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Requesting assistance with fixing a problem.
Requesting assistance with fixing a problem.
author=Link_2112author=firevenge007You would have a branch for each possible direction of the boulder.
the x or y coordinates would have to be 1 square off instead of being equal to the character's placement - but I have no idea how to do that.
When moving right, you would get the x and y coordinates of the boulder. then add 1 to that x coordinate. then compare those altered coordinates to the hero.
So basically after getting the correct coordinates of the boulder, you add or subtract 1 to, in effect, place it one space in any direction.
to the right is +1 to x
to the left is -1 to x
to the top is -1 to y
to the bottom is +1 to y
You should be able to do this without that though. If you are tracking the x,y of the boulder and hero, then use a branch to see if they are equal, it should trigger the event when the boulder is on top of the hero. Not past the hero. What I just described would make it so that the boulder triggers in front of the hero, instead of on top. As long as there is a small wait and you hide the boulder right away, it will look okay.
I tried the first way, but I don't really understand how I am supposed to do that.
There is:
-if the boulder is facing to the right (didn't work)
-if the player is facing to the right (didn't seem to work either)
-if the button right is touched (only works when button is pressed in that directions, and if standing still, nothing happens)
The problem with the player x = boulder x, player y = boulder y situation is that the boulder can't go through things, and if it would, it would go through all the scenery.
If there is a way that the boulder can go through me and only me rather than noclipping through the walls and such, that would be the way to go!
Requesting assistance with fixing a problem.
author=Milennin
If the boulder is on the Hero's layer, doesn't making it Collision with Hero do anything if you put something in the event commands? Otherwise, have a parallel event that tracks the X & Y coordinates of both the Hero and the boulder, and if they match up make something happen.
That seems to have almost worked, but the boulder isn't supposed to go through the player, it is simply supposed to touch the character.
the x or y coordinates would have to be 1 square off instead of being equal to the character's placement - but I have no idea how to do that.
Requesting assistance with fixing a problem.
In a game I am making, there is a 'monster' that throws a boulder at a player.
I have the movements down for the boulder:
(page1) (parallel process)
@>Set Move Route: This Event (Ignore If Can't Move)
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
@>Wait for Move's Completion
@>Control Self Switch: A =ON
@>
(page2) (parallel process)
#image is invisible so that boulder can go back into place without being seen
@>Set Event Location: This Event,(019,012)
@>Wait: 50 frame(s)
@>Control Self Switch: A =OFF
@>
So, as you can see, the movement is working fine, but what my complication is, is that nothing HAPPENS if the boulder hits the player.
Is there any way that the movement can stay, and I can add some sort of extra conditional branch triggered only through the player being touched by the event?
Thank you very much for your time.
I have the movements down for the boulder:
(page1) (parallel process)
@>Set Move Route: This Event (Ignore If Can't Move)
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
: :$>Move toward Player
@>Wait for Move's Completion
@>Control Self Switch: A =ON
@>
(page2) (parallel process)
#image is invisible so that boulder can go back into place without being seen
@>Set Event Location: This Event,(019,012)
@>Wait: 50 frame(s)
@>Control Self Switch: A =OFF
@>
So, as you can see, the movement is working fine, but what my complication is, is that nothing HAPPENS if the boulder hits the player.
Is there any way that the movement can stay, and I can add some sort of extra conditional branch triggered only through the player being touched by the event?
Thank you very much for your time.
Updates for 6/9/13
Also, a "Read me" was added so people knew what to do upon downloading the game.
This includes instructions on what to run once the folder is unzipped.
This includes instructions on what to run once the folder is unzipped.
How to have client still running even when not selected
How to have client still running even when not selected
How to have client still running even when not selected
Since the day I started using Rpgmaker xp, whenever I would test my game and play it and click away from the game client, the game would act as if it was on pause.
I was wondering if there was something that could be done so that when not selecting the game client, the game would not be paused, and keep running.
Thank you for your time.
I was wondering if there was something that could be done so that when not selecting the game client, the game would not be paused, and keep running.
Thank you for your time.
Browser Rpgmaker XP?
So there isn't any simple way to do this. That's a shame, I spent a while on this game and was hoping I could put it on the web. Oh well.













