ABASHI76'S PROFILE

I'm new here. I'm trying to make RPG Maker games this decade. So far things have gotten a little better.

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[RMMV] Request : Moving Events Tutorial

author=pianotm
When do you want the event to pass through another event? Do through on, then. And there's no need to spend variables on that process.


When I push the event into it, from one space away. I already posted how I made the events move when I touch them. Though should I use the action button instead?

Everlasting Journey : Won't Install

I clicked on the install file. It says it installed the file in the middle of nowhere. I can't choose where to install it. When I search for it, nothing was in it. This is stupid, why would you make it impossible to install on a modern computer?

[RMMV] Request : Moving Events Tutorial

In what order should I turn "through on"? Do I do self switch when the moving
event touches it? Or do I have to use Variables?

[RMXP] Skills linked to equipment?


By the way, how do I make element rates drop below zero in order to have
them drain it?

[RMMV] Request : Moving Events Tutorial

author=Marrend
I still don't know how to make events move on other events.
It would likely mean making the moving event have the "through" property on a temporary basis. For a quick example, the Wand of Blasting I mentioned earlier sets an event's location to the player's location, then uses Move-Route to enable "through" and move that event one tile in the direction the player is facing. It then disables "through", and uses a loop of "move one tile forward" until it hits something.

What would be the best way to do that? I would also like to be able to hold events over my head when lifting them. According to many videos, it would take a lot of complex uses of variables. When an event is "through", it can't be triggered by touching and/or clicking on it.

[RMMV] Request : Moving Events Tutorial

I looked at "Conditional Branch" and I don't think that's related. I can't use it in the 'move' 'event' commands. I get what your thinking though, at least I think I do. If I used to four times, that should do the trick.

I came across a glitch. I was making jump commands for the player. For the most part I did the right thing. But sometimes its bugged and the event will make me jump backwards sometimes and forwards as it is supposed to on other times. Usually this happens when I try to go back too fast, when I wait it usually works. I don't know how to make it look like the player is drowning either. I know the splash sprites exist.

Set Movement Route : Player
Jump : 0, +2 or +3
Trigger : Action Button
Control Self Switch A : On

Set Movement Route : Player
Jump : 0, -2 or 3
Trigger : Action Button
Control Self Switch A : Off


Yes, that worked, thanks. I still have a lot to learn. I still don't know how to make events move on other events.

[RMMV] Request : Moving Events Tutorial

author=Marrend
I think I'm more than mildly confused by your response, so let me take a step backwards. How can a player throw objects in your game to begin with?

*Edit: Does MV's Conditional Branch event-command not have an option to check player facing under the "Character" drop-down box in third tab*?

*For reference purposes, this is where it can be found in Ace.

*Edit2: Like, if the option is there, the general thought in my mind is that if the player is facing right, the box would be be thrown right. So, the correlating jump would be passed a positive x value. Conversely, if the player is facing left, the value passed would be a negative x value. Up would be a negative y value, and down would be a positive value.

If it helps, recall that (0, 0) is in the upper-left corner of the map. As an object approaches this coordinate, the x/y values get smaller, and the further it moves away, they get larger.

This is what I know. You use the "set movement route" command in order to have other events move. This can be used for a lot of purposes besides moving NPCs, such as puzzles. When I :

Set Movement Route : This Event (Skip, Wait)
SE : Push (100,100,0)
Move away from Player.
Trigger : Player Touch


This makes me push the objects when I collide with them.

Set Movement Route : Player
Stepping Animation On
SE : Miss (80,90,0)
1 Step Forward
Trigger : Player Touch


Set Movement Route : Player
Stepping Animation On
SE : Fall (55,100,0)
Transfer Player : MapName (x,y)
Exit Event Processing -> (important)
Trigger : Player Touch


This makes me slide on the floor. If I wanted the player to fall down a hole while also sliding, I could also use the 2nd-line above.

What I don't know is how to make the jump command also do the move away from player command at the same time (this is only done in the set movement route). When I try that, either the even moves first and jumps second, or vice versa. Another thing I havn't learned yet is how to have my player lift an event and have it appear above it's head.

author=Edit: Does MV's Conditional Branch event-command not have an option to check player facing under the "Character" drop-down box in third tab*?

Can you show me? I wouldn't know, but I think MV is in every way a better system (not including RTP).



[RMXP] Skills linked to equipment?

He means he wants to use techniques like in Final Fantasy 7 right?

[RMMV] Request : Moving Events Tutorial

author=Marrend
I don't know if this would help, or if this is a thing you've tried already. However, with the Wand of Blasting (first featured here), I had to make a check to see which direction the character was facing before setting the position of the bullet, and setting the move-route. Thus, my suggestion is to have a check on player facing, and execute a jump command based on said facing.

I was actually wanting to learn how to through events on the map, in the direction I am facing.

Click here

Click Here

Those are two tutorial videos on Youtube. All the videos about this subject went too fast.

Let's work on your game descriptions!

For me the description is not the problem. It's hard for me to come up with a story that makes sense, rather than being completely random.