Bug in my game

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Started by Jaaku 13 posts View original ↗
  1. I just bought the program and I was going through the built in tutorial and I got to the point where I have to make the moving rocks. and when I push the rock it moves, but when the rock hits a wall and I try to push it again, the game kinda freezes and I can't move my char anymore. I do have skip if cant be completed checked off in the event window.
  2. See if you have Wait checked. If you do, uncheck it. If you don't, please show us a screenshot of your boulder event, making sure to include the full event window (don't just crop it to the event commands).
  3. Wait wasn't checked. and im not sure exactly which screenshot you are looking for, so here is the event:
    unknown.png

    and here is the movement route for the event:
    unknown.png

    and the movement for the player:
    unknown.png
  4. The reasom why you cannot do anything is because the event triggers repeatedly again and again. Add a wait command at the end of the event. Not sure if it helps, but hopefully it will add the needed leeway for you to be able to move.
  5. So I added the wait command at the end of the move events and it didnt fix the issue
  6. The player is being sent one step forward which is touching the event so it's reactivating it over and over again, soft locking your game. Does the player really have to follow the rock? Take out the player move route and it would work just fine.
  7. so by removing the player follow feature it did stop the soft lock, but it also presented an inconvenience as well. I now have to push the the directional button for every push, instead of being able to hold it like I was doing
  8. ¯\_(ツ)_/¯ nature of the beast I suppose...
  9. Jaaku said:
    so by removing the player follow feature it did stop the soft lock, but it also presented an inconvenience as well. I now have to push the the directional button for every push, instead of being able to hold it like I was doing

    What EXACTLY do you want to achieve here?
    You can keep the player movement, delaying one step.
    Thus it wont touch the rock.


    Okay... just loaded your project. You can do this:
    Set a wait 60 as first thing for the hero to do.
    Then maybe setting the event from Player touch to Action Button will do the trick.
    Will demand a button push but solves the problem.


    Well, look:
    Control Variables > Character > This Event > Map Y (or X)
    You can get the position of the event. Thus if your rock reaches a wall, you can disable pushing it up using a conditional branch, checking for specific values of that variable.
    Same way you can check character's direction, so you can make the rock movable if the player is facing different direction. You can create complex events by setting up conditions that occur for all three rocks and also set up events as walls to relate the rocks with them too. You can make this as complex as you like, but I suggest you should focus on something simple.

    Thus I STRONGLY suggest the push button solution.
  10. So what I was hoping to be able to do was to be able to continuously push the rock until it hits a wall, without accidentally being glued to it. But if its physically not possible for it to retain the player movement without it getting stuck I will remove it. A minor inconvenience would defiantly be better then a game breaking bug, but if at all possible I would like to remove the inconvenience as well.
  11. Jaaku said:
    So what I was hoping to be able to do was to be able to continuously push the rock until it hits a wall, without accidentally being glued to it.

    Check my edited post above.
    You can achieve that with X and Y position checks, using the event touch and activating a switch that will turn it to a push button event.


    p.png

    p.png
  12. So I don't understand the whole X and Y part yet, so for now I think ill just stick to the simple method of changing the whole thing to an action button. But one thing I don't quite understand is why did changing it to an action button fix the lock that was happening? If its not easily able to be explained don't worry about it, but either way thanks a lot everyone.
  13. X is how many tiles you are far from top right of the map horizontally.
    Y is for vertical.