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> Can't figure out how to do this.
Xios
post Apr 15 2012, 12:53 AM
Post #1



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I need a character to carry an object as part of a puzzle. The carried object should be held in front of him whichever way he's facing. I can't figure out how to make it do that. I tried a lot of convoluted screwing around with switches, variables, etcetera. Can't make it work.
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Virus 9
post Apr 15 2012, 01:10 AM
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Try Sprite of him caring a object...You need to give a better detail...sorry.


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Xios
post Apr 15 2012, 04:35 AM
Post #3



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QUOTE (RPG_Lover @ Apr 14 2012, 08:10 PM) *
Try Sprite of him caring a object...You need to give a better detail...sorry.


Not much detail to give. When he 'picks up' the object (it's an event with a barrel graphic, the pickup is triggered by the action button), I need it to change its location as needed so it will be in front of him wherever he faces. A sprite carrying it won't work for the puzzle I'm trying to do, it has to remain a separate object in the world. So whichever direction he faces while holding it, its location needs to change to occupy the tile in front of him. Picture "v" and "^" as the character, with the point being his face. The "o" is the barrel.

>o

o<

o
^

v
o

This post has been edited by Xios: Apr 15 2012, 04:37 AM
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Mustaklaki
post Apr 15 2012, 02:29 PM
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Make the action button to pick up the barrel activate a switch. Then have the switch turn on a whole plethora of events on every tile on the floor (that switch being their requirements). When the player touches the tiles (Same as character. Check "Through"[so player can walk through]) a barrel will spawn on the event you're facing (Since it's leverage is same as character, and it's on player touch) and have it spawn an image of a barrel (Event image thingaloo). Make a new event page, and have that event page be Below Player and Player touch. Have the image a nothing. So, when a character literally steps ON the tile, the image of the barrel will turn off, and the tile in front of him will show an image, etc. etc.

The second event page also needs the same switch requirement as the first page.

I mean it's a really ghetto way to do it but it would probably work. I've never done it before, I'm just using my knowledge of how things work. Maybe I should try it, that would be cool.

Make sure to copy and paste every barrel event though to save on tons of time. Using a minimum amount of tiles would be faster too.

Thing is, your sprite won't be carrying a barrel, it will just appear in front of him every time.

This post has been edited by Mustaklaki: Apr 15 2012, 02:32 PM


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ShinGamix
post Apr 15 2012, 02:40 PM
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...now loading...
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@Mustaklaki Any way you would make a demo of that?


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Mustaklaki
post Apr 15 2012, 02:42 PM
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Scrap that idea, I tried it.

I'll try making a demo for it if I can figure it out


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Mustaklaki
post Apr 15 2012, 04:01 PM
Post #7



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Here's your demo

Be warned though, there are a ton of restrictions, that might just make the developer look sloppy or lazy. I listed them all in a autorun event

Demo


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Xios
post Apr 17 2012, 06:03 AM
Post #8



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QUOTE (Mustaklaki @ Apr 15 2012, 11:01 AM) *
Here's your demo

Be warned though, there are a ton of restrictions, that might just make the developer look sloppy or lazy. I listed them all in a autorun event

Demo



Thanks for the help. Didn't work well at all but it got me to the train of thought I needed to figure it out. laugh.gif Turns out it was simpler than everything I was trying. What I ended up doing was this:


- Create two variables for the player's coordinates (one for X coordinate, one for Y).

- Create four conditional branches ("if [direction] is pressed"] for the four directions available to the player. Note: The first branch is run by default, the other three are run by the "Else" branch of the previous condition.

- For each condition, have the event re-check the variables (resulting in constant updating of the player's coordinates) then add or subtract 1 from the necessary coordinate. ("Up" subtracts from Y, "Left" subtracts from X, etcetera).

- Set the event location to the new coordinates.

- Check the "Through" box, otherwise the event object will remain solid and block the player's movement.

- Set the event to "Parallel Process"; This is just for convenience in the demo. For the actual project, I'll probably be setting it up to function via buttons and switches.


It still needs a bit of refining but the basic need is met. There's a tiny delay between the player moving and the event relocating that I would rather not have but it's no big issue. Anyway, here's the result:

http://www.gamefront.com/files/21572178/BarrelTiles.exe


Oh, and you can disregard the old guy NPC. I was testing some other things. Something I noticed messing with events for the old guy is the "if [x] button is being pressed" condition doesn't seem to work. Even if you hold the necessary button down, it will only run the commands in the "Else" branch.

This post has been edited by Xios: Apr 17 2012, 06:11 AM
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