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Party New 2.PNG

wow... epic layout... this makes my system seem puny and rather rubbish...

FW10_GoblinTownGrushnuk.PNG

oops, soz, double clicked post and double posted by mistake :O

FW10_GoblinTownGrushnuk.PNG

comment=28733
Yeah, the island is floating in the air. It's slowly crumbling away, so the sky shows through.


Wow, at first I thought it was reflective water (which is awesome and original), but now I love it even more (more original)!

FW10_GoblinTownGrushnuk.PNG

comment=28733
Yeah, the island is floating in the air. It's slowly crumbling away, so the sky shows through.


Wow, at first I thought it was reflective water (which is awesome and original), but now I love it even more (more original)!

door.png

hahaha, lol, god, classy. best idea for dialogue ever... i'll never see a locked door the same way again

Help with event issues, please?

Using LockeZ's method, sort of, I have done it :D

I created the Parallel event he mentioned (to make Player X & Y variables)

Then on Player Touch the events that need to change switch to another Event page on Parallel Process that waits for the variables to Not Equal the X & Y of the event in question.
When the Player is not equal to the given X or Y value the Event switcehs to its impassable state.

Thanks guys

Help with event issues, please?

post=152761
Why do they need to become impassable after being stepped on?


The tiles are passable when you step on them, but when you walk off they become spikes and are impassible. They are sometimes clustered together, so
post=152749
Only option I can think of right now is to activate a switch when you walk on the tile, surround the tile with events (or wherever the player can walk), set them to trigger another switch on player touch if the switch on the tile you want changed is activated
will not work, unfortuanately.

I might try LockeZ method, but that would take up an awful amount of Switches on some levels, as they play a major role in the puzzles.

Also, apart from spikes, there are rotating tiles that only rotate if you step on them and off again, so every time you walk off of them they rotate (change tile).

Is there a Script that waits for the Player to stop touching the event before continuing the event's commands?

Level Ideas

the demo will be up as soon as i sort out the annoying bug - i need the event to switch after i move off of it, but at the moment is switches on player touch, meaning you cant move after stepping on the event

Help with event issues, please?

I am making a game where I have changing 'tiles'. The events I have set change from a passable tile to an impassable tile on Player Touch, but this makes it impossible to move after touching that event (and there are a lot of these events, as they are part of the puzzles).

The issue I have is that they need to change after I have moved off the event, not when I move on it.

Has anyone any ideas how to make it so when I move off the event, it changes, rather than on Player Touch?

slimytesbed_11.png

reminds me of Sonic the Hedgehog