TURNING TILES?

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Marrend
Guardian of the Description Thread
21806
With the multi-event movement, try having it so that only the last move-route of the objects you're trying to move has the "wait until move is completed" (or whatever it's called) checkbox enabled. So, for an example, with the first couple of lines

Conditional Branch: Player is Facing Down
  @>Set Move Route: [3Tile](Wait)
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: [4Tile](Wait)
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: This event(Wait)
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: [2Tile](Wait)
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF

becomes...
Conditional Branch: Player is Facing Down
  @>Set Move Route: [3Tile]
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: [4Tile]
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: This event
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
  @>Set Move Route: [2Tile](Wait)
  :               : $>Through ON
  :               : $>Move Down
  :               : $>Through OFF
I removed the wait part for all of them. Now they look like they move together. :-)

I'll see if I could combine the two events together so that they won't bump each other...
After some more testing, it seems that the 2x2 block has an error. When a part of it is blocked and the rest isn't, the unblocked section still moves, changing its shape (for example, the NE tile is blocked and you pushed the entire thing up, the NE will stay still, but the NW and SW block will move up.
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