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I gotta bug.....
....alright. Well, I'm making a Resident Evil kinda game (Fear gave me the idea), and everything is going okay. I gotta get some alcohol in the begining, and someone locks me into this room. I try the door and it's locked, and I say something along the lines of "Now I gotta stay in here untill someone let's me out." After that, he won't move. Here's the code:
<>Messg: Jaye: Here it is.... <>Play SE: door7 <>Wait: 1.5s <>Messg: Jaye:.....uhm.... <>Set Chara's Movement: Hero , FaceDown <>Wait: 2.0s <>Set Chara's Movement: Down , Down , Down , Down (etc.) <>Wait: 2.0s <>Play SE: door2 <>Messg: Jaye: Shit! Someone locked me in. Very funny guys, open the door! <>Wait: 3.0s <>Messg: Jaye:.......guys? <>Wait: 3.0s <>Messg: Jaye:Aww, I guess I gotta stay here until someone let's me out. <>Change Switch: [0008:7]-ON Set That starts another event that's "Push Key"......so.....I can't figure out what's wrong. There are no "Auto Start" or "Parallel Process" events....so yeah.... Thanks in advance :jump: |
Since you say "Push Key" instead of "Action Key", I'm assuming it's RPG Maker 2000 from here on out.
Is page two of whatever event this is an autostart event (if it is, make it a Push Key event). Just because the first page isn't autostarting, that doesn't mean the second isn't. What is the other event that's starting? Is it another page of the same event that you outlined above, or is it another event entirely that Page1 as blank, and Page2 with a precondition of [0008] being ON? Are there ANY events being moved around after this event? If there are, make sure that they aren't running into walls - that'll stall the event from finishing the Move Event line.. Are there ANY autostart Common Events that rely on your [0008] switch? Are there any other events in the room that have the [0008] switch as a precondition? (Note that it could be anything I mentioned - this is because another event in the room can affect this one just by existing. You'll have to post the entire code of all events in the room in order to be sure of what caused it, as well as a layout of the room. Or you can upload it somewhere and let me see the entire program, heh. This is pretty much standard practice with any programming - ERROR ON LINE 40 might be caused by line 39 not having a semicolon, for example, so just posting the line where the error is won't help any) |
Uhm....the third one.
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The third one (the Move Event one) is the problem, and it's fixed now? Or is there more to it than what you're saying? (The first sentence is just saying I think you have RM2k, so that's not a question).
If it's not fixed, you'll have to be a bit more specific (are all the other things I said done correctly? They were all meant as seperate questions), and possibly post a screenshot of this second mystery event because I need to see the preconditions as well as the code itself. |
Sorry if I misunderstood you, BC, but I fixed it now. Thanks anyways. :P
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Ah, just making sure it's no longer an issue. (Woo, activity in the RM2k3 section)
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Heh....
Okay, now something won't work for me. I want to change my Game Over screen with an event, but I can't figure out how to do it. Any help? |
It's never anything as simple as a "Change GameOver Screen", is it? Not sure why ASCII/Enterbrain overlooked that.
Anyway, in RM2k3 and RMXP, the best way is to use a single, 20x15 map, with an autostart event that will change the parallax background to whatever you want. Or, in simpler terms:
In RM2k, though, you might be out of luck. I can't find a way to make it call an event when you die instead of going directly to the game over screen, unless you call that battle manually. (And off the top of my head, you can't put in a "Is everyone dead?" trigger directly in the battle, it'll just Game Over before the trigger activates)[/list] |
Hmm......well....i'll just use one game over screen....it'll be easier. I was gonna have three power towers (I dunno what their called.....those things that cables come out of....it's all electric and stuff :P) have a lightning animation on each tower, and if you touch the tower, the game over screen would be "You got electricuted" or something similar. Ahh well, it's fine.
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Would it not be possible to set the game over screen to just Game Over, and have it so that when you touch one of the pylons it sets off an event - game over music and a picture fades in saying "You got Electrocuted!"....which then fades into the Game over bit...??
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That's pretty much the idea of having a separate map that calculates all that (instead of it being in a Common Event slot), though instead of a picture I figured on a background - no worries about positioning and all that. Also, if you wanted to, you could have random characters acting out what just happened (your character getting zapped and turning to dust, or something) in the foreground.
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