SCRIPT NEEDED: UP AND DOWN IS DOWN AND DOWN (RMVX)
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So for Estopolus ROS Part 2 (Part 1 to be released on November 3rd) I have this riddle I tried to solve with events, but failed. So i figure: A script has to be done. I use RMVX.
The riddle is simple:
Push a switch. You can push it up or down. If you push it up, all platforms that are down move up, but all platforms that are already up move down (3 tiles each).
If you push it down, all up platforms move down. Nothing else happens when you push down. And that's the whole trick.
As I have said, I tried solving this with events, but realized I run into several problems. Designation of up and down. What is up and what is down anyway? How would an event know if t is up or down? Also, since the events move over a non-walkable tile, I have to set them on THROUGH, however then they wont stop on level geometry. So many problems. So i think, a script could help here.
Thank you in advance :)
mfg
Spike
The riddle is simple:
Push a switch. You can push it up or down. If you push it up, all platforms that are down move up, but all platforms that are already up move down (3 tiles each).
If you push it down, all up platforms move down. Nothing else happens when you push down. And that's the whole trick.
As I have said, I tried solving this with events, but realized I run into several problems. Designation of up and down. What is up and what is down anyway? How would an event know if t is up or down? Also, since the events move over a non-walkable tile, I have to set them on THROUGH, however then they wont stop on level geometry. So many problems. So i think, a script could help here.
Thank you in advance :)
mfg
Spike
Maybe make this tile walkable and in every place player would be able to walk on it, do invisible, blocking events? Then it is easier. Alternatively you could check direction in which event is facing and save it to some variable.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This has nothing to do with scripts, all you need is one switch for each platform, designating whether it's up or down...
i tried that. exactly that. but the result was not what it was supposed to. they move up and down but not in a controled manner. i can mvoe them up to far or down to far, sometimes they dont move down when they are suppsed to because they are already up and so forth. but if you have a solution to this by switches, im all for it^^
Seems to me that each switch would be represented by a... switch? The "up" position would be "TRUE"/"ENABLED" whereas the down position would be "FALSE"/"DISABLED".
That's my take on it, anyway.
*Edit: Though, checking the "up/down" position of switches in a certain radius (I think that's what you want do to?) would require a bit of eventing finesse.
That's my take on it, anyway.
*Edit: Though, checking the "up/down" position of switches in a certain radius (I think that's what you want do to?) would require a bit of eventing finesse.
i want down blocks to not move further down once they reached the down position. same for the up position. but i cant figure out how to tell them that they are up now and should not be moving anymore, only down if requested. with the asymetrical moving of up/down down i have a riddle planned. cant get it to work :(
The way I would do it: Each platform has a switch for up/down and so does the in game physical switch. When you flip the switch, if you are turning it to up, check what each platform is on and change it, if you set it to down, set every switch to down?
But once you pull it down once wouldn't every platform be in the 'down' position?
Don't physically move each platform either. Have a block for the 'up position' which is visible and can be stepped on when it is set to up, and invisible when down. The bottom block should be the opposite.
Or am I missing something?
But once you pull it down once wouldn't every platform be in the 'down' position?
Don't physically move each platform either. Have a block for the 'up position' which is visible and can be stepped on when it is set to up, and invisible when down. The bottom block should be the opposite.
Or am I missing something?
i need them to visibly move. also, thats pretty much what i did. does not work as intended though...
there is one switch that should move all the platforms. there should be only two positions: up and down. the movement should be three tiles and the platforms should know if they are up or down. if they are already down and i press down, they should not move, only the upper ones should move. the end result would be all platforms being down.
if i press up, the down ones should go up while the up ones should go down. so the up switch has more to do than the down switch.
if i press up, the down ones should go up while the up ones should go down. so the up switch has more to do than the down switch.
does setting coordinates still exist in VX? that's how you'd determine if a platform is up or down. have a parallel process that sets the coordiantes of the event and a branch that checks if it's 5(up) or 1(down). just example numbers.
or you could have a switch for each platform. true means its up, false means its down. if the platform is going to move a branch checks if the switch says it's up. if it's up, then have code to move it down. in the else branch, have code to move it up.
if there is a problem with passability, try this. the platforms, when you can walk on them, are events. have 2 copies of the platform, one for where it will be in the up position and one for the down position. only 1 will be showing at a time.
when you hit a switch it shows a picture, identical to the platform, on top of the platform and the event platform is turned off. then you move the picture down, or up, to its new position. once there, make visible the event platform of the new position and erase the picture. so basically the events dont move, just turn on/off. the picture emulates the movement.
or you could have a switch for each platform. true means its up, false means its down. if the platform is going to move a branch checks if the switch says it's up. if it's up, then have code to move it down. in the else branch, have code to move it up.
if there is a problem with passability, try this. the platforms, when you can walk on them, are events. have 2 copies of the platform, one for where it will be in the up position and one for the down position. only 1 will be showing at a time.
when you hit a switch it shows a picture, identical to the platform, on top of the platform and the event platform is turned off. then you move the picture down, or up, to its new position. once there, make visible the event platform of the new position and erase the picture. so basically the events dont move, just turn on/off. the picture emulates the movement.
Having one switch is is silly, go with the coord check or the multi switch method. The game needs to know what position each platform is in if they can be in different ones.
i have multiple switches. i mean i have one switch as switch for the character to step on.
and no to coordiante check on VX
and no to coordiante check on VX
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's hard to say what's going on without seeing it. There's no reason why it shouldn't work unless you did it wrong. Post screenshots of your events, and someone can tell you what you're doing wrong.
of course i did it wrong. i dont think like that. i am an artist i have no clue how this stuff works^^
help is appreciated :)

help is appreciated :)
If there is only one platform that moves, this should work. If there are multiple ones, I would think that each platform would be represented by a switch, and each switch would need to be checked against a CONDITIONAL BRANCH that looks at the the value of the switches on each platform.
Or something like that? I dunno. I get the sensation that there's more to this whole idea than meets the eye.
Or something like that? I dunno. I get the sensation that there's more to this whole idea than meets the eye.
there usually is^^ i have a few more platforms though. tehy all share the same event, i just copied the sprites over^^
Let me get this straight. You want the platform to move up and down, but in the case of a wall or something, to not move past that point, yes?
You could use a region for this. Use two variables - one X and one Y - to check what region the platform is on. If it is on the region you specify, then disable the move event (in conditional branches). This way you only have to put down the specific region in the spot where you want them to stop moving.
You could use a region for this. Use two variables - one X and one Y - to check what region the platform is on. If it is on the region you specify, then disable the move event (in conditional branches). This way you only have to put down the specific region in the spot where you want them to stop moving.
maybe the riddle solution will help:
switch down, move all up platforms down.
switch up, move all down platforms up.
if you would change the order, this would happen:
switch up: move all down platforms up and all up platforms down.
switch down: move all up platforms down
switch up, move all down platfroms up
works aswell, but adds an additional step noboody needs.
the platforms all ahve a different moving pattern, so no regions. some platforms move seven tiles, otehrs just three, others move five and so forth. the trick is the placement on the map.
switch down, move all up platforms down.
switch up, move all down platforms up.
if you would change the order, this would happen:
switch up: move all down platforms up and all up platforms down.
switch down: move all up platforms down
switch up, move all down platfroms up
works aswell, but adds an additional step noboody needs.
the platforms all ahve a different moving pattern, so no regions. some platforms move seven tiles, otehrs just three, others move five and so forth. the trick is the placement on the map.
















