For example the character dodges rocks that infinitely fall from above.
Is it possible to Make Events that loop like falling rocks down a cliff?
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Yes. Rocks are Parallel processes.
Your character dodge them.
But it is a little complicated I guess.
It involves move event commands, with graphic changing commands,
collission detection using events comparing current position and hero positions,
so not many rocks can be constantly running or you will lag.
But it is possible I guess. -
Yes. If you create a Custom Move Route, it re-runs endlessly. One action you can add is "Jump to Position" (I think that's what it's called).
So you just need to have the rocks Move Down several times, then Jump to the top.
Keep in mind you don't want too many quickly moving events since they will cause the game to lag. -
Yes. Rocks are Parallel processes.
Your character dodge them.
But it is a little complicated I guess.
It involves move event commands, with graphic changing commands,
collission detection using events comparing current position and hero positions,
so not many rocks can be constantly running or you will lag.
But it is possible I guess.
Can you make a example event? -
Check my spoiler at my signature.
Download the "game". Play it. It covers a lot of stuff on eventing. -
Check my spoiler at my signature.
Download the "game". Play it. It covers a lot of stuff on eventing.
Ok thanks! -
See the waterfalls on BustedEd's tutorial demo... :)
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Set Move Route (this event - repeat) - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Script: moveto(x,y)substituting the correct values for x and yOr to avoid that and have it automatically move back to the starting spot, TRY this (I haven't tested it and can't guarantee it'll work)
Code:Set Move Route (this event - repeat) - Script: @msx = @x; @msy = @y - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Move Down - Script: moveto(@msx,@msy) -
You could also set the x or y coord as a variable, generate a random number so that when the script / event is moved the next rock will appear from a random location. You'll need to include some conditional branches to check if the variable would move the rock off the far edge and if so subtract Z variable (Z being the map width) from it so that the event in effects "wraps" back around.
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Get a great event spawning script - this will solve all of your problems in one go!
I use # EventSpawn 1.2
by Kal (github.com/kl) -
Look at the Ease Script in my signature for a script that will let you easily make boulders fall and bounce with less work and better looking results :)