[RMVX ACE] BOULDERS KEEP MOVING
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I am working on new puzzle game, that is in my locker currently.
It has boulders that player can push but
these keep rolling away from player even
after player moves away from these.
How I fix it?
It has boulders that player can push but
these keep rolling away from player even
after player moves away from these.
How I fix it?
Set to player touch.
If four ways, set four conditional branches:
If player facing this direction,
move event; that direction.
In the move event, make sure the repeat action box is not ticked. Make sure the skip action if cannot move box IS ticked.
If four ways, set four conditional branches:
If player facing this direction,
move event; that direction.
In the move event, make sure the repeat action box is not ticked. Make sure the skip action if cannot move box IS ticked.
You don't need to do the four conditional branches. Instead, have it move once away from player.

Easy, breezy, beautiful~

Easy, breezy, beautiful~
Cover girl....
Also to spruce it up you could add sound effects. As long as its not super grating or annoying it should be fine. The SE volume adjuster is particularly handy for this.
Also to spruce it up you could add sound effects. As long as its not super grating or annoying it should be fine. The SE volume adjuster is particularly handy for this.
@Liberty
Pianotm's method is better.
Move away from player can cause issues if you push the boulder into an object.
It might move left or right (you should try play testing it and you'll see.)
Also there's no need to make the boulder wait, I prefer being able to push the boulder constantly. But skip is necessary in case the boulder cannot move.
Edit:
There's a script for a whole bunch of fun things like pushing boulders called the FA interactive system.
http://www.rpgmakercentral.com/topic/6540-fa-interactive-system-v-20-tools/
author=kory_toombs
Move away from player can cause issues if you push the boulder into an object.
I presume that's why the "skip if cannot move" option is being used in Liberty's screenshot.
*Edit: My personal approach would be on player touch, though.
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