Trouble With Event Movement

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Started by Ben Mariner 6 posts View original ↗
  1. Hello Everyone,

    I'm trying to create an event where the player can interact with a valve and have it turn left or right. However, I cannot for the life of me make this happen. If I turn the stepping animation on for the event, it does the turning animation wonderfully. Exactly what I'm looking for. But I can't replicate that for a short span based on player interaction.

    I've set the movement to turn certain ways with waiting in between each turn (similar to a standard door event). It just blinks and nothing changes. I've set movement turn the stepping animation on, wait for a time, and then turn the stepping animation off, and all it does is blink the event out of existence.

    I feel like this should be so incredibly simple but it's giving me problems. What am I doing wrong?

    Thanks
  2. you need to show us a screenshot of the event before we can tell what you're doing wrong.
    There are several possibilities in the details...
  3. Could you give us a screenshot of the event and the spritesheet of the valve?
  4. Andar said:
    you need to show us a screenshot of the event before we can tell what you're doing wrong.
    There are several possibilities in the details...
    Jules98 said:
    Could you give us a screenshot of the event and the spritesheet of the valve?


    Well the event has gone through about 10 different iterations as I've played around with it. This is where I stopped, but this particular version just blinks the event out of existence.

    Screenshot 1.jpg

    And here's an image of the sprite sheet for the valves I'm using. The idea being that they don't change colors. I only mention that because some of what I did with the event changed them colors.


    Screenshot 2.jpg

    Any help you can provide is most appreciated.
  5. You need to check the Direction Fix option to prevent it changing colours or disappearing altogether.

    The reason it does this is that the event turns to face you when you interact with it. You will probably find if you interact with it from the tile below, it will change to red, if you interact from the tile above, it will disappear, and if you interact from the left or right, one will remain blue, and the other will disappear (I just keep forgetting if the second row is left or right facing).

    Compare this character sheet with one for an NPC. You will see that all the rows are the same NPC character, but in each row they're facing a different direction. When you interact with an event, it turns to face you, so the sprite switches to the appropriate row based on the direction the NPC needs to face.

    When you have a character sheet that is not an NPC but all different sprites, the game has no way of knowing it's not an NPC, so it will show the same behaviour. Setting the Direction Fix option tells it not to change directions.
  6. Shaz said:
    You need to check the Direction Fix option to prevent it changing colours or disappearing altogether.

    The reason it does this is that the event turns to face you when you interact with it. You will probably find if you interact with it from the tile below, it will change to red, if you interact from the tile above, it will disappear, and if you interact from the left or right, one will remain blue, and the other will disappear (I just keep forgetting if the second row is left or right facing).

    Compare this character sheet with one for an NPC. You will see that all the rows are the same NPC character, but in each row they're facing a different direction. When you interact with an event, it turns to face you, so the sprite switches to the appropriate row based on the direction the NPC needs to face.

    When you have a character sheet that is not an NPC but all different sprites, the game has no way of knowing it's not an NPC, so it will show the same behaviour. Setting the Direction Fix option tells it not to change directions.

    Yes! Direction Fix works perfectly. I knew I was overlooking some tiny detail somewhere. Thanks so much!