FALLING EVENT

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I need help trying to figure out how to make my character keep going down (like he's falling) but be able to move left and right at the same time. That way he can avoid obstacles and collect items at the same time.

I'm using RM 2k3 and using a parallel process event to keep my character moving down but it wont allow me to move him left and right. I've also tried doing a Key Input process to move left and right but if I do that my character will stop moving down. Any ideas?
slash
APATHY IS FOR COWARDS
4158
Have a key input process that moves him right/down or left/down when you press left or right?
I suggest having a scrolling panorama of the map and obstacles that moves toward the hero and close him in with events up and down; this allows for MUCH better movement in rm2k/3. Then you won't have your problem at all.
author=Fallen-Griever link=topic=3967.msg79500#msg79500 date=1244628653
Parallel Process:

Input Password: v[xxxx] [b](Do Not Wait Until Key Hit!)[/b]
If v[xxxx] = (whatever the value is for left)
Move Event Hero: Left/Down.
Else
If v[xxxx] = (whatever the value is for right)
Move Event Hero: Right/Down.
Else
Move Event Hero: Down
End Case
End Case

The above will allow the hero to move down if the player presses nothing and to move left/right if the player hits the right key. RM2K/3 isn't the best for action sequences but I found this system worked okay in Sore Losers (assuming I am remembering it correctly, I don't have the code in front of me...)

As for the obstacles, just place an event in front of them that is Below Hero and On Hero Touch. Have it turn on a switch that turns on a new page in the Parallel Process event that controls hero movement. This new page should then have in it the stuff you want to happen if you crash.

Ok, so I got the movement part correct but now that I put events(obstacles) on hero touch, the events aren't even being processed. For example: I have an event that when the hero touches it, it turns on a switch which applies a second page in the Parallel process event. I have it so that the hero flashes red, but when the hero does touch it or goes over it, nothing happens. I've also tried just putting events on hero collision or hero touch that when the hero does touch it, the hero sprite flashes red, but that doesn't work either. Is there something wrong with parallel processes that wont allow other events to work?
slash
APATHY IS FOR COWARDS
4158
author=BboyHavoc link=topic=3967.msg79596#msg79596 date=1244678010
author=Fallen-Griever link=topic=3967.msg79500#msg79500 date=1244628653
Parallel Process:

Input Password: v[xxxx] [b](Do Not Wait Until Key Hit!)[/b]
If v[xxxx] = (whatever the value is for left)
Move Event Hero: Left/Down.
Else
If v[xxxx] = (whatever the value is for right)
Move Event Hero: Right/Down.
Else
Move Event Hero: Down
End Case
End Case

The above will allow the hero to move down if the player presses nothing and to move left/right if the player hits the right key. RM2K/3 isn't the best for action sequences but I found this system worked okay in Sore Losers (assuming I am remembering it correctly, I don't have the code in front of me...)

As for the obstacles, just place an event in front of them that is Below Hero and On Hero Touch. Have it turn on a switch that turns on a new page in the Parallel Process event that controls hero movement. This new page should then have in it the stuff you want to happen if you crash.

Ok, so I got the movement part correct but now that I put events(obstacles) on hero touch, the events aren't even being processed. For example: I have an event that when the hero touches it, it turns on a switch which applies a second page in the Parallel process event. I have it so that the hero flashes red, but when the hero does touch it or goes over it, nothing happens. I've also tried just putting events on hero collision or hero touch that when the hero does touch it, the hero sprite flashes red, but that doesn't work either. Is there something wrong with parallel processes that wont allow other events to work?

That shouldn't be it, parallel processes should work alongside your map events; that's why they're there... maybe something is funky with the switch. You could try having the switch call the second page of the parallel process event and then making a loop.

That being said, I really wish I could crack open Starless Umbra and look at his mine cart game code. That guy knows what he's doing, even if that mini-game is freakin' hard.
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