Event Collisions and Player Move Route

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Started by That Bread 3 posts View original ↗
  1. Looks like I'm stuck on two events that I'm not entirely sure how I should execute them...

    First one is pretty simple to explain, all I need is a object to push the player a certain direction. Now what the problem with this is that I want the player to be able to run against the movement tide. Do you have any suggestions as to how I would go about this or know how to event such a thing?

    I know it was done in Chrono Trigger: https://www.youtube.com/watch?v=p_Mi8cMiVmM

    Fast forward to 5:21 the player runs against it for a little.

    The second problem is simple to explain. All I need is a box that you push bumps into a laser, thus making the laser shorten, but when you move it off of the event it will lengthen again. Closer the box to the laser the shorter it gets.

    That is it, I cannot figure out how I should execute these events. If you know how to go about doing these or have a suggestion please do tell.
  2. So here's an idea for your laser situation.. I'l probably get yelled at for providing such an inefficient solution, but it would probably work :)

    If each segment of your laser is an event, it could check the X/Y position of the box event. For a horizontal laser, the first conditional would check the Y position of the box. If it matches the Y position of the laser, it would pass to the next condition, which checks the x position of the box. If the laser is shooting from left to right, and the box has an X position of 4, then all laser segments with an X position of 4 or greater would fail the check and turn off. If the laser was shooting right to left, and the box had a position of 4, then all laser segments with an X position *less* than 4 would turn off. These conditionals would work the same with vertical lasers, just switch the X and Y conditionals around.

    Again, this may not be the most efficient way of doing it, but it would probably work. Sorry I can't give more specific code, but I'm at work and not near my copy of RM!

    EDIT: Regarding the firsdt question - this could be tough, since RM uses a tile-based system for movement. Chrono Trigger isn't a great comparison, as CT uses a pixel-based movement system. With tile-based, the effect of an object pushing the character might come off looking a bit janky, unless I'm misunderstanding the question... in any event, I don'y have a solution for that one.
  3. hmm... for the first question: custom move route for the tide and a common event for a game over scene or retrying that is triggered by event touch?

    edit: nvm, you need the tide to push the player

    I think you can use custom auto movement and move character command that is triggered by event touch that would move the character toward the direction of the tide.when touched by it.