SHININGRIVER'S PROFILE
I do freelance photoshop and writing in my free time. I'm also a computer programmer.
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Turning Tiles?
author=Marrend
Well, maybe you could make the platform event graphic by making a copy of the floor tile from the tile set, and setting up a character sprite from it? There is a special character (Either "$" or "!", I forget which.) that you put at the beginning of the file name to indicate that it represents one character rather than the standard four character by four character spread.
*Edit: With the turning tile problem, each of the tiles that turn would pretty much have to be an event. Note that they are positioned in a cross fashion (i.e. "north", "south", "east", and "west" are possible positions), and that one position is empty. Considering this, it would probably be more effective to set up the box-events according to which position is empty. So, if the "north" position is empty, and the player is rotating the boxes counter-clockwise, then you turn off the switch that represents the "north" box, and turn on the switch that represents the "west" box.
Does... that make any sense whatsoever?
Sorry, I guess I wasn't able to follow through all of it, but I somewhat get the gist. I got a thought, though...
What if the event uses the condition about player facing some direction, then the boxes would appear and disappear on certain locations to imitate that it is rotating? Using the picture, If the player comes to the north part of the tile from the left, the west tile would disappear, and the southern tile would appear. Though I'm not sure if this is harder to make than the first one. :(
Turning Tiles?
author=kory_toombs
For the map thing the easiest thing to do is create a map then
copy it. Add the new stuff you want in the second map.
Then when the event triggers transfer your player to the
new map.
You will need to insert control switches at all the transfer event that
lead into the original map. So that they will take you
to the new map instead.
Hmm, I think that would work... Additional work load, but whatever works, haha.
I think the problem now is that turning tiles problem. I just wish there's an easy way to accomplish that one.
Turning Tiles?
author=Marrend
I kinda mess with boulders going on switches in Matsumori Days, but the concept sounds similar to what you want to do with creating platforms.
For the move-route, it would be simpler to set the move route on the boulder to be "1 Step Away From Hero", and ensure the "Skip if cannot move" box is checked. The event can trigger with "Action button", but my preference lately has been to do it by "Player touch".
To make the platform appear, basically, you'd need conditional branches that would check when the X/Y coordinates of the boulder match those of where the platform would appear. When all the coordinate variables match, enable a game switch.
Not sure about the rotating tiles of the first picture. I imagine the processing of that would have to check player direction to determine which direction the boxes (or whatever) are rotating, then set switches based on which position of where the "empty slot" will be located after the turn is complete.
Thanks so much. The boulder thing works. I did this (Common Event)
Set Move Route: This event (Skip) :$>Move away from Player
And it works wonderfully haha.
As for the platform... How do I accomplish that?
Turning Tiles?
So it's like...
Condition if player is facing up
>Move Boulder Up
Else
Condition if player is facing left
>Move Boulder Left
Else
Condition if player is facing right
>Move Boulder Right
Else
Condition if player is facing down
>Move Boulder Down
Else
nothing
Break Condition
Break Condition
Break Condition
Break Condition
Just some questions. The boulder has to move one step at a time, is it fine? And since this would be true for all boulders, this is going to be a common event? Would the boulder also consider stopping if it reaches a wall or something?
Condition if player is facing up
>Move Boulder Up
Else
Condition if player is facing left
>Move Boulder Left
Else
Condition if player is facing right
>Move Boulder Right
Else
Condition if player is facing down
>Move Boulder Down
Else
nothing
Break Condition
Break Condition
Break Condition
Break Condition
Just some questions. The boulder has to move one step at a time, is it fine? And since this would be true for all boulders, this is going to be a common event? Would the boulder also consider stopping if it reaches a wall or something?
Turning Tiles?
Hi, is it possible to do the following, and if yes, any general idea on how I would do this?
1. A tile (object or whatnot... I haven't decided yet XD) that turns as the player pushes on one side (see top part of pic). Player can't push if a part of the tile is hitting the wall.
2. A platform is created after pushing a boulder (I've seen some games do this, but I forgot where)
3. Changing the entire map layout after a certain event (Still the same map, but the arrangement of tiles would be different). For example, the entire map looks like one huge square, then after talking to an NPC, the whole room would have divisions.
Thank you so much. :-)
1. A tile (object or whatnot... I haven't decided yet XD) that turns as the player pushes on one side (see top part of pic). Player can't push if a part of the tile is hitting the wall.
2. A platform is created after pushing a boulder (I've seen some games do this, but I forgot where)
3. Changing the entire map layout after a certain event (Still the same map, but the arrangement of tiles would be different). For example, the entire map looks like one huge square, then after talking to an NPC, the whole room would have divisions.
Thank you so much. :-)
Selecting an item
Hmm... honestly, I'm not sure if there's something similar, but I'll go ahead and check. Hopefully I can pull this off so I can proceed with other things. :D
Transfer function
Transfer function
That's actually.... Awesome. Although would it be possible to rstrict the choices to areas already explored? I think the challenge is determining when a floor is reached or if the statue on that area is accessed.
Transfer function
Okay, so another transfer event... umm... This time, the player can interact with something to teleport him somewhere he already visited (in that area, he must access an object first before being able to teleport to that area).
Is that also possible through the same method, or is it going to be scripting? How can I accomplish this?
Is that also possible through the same method, or is it going to be scripting? How can I accomplish this?














