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Event help

I have a parade event going where 30 events are moving at the same time. Now, they move fine, the problem is that they don't disappear at the end of the map. I calculated the exact number of steps each event needs to reach the last tile, I put "wait for move's completion" and then Erase event, but once they reach the end, they don't disappear. The only thing I can think of it that I put too much movements...but I doubt I did the wrong number 30 times. Is there an easier way to do this? Or do I have to subtract 1 from all the movesets so that they disappear right before the last tile?

EDIT: Tested one (not all 30, just 1 :P) on a new map, same dimensions. Works perfectly, but in the real thing it doesn't...Would the "Wait for move's completion" command also wait for every other event to complete their movesets?
 
They pile up though...Even if they are suppose to stop 1 square ahead of the end, they stop, then everyone behind piles up. None of them disappear. The first one should have though, and that's what is causing the rest to stop...

EDIT:

Ignore if can't move makes them all pile up, and then disappear. I think wait for move's completion DOES cause them to wait for everyone else...Maybe that's why the lose formation. I wanted them to disappear row by row, not all at once.
 
30 events in a parade! *whistles* :O

Well if you are capable of editting your sprites, you may want to put then all together in around 5 spritesheets. You get what i mean?
This way you can save some events for better system performance. If you want to make 1 event for each person, that's a lot of work..

So i suggest that you make the front row's event have 5 people (that's 5 columns) and same for the other 5 rows.
So it looks like this:


P P P P P
P P P P P
P P P P P
P P P P P
P P P P P
P P P P P ->this row is 1 sprite
 
The problem with doing that, Atlas, is that they won't be in formation unless I make some screwed up sprite sheets.

This is how It is suppose to be.

A= Honor Guard
B= Personal Guard
C= King
D= Queen
E= Flower Girl

AAAAAAA E
A B D B A E
A B C B A E
AAAAAAA E

I removed 2 events at the end to make it a little better looking. I doubt system preformance is an issue (for me anyways) because they don't lag, they just wait for all the move sets to be complete before they disappear.

I would like to trigger the event by a switch, but that's a lot of editing...

Meh, I'll try out a few things, see how it goes.

EDIT: Spacing issues on site >.< last AAs in the middle and first in the middle (top and bottom middle rows) are suppose to be 1 square backwards (in back) or fowards (in front) and the Es are a copy of the 4 As behind them (including the extra spacing for the middle 2)
 
Try putting a space between each row.. it could be because you're trying to make them all run into each other instead of finishing the event properly. In any case.. without a proper screenshot or test demo I can really evaluate the problem.
 
Make a single master event which controls all the movement. You may have done this, but i don't think you have because you are using 'erase event'...
Put a stack of 'move events' after each other, one for each of the people. After the moves, put in a single 'wait for moves completion' in. In the move events, put 'move up' however many times you like, then 'change graphic -> none' so it seems as though they have disappeared. Then put in move left or right so they get out of the way on the others.

Or, an easier way, you could make the map bigger, but position the hero so they can't see several rows at the edge. The people in the parade can keep walking forwards, off the screen, where we can't see them!
 

Zeriab

Sponsor

This is a response to the situation in the first post. ^_^

At the end of the move event stuff put a Through ON and a Change Graphic where you select (none).
It will look as if they have disappeared and the other events can walk over them.
They will however first be erased when all events has finished their movement.
 

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