DQ WALL BUMPING (SHORT TOPIC ALERT)

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LouisCyphre
can't make a bad game if you don't finish any games
4523
I've noticed that in a lot of Dragon Quest clone we've seen lately, walls will "bump" when you run in to them, as in DQ games. This, while a nice touch, results in "bump" being played when you hit the confirm key. While I may be stating the obvious here, I have a solution to this:

<>Branch if Event Started with Action Key
<>
: Else Handler
<>Play Sound: Bump
<>
This might not be all that useful or relevant, but I figured in case, say, Dragon Fantasy III is in the works or something, he might use this.

This also allows events like portraits or event people to "bump" when you walk into them, and then spout dialogue when you actually speak to them.

Hope it helps.
So you'd put that in all of the thousands of Bump! events?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Precisely. It's a pain, but it's basically the same copy-paste job as a traditional bump! event.
Dang. At first I thought you found a clever way to add a Bump sound effect every time a player runs into something, globally.
LouisCyphre
can't make a bad game if you don't finish any games
4523
If I was that epic with 2k3, we'd all know. :-\
Oh ho ho! Awesome. This'll be a great little thing for the other project Im working on! Thanks, Chaos! 8)
Craze
why would i heal when i could equip a morningstar
15170
You could check to see whenever the player presses an arrow key, and if they didn't move then playing the 'bump' sound.
Chaos your method would be a complete pain in the ass! Also, I'm sure too many events would slow down the game.
What Craze said would be the best way to check for a 'bump'.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Play Dragon Fantasy II, and then look at the maps, and then come back here.

Besides, Touched By Hero events don't cause lag!
It does cause load times. I had a map once with about 800 events (for an incredibly stupid reason, I think it was having bridges that the player could walk over/under and I hadn't thought of changing the tileset then) and teleporting onto that map took a moment back in the day (P3 500MHz days?) Nowadays I doubt it'll actually be a problem though. (Craze's solution is still better though, it's one event, changes take no effort and making it isn't tedious as hell)
LouisCyphre
can't make a bad game if you don't finish any games
4523
I was under the impression that checking for keys took a few frames, which could cause, say, hitting a wall, walking away, and then hearing "bump!" in the middle of a grassy field or something.

EDIT: Why does GRS have all the best avatars?
Actually decided to test this so I'm not 'well I think' and you're absolutely right CP. Here's what I tried:

Default hero walk speed

Loop
Get Hero X/Y
Get Input (no wait, read Dir-Keys)
If InputVar != 0
Wait 0.2s
InputVar = 0
Get New Hero X/Y
If Old Hero X/Y == New Hero X/Y
Play Sound
Wait 0.0s
EndLoop


Everything else I tried would give misfires (not long enough wait) or huge delays (wait for player input) and even this has a small delay attached to it (setting the 0.2s wait to 0.1s causes misfires). Personally I'd find it an acceptable compromise between dropping a million collision events and having the collision sounds occur at the right time but opinions will vary
LouisCyphre
can't make a bad game if you don't finish any games
4523
Maybe a good compromise would be multiple smaller maps stitched together with instant map transitions, but that can cause other issues.

Either way, it's going to be a pain in the ass, but I guess it'd be the quickest for the player.
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