Is it possible to make an "Endless Stairs" effect?

● ARCHIVED · READ-ONLY
Started by Little Paw 12 posts View original ↗
  1. In Super Mario 64, there is a staircase that you can climb and climb forever and never reach the top, unless you have collected enough Stars to pass it. But if you turn around, you'll realize that you haven't actually gotten anywhere.

    Is there a way to produce this effect in RPG Maker VX Ace? A map where, unless you have met specific conditions, just goes on and on forever, but when you turn around, the entrance is right behind you?
  2. several ways, just make the map looparound and condition the transfer events to react depending on direction and number of items.
  3. Indeed you need to loop the over and over so that when your character(s) reach the top they will starts again at the bottom.

    There are some good tutorials on youtube that take you  step by step




    That one might not be for steps but he talks and shows how to make a loop  (altough a little complex)
  4. Here's how I did it:


    TuToriel - Endless Staircase.png


    I placed a set of events on the stairs where I wanted to have it loop back, and had the command


    @>Teleport: [036:The Archlich King's Castle 4F] (023,030), None


    under a conditional branch. (023 is on the middle, 022 is left, and 024 is right). It teleports the player from Y026 to Y030 on the same map.


    You want to make sure you select fade effect "None".


    This will help maintain the illusion of an endless staircase/corridor as well as allowing you to turn around and leave until you fulfill the conditions to pass. This way is pretty simple. Note: This works best with maps that don't display their name. 


    (As a reminder, the Conditional Branch command is on tab 1 of the Event Commands menu under "Flow Control" and the Teleport command is on tab 2 of the Event Commands menu under "Movement". )
  5. @DJ-0zymandias,


    please do not use red and blue in your texts as those colors are reserved for moderator messages


    I removed them from your post
  6. @Andar


    Well, now I know.
  7. DJ-0zymandias said:
    Note: This works best with maps that don't display their name. 

    You could fix this so it still display's the map's name if you wanted. Make a "turn off map name" command under the same conditional branch that transfers you backwards. Then on both of the legit exit events, just have the map name turned back on.
  8. GreyStone84 said:
    You could fix this so it still display's the map's name if you wanted. Make a "turn off map name" command under the same conditional branch that transfers you backwards. Then on both of the legit exit events, just have the map name turned back on.

    To expand on this, make sure you have a "screen fade out" command placed before the "map name on" command. This will prevent the display name from being visible just before you exit.
  9. Might be doable with a script call rather simply...


    If $game_player is facing down (Touch Event)


    Script: $game_map.loop_type = 0


    else


    Script: $game_map.loop_type = 1


    end


    May or may not work...
  10. DJ-0zymandias said:
    To expand on this, make sure you have a "screen fade out" command placed before the "map name on" command. This will prevent the display name from being visible just before you exit.

    Actually, I didn't notice it pop back on. I placed the Map Name One command after the Transfer Player, if that makes a difference.
  11. GreyStone84 said:
    Actually, I didn't notice it pop back on. I placed the Map Name One command after the Transfer Player, if that makes a difference.

    Doesn't that end up controlling the map you just warped to?
  12. DJ-0zymandias said:
    Doesn't that end up controlling the map you just warped to?

    Not for me it didn't. I think it controls whatever map the event itself is on. Either that, or it happens in the split second before you actually change maps, during the fade. I haven't tried leaving to a new map without a fade.