Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Dragon Quest like sliding puzzle

Cait

Member

First of all, let me state that I didn't know where to post this "EXACTLY", so if it's in the wrong place. (T_T) I'm sorry. (^_^) Anyway, I have been in the middle of creating a game, and I am gather the necessary things. One of the things that has me "puzzled" is a puzzle that was on Dragon Quest, if you played the old NES games you played the part where they had those arrows and you step on them, you slide automatically. It was Dragon Quest IV if I remember correctly, is there an easy way to handling this without all the events, because he doesn't slide past the first one, or is it easier with a script, if so....(o.o) Where is that script? please give me a helping hand, because eventually I will need this.

GAME ENGINE: Rpg maker vx
Needed: Help with sliding system...(>.<) I think I'll post a quick screenshot in case someone doesn't know what I'm talking about. (~.~) D'OH! I couldn't find one, so I am going to have to hope you know what I'm talking about...(^_^)

Actually, maybe I can...(You see those arrows in RMVX, you step on them, you continue to slide depending on which way the arrow is pointing. But you can't get off, until you aren't on one anymore.)
 

mawk

Sponsor

If you're using rows of arrows, simply making each one a player touch event that causes the player to move one block in a direction (onto the next one) should work. I can't test it out right now, though; is that similar at all to what you're doing?

If that doesn't work, you could try making each arrow tile change the player to Through (so that he doesn't activate the intervening tiles) and then move him however many tiles it is to the stopping point instead of making each tile just move him one. It's a little more time-consuming, but shouldn't have any serious problems.

And I guess it bears asking, are you using any scripts that change the default movement systems?
 

Cait

Member

The only thing that I have to use a script to do is: COLOR TONE, as I have a day/night system. Other than that, (o.o) I don't think so, but I've tried that. He just steps on one, moves and then, it doesn't continue... (-_-)? No clue what I'm doing wrong.
scripts:
KGC_MapLightening
MOG_Scn_Title_Miria
Dragon-Quest Style Customizable Menu System Version 1.20
Dragon Quest Church script
Catapillar SCRIPT (Don't remember by who, though.)
KGC_DayNight (This one alters the tone part, which meant I needed another script to change color when activated)
SHADOW KILLER (>.<) I hate those vx shadows, so I used this shadow killing script.
KGC_LargeParty
Fog effect V1.0 Falcao script (Since I have a day/night system, I needed this.)
Teleporter (not sold on this one, might get rid of it)
But as for changing the movement system, (o.o) unless one of those changes it, no. (._.) But I tried to have player touch, he moves once (stops, and you can move), event touch (same as player touch...It's obvious I'm doing something wrong, but the logic fails me as to why it's not working. I'm sure I'm going to have a "D'OH" moment when it's solved.
 

SPN

Member

If it locks up after moving the player, make sure there are no unresolved events running. Like, if any related events or functions in the movement event are autorun'ing. Usually when my events lock up, that has something to do with it.

EDIT: Can you post a picture of the event itself?
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top