (for example) switch [Platform 1] is on, and if it IS turn all other platform switches off and exit event processing. Under the ELSE condition, turn the switch on. Now under the else conditions for the conditional branches for the X and Y variable conditions, wait 60 frames (to wait for other platforms to check if you're on top of them instead) then you'll have to do a condition for if the switch is on. If it is, do the falling events where you fall into the gap. If it isn't, exit event processing.
If you do the same for all the different platforms, I THINK this process should work. However it won't be able to check if you simply walk into the gap off solid ground -------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Mar 6 2012, 01:29 PM
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#255
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is it morning already ._. ![]() Type: Undisclosed Alignment: Unaligned |
So what's the status on the platform issue now Tsaku, tried something?
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Mar 6 2012, 02:30 PM
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#256
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
If you want to do it with a 3x3 platform, you'll have to record the platform and your location x and y as variables. Then subtract your variable x - platform variable x and check if the product is greater than or equal to negative one, and less than or equal to positive one. Repeat the process for Y axis. This will check if you're "on" the platform, or at least within a tile of the center. However, you can only have this process running once you've stepped on the platform and off solid ground. That's where the process gets tricky. You'll need a separate switch for every platform ON THE MAP (not every platform in the game) Under all the above conditions true (the event should be on parallel process btw) you'll need to put in a condition for if (for example) switch [Platform 1] is on, and if it IS turn all other platform switches off and exit event processing. Under the ELSE condition, turn the switch on. Now under the else conditions for the conditional branches for the X and Y variable conditions, wait 60 frames (to wait for other platforms to check if you're on top of them instead) then you'll have to do a condition for if the switch is on. If it is, do the falling events where you fall into the gap. If it isn't, exit event processing. If you do the same for all the different platforms, I THINK this process should work. However it won't be able to check if you simply walk into the gap off solid ground Okay, I have been taking care of my sick son the last couple of days, and now I can try this. It sounds good, and I will post on here yay or nay if it works. Also, regarding this(However it won't be able to check if you simply walk into the gap off solid ground), I can EASILY set that as a separate event, as it will be the easiest event system my game will have. So, whether or not this works, thank you. Okay, I am a little stuck. I will be attaching pictures here so you can see what I have so far. This post has been edited by Tsaku: Mar 6 2012, 03:00 PM
Attached File(s)
screen_1.jpg ( 173.58K )
Number of downloads: 7
screen_2.jpg ( 173.94K )
Number of downloads: 9
screen_3.jpg ( 158.04K )
Number of downloads: 4-------------------- Rember to be true to yourself. If you want part in any of my games, tell me how you want to help. Anything is exceptible. No matter how bright things seem, they cast shadows elsewhere I support: Spoiler: |
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Mar 6 2012, 10:45 PM
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#257
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is it morning already ._. ![]() Type: Undisclosed Alignment: Unaligned |
The problem here isn't really how to check if your on the platform, or whereever, it's how to actually create a 3x3 moving platform
If u do that with 9 single events, then they will move awkward, they wont move as a whole. Like, the "back" 3 tiles of the platform will have issues with their movement, so they will will wait till the events infront of them have moved out of the way, basicly tearing the platform apart. |
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Mar 6 2012, 10:56 PM
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#258
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
Sorry if I forgot to mention this, or perhaps it was overlooked.
After you set the character's x and platform's x (and also Y of course) you have to subtract the character's x or platform's x from the other (I know it's odd, but it doesn't matter what the operand is. The newly affected variable is what we'll be working with from now on, I'll just refer to it as our primary variable) now check if the primary variable is greater than -1 or equal to it, and less than/equal to 1. This will check if your X coordinate is within 1 tile of the center of the platform, or the platform is within 1 of your character, depending on the operand. Repeat this for Y, and you will be able to check if you're within 1 tile of the center of the platform VERTICALLY speaking. It seems you achieved this for the most part, however this needs to all be done in one event, so it keeps the variables the same while you're affecting them/using conditional branches with them. Another error I just realized is you won't follow the platform automatically, you'll have to walk in the same direction it's going or you'll slide off... Considering you can't make a character move a certain direction AND allow the player to move him freely. I can event this for you (it'll be pretty tricky, but I think it can be done) but it won't run too smoothly -------------------- Variable/Game_Interpreter Fix
Spoiler: Event systems/Tutorials Spoiler: Waterfall Fade "It's not impossible to event until I say it is" Need help with a complex event system? Or just a basic eventing system? Or do you just have a good idea for an eventing tutorial you haven't seen yet? PM me the details and I'd be glad to create a system |
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Oct 22 2012, 12:42 AM
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#259
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![]() ![]() Type: Coder Alignment: True Neutral |
Hello. i hopt this is in correct topic.
i would like to know is it possible to eventing Score Board? i was fascinated by this video SNail Bob Score Board i would like to learn how to do this. please teach me. i got a bit Photoshop skills. |
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| Lo-Fi Version | Time is now: 26th May 2013 - 12:54 AM |
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