Events are not activated based on location...

● ARCHIVED · READ-ONLY
Started by Dragonthunder 5 posts View original ↗
  1. Hello everyone,
     
    I got a kinda weird problem. When the player passes an Event Touch event it's not activated, but when I move the same event for example one block up it works correctly. This is in a nutshell the problem:
     
    ZfSDwn0.png
    (It are ALL the exact same events)
     
     
    Here is what I'm trying to do. I want to make a special level where to player flies above a lava sea dodging obstacles. I do use this self-improvised parallel process to make it work. 
    When the player hits an obstacle the "botsing" switch goes on and the player moves a step back and the switch turns off again. (And some x position variable this to prevent the player to move into the walls at the side of the screen)
     
    MlrZ60J.png
    fESGHvS.png

    So the problem is that at some y locations of the map an event touch event isn't activated when touched. And my question is; why is this and how do I fix it? Thanks!
  2. You probably misunderstood the different trigger and command properties:


    Player touch: Player moves on event to trigger it


    Event touch: Event moves on player to trigger it


    Priority below player: player needs to stand on top of the event to trigger it


    Priority same as player: player needs to stand next to the event (four possible positions) to trigger it


    Button ?? being pressed: this condition will only be true if the button is pressed in the same frame at that specific moment, it will not be true if the player has already released the button.


    If this info is not enough to help you, please make screenshots of the entire events - you cropped out some of the more important info from the event settings. Then we might be able to help you better.
  3. Why have you put that "X pos > 22"? Its most probably causing the problem and its based on location.
  4. Andar said:
    You probably misunderstood the different trigger and command properties:


    Player touch: Player moves on event to trigger it


    Event touch: Event moves on player to trigger it


    Priority below player: player needs to stand on top of the event to trigger it


    Priority same as player: player needs to stand next to the event (four possible positions) to trigger it


    Button ?? being pressed: this condition will only be true if the button is pressed in the same frame at that specific moment, it will not be true if the player has already released the button.


    If this info is not enough to help you, please make screenshots of the entire events - you cropped out some of the more important info from the event settings. Then we might be able to help you better.
    Thanks for the reply.
    Like I said, an event isn't activated when the player passes it, but when I move the event (for example) one block up it is. I did try both below and same as characters, didn't make a difference.


    What I'm trying to do is make a level where the player moves up automaticly with trough on, only possible to move to the right and left dodging obstacles.


    This is the whole parallel process.


    kHqDJSb.png


    pmBHROA.png


    FOVvUOC.png


    And this is an event that should move the player back, but doesn't works at some positions of the map.


    lu1zV4Z.png

    TheGreenHorse said:
    Why have you put that "X pos > 22"? Its most probably causing the problem and its based on location.
    Thanks for the reply.
    Because trough is on the player can move through the walls at the side of the screen, this is used to prevent it. X pos 22 is the last block before the right wall.


    Edit:


    I have made a short video showing the level to make clear what I'm trying to reach. All the obstacles have got the exact same event to push the player back, but as you can see some of them don't work.


    https://www.youtube.com/watch?v=EJBPtByUA84


    (I know, I'm using Galv's superman ability to make the player fly, but without it and just making the player trough it makes no difference)
  5. Alright, I give it up. I will cut this level and put it as a deleted level what you can play when you completely finished the game. This level also contains too many events, the level runs on my computer with 8FPS.