HERE COMES ANOTHER QUESTION!
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Yes, I know, I ask a lot of questions.
Anyway, here is my general problem. I have made a nice custom move system for a monster in my game (please note that the monster is in the world, not in the battle system). I need to make it so when the monster collides with you, a battle is initialized. Of course, I realize I could make an event where the monster simply keeps running at you, and when he touches you, a battle starts. However, I wish to keep my custom moving system, and still let the monster fight you. So, how can I do this. I need the event to run parallel process on the move page, so I can't use event touch. I tried putting in another page with event touch, but then of course, the move event is higher in page #, so it just moves, and ignores that the other page is there.
I am sure people who have done ABS games probably know how to do this, and the answer very well may be a simple one. Please, I need help if I am ever going to release a demo by the 24th.
Anyway, here is my general problem. I have made a nice custom move system for a monster in my game (please note that the monster is in the world, not in the battle system). I need to make it so when the monster collides with you, a battle is initialized. Of course, I realize I could make an event where the monster simply keeps running at you, and when he touches you, a battle starts. However, I wish to keep my custom moving system, and still let the monster fight you. So, how can I do this. I need the event to run parallel process on the move page, so I can't use event touch. I tried putting in another page with event touch, but then of course, the move event is higher in page #, so it just moves, and ignores that the other page is there.
I am sure people who have done ABS games probably know how to do this, and the answer very well may be a simple one. Please, I need help if I am ever going to release a demo by the 24th.
I'd use coordinates then. Check to see the players X and Y, then the enemies X and Y.
If the enemies X is 1 below or above the player, and the Y is 1 below or above the player. You may also need to take into account for those times when X is equal or Y is equal.
If Enemy X = Player X-1
If Enemy Y = Player Y
Then enemy is directly to the left of the player. You may also want to check if the enemy is facing right. Then do whatever you want.
If Enemy X = Player X+1
If Y values are equal
Then enemy is directly to the right of the player. Check if the enemy is facing left.
If X values are equal
If Enemy Y = Player Y-1
Then enemy is directly above the player. Check if enemy is facing down
If X values are equal
If enemy Y = Player Y+1
Then enemy is below player. Check if enemy is facing up
If the enemies X is 1 below or above the player, and the Y is 1 below or above the player. You may also need to take into account for those times when X is equal or Y is equal.
If Enemy X = Player X-1
If Enemy Y = Player Y
Then enemy is directly to the left of the player. You may also want to check if the enemy is facing right. Then do whatever you want.
If Enemy X = Player X+1
If Y values are equal
Then enemy is directly to the right of the player. Check if the enemy is facing left.
If X values are equal
If Enemy Y = Player Y-1
Then enemy is directly above the player. Check if enemy is facing down
If X values are equal
If enemy Y = Player Y+1
Then enemy is below player. Check if enemy is facing up
I will probably use the above method, but here is how my move system works:
I will have a variable for the monsters on the map (I will make a certain amount so I never have to worry about running out. At the beginning of the event, this varible is randomized between two numbers (lets say, 1 and 10) Then, if the number is, say, 5, the monster quickly dashes at the player. If the number is 4 and below, the monster will wait and stand still for a bit, and if the number is 6 or above, the monster walks randomly. I know this is a very simplistic move system, and I may make it more complex. I feel, however, that this adds a nice feel, since the monsters are not running at you all the time, but rather it feels like they notice you, and then come rushing. I may also make it so that once they start rushing, they continue to pursue.
I will have a variable for the monsters on the map (I will make a certain amount so I never have to worry about running out. At the beginning of the event, this varible is randomized between two numbers (lets say, 1 and 10) Then, if the number is, say, 5, the monster quickly dashes at the player. If the number is 4 and below, the monster will wait and stand still for a bit, and if the number is 6 or above, the monster walks randomly. I know this is a very simplistic move system, and I may make it more complex. I feel, however, that this adds a nice feel, since the monsters are not running at you all the time, but rather it feels like they notice you, and then come rushing. I may also make it so that once they start rushing, they continue to pursue.
If that method does not work, I have a possible alternative.
Make the movement event a parallel process off the monster, all regarding to the monster event, and set the monster to event touch, and tell it to start the battle.
Of course, Ocean's method should work equally well, but it's always good to have alternatives.
Also, I think the movement system you got is very nice. ;)
Make the movement event a parallel process off the monster, all regarding to the monster event, and set the monster to event touch, and tell it to start the battle.
Of course, Ocean's method should work equally well, but it's always good to have alternatives.
Also, I think the movement system you got is very nice. ;)
Thanks Quiversee. Wow, you are going to be all over the credits of my game. lol. I can't believe I did not think of this idea. Also, I am glad you like my movement system, you should give it a try, it looks quite nice.
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