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Apr 13 2012, 08:39 PM
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#1
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![]() Type: Undisclosed |
I set up a sort of carnival in my game. One of the attractions is a sort of archery contest: The player at the left, target at the right, obstacles between. I'm trying to set it up to have progressive levels.
Basically, I set it up like this: At the leftmost side of the area, there's a bow. In front of that is an "arrow" event, with no graphic (so it can't be seen). Triggering the bow (action button) activates a switch that runs the 2nd page of the 'arrow' event, which renders it visible (custom arrow graphic) and sets its move route to Move Right 20 times, as the first level sets the target about that far away. In addition, I wanted the "camera" to follow the arrow, so I set up a Scroll Map event to coincide with the arrow's activation. This took a while to get right as setting the arrow's route via the "autonomous movement" options or just with a singular Move Right set to repeat caused the scrolling to move faster than the arrow no matter what speed was set. (If not for that, I could manage this all easily...But since each individual move has to be accounted for, it gets tedious) Anyway, the issue I'm having is progression. I want each successive "level" of this contest to place the target farther away, so I need the arrow to move farther. Is there some way I can have it tack on extra Move commands (about 20 per level) automatically with each level, instead of manually editing the event in every level (there's about 10-20)? |
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Apr 14 2012, 02:24 PM
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#2
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![]() Chancellor of the Capellan Confederation. ![]() Type: Writer Alignment: Chaotic Neutral |
It shouldn't be too hard to use variables, and just add the extra Move commands manually. Of course, your targets will need to be Events rather then Objects if you only want to see one target at a time. Don't forget to reset those variables back to zero when the player leaves or finishes the minigame if you want it to start from the beginning each time they play.
-------------------- OmniMech Bumper Sticker: Some Assembly Required
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Apr 14 2012, 04:16 PM
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#3
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![]() ![]() Type: Undisclosed Alignment: Chaotic Neutral |
Yup, variables are the key.
I guess a compact way to achieve what you want is combining the use of variables and loops. Here are my thoughts on the thing: (spoiler tags in case you want to try before looking at my solution) Spoiler: This post has been edited by Onkei69: Apr 14 2012, 04:24 PM -------------------- |
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Apr 14 2012, 09:13 PM
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#4
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![]() Type: Undisclosed |
Thanks. I'll try that out later today when I've got some time set aside.
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| Lo-Fi Version | Time is now: 25th May 2013 - 02:01 PM |
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