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Flying Transformation System Version 1.0!

Hey guys, Larynni here, with his 2nd event system!
This one is a Flying Transformation system, which enables you to turn into a flying creature and fly through the air! :)
Made using 1 Switch ON event, 2 Common Events, and 2 Switches!
Current version: 1.0
Current Bug(s): Turning back to a human in rivers. I can't find a solution to fix this, but I'll be trying to do it on version 2.0, and if not, 3.0.
Version 2.0 Features: Transformation takes effect in battles and additional creatures!
V1.0 DEMO AT: http://www.mediafire.com/?dt24mmfbye9
Now, how to setup.
Make 2 switches, one called "Normal" and other called "Fly".
Then, 2 common events, one called "Normal" and other called "Fly".
And don't forget to, at the beginning of your game, make an event that will toggle the "Fly" switch ON.
http://i31.tinypic.com/20gxtkz.jpg[/img]
In the "Fly" common event, do the following commands:
(A=Z, but you can change the button if you want.)
In the "Normal" common event, do the following commands:
http://i30.tinypic.com/1z50k83.jpg[/img]
(A=Z, but you can change the button if you want.)
AbyssalLord has found a fix to the human-on-water glitch. Stupid me. ><
Hmm...If you are looking for a way to disable transformation on a river/water.  I have a process that may work (although it is rather tedious).

Create a switch called [Air], and turn it on right after the move route in step two.
Turn it off right after the move route in part three.

Create an event that is player touch.  On the first page, turn on the switch [Water].  Make sure the condition on the first page dictates that [Air] is on.
Now create a second page on player touch that has the condition [Water] == On.  On this page, make a command turning off [Water].

Got that?  Good.  Let us proceed then.

In your 'Normal' common event (step 3, I believe), put a conditional branch around the entire thing checking if [Water] is on.  If [Water] is on, display a message saying "You cannot land on water" or just leave it blank.
Under else, put the entirety of Step 3.

Great...rememer our first event?  Copy that all along the border of your water.  This will leave only one glitch that is probably unlikely, but I'll tell you how to fix it anyway.

On the tile next to each [Water] event (the tiles away from the water), create a player touch event that turns [Water] off.  Do this next to each [Water] tile.

I told you it would be tedious, but it should solve your problem.

Good luck!
And then... There! You're done!

~Larynni
 
Hmm...If you are looking for a way to disable transformation on a river/water.  I have a process that may work (although it is rather tedious).

Create a switch called [Air], and turn it on right after the move route in step two.
Turn it off right after the move route in part three.

Create an event that is player touch.  On the first page, turn on the switch [Water].  Make sure the condition on the first page dictates that [Air] is on. 
Now create a second page on player touch that has the condition [Water] == On.  On this page, make a command turning off [Water].

Got that?  Good.  Let us proceed then.

In your 'Normal' common event (step 3, I believe), put a conditional branch around the entire thing checking if [Water] is on.  If [Water] is on, display a message saying "You cannot land on water" or just leave it blank.
Under else, put the entirety of Step 3.

Great...rememer our first event?  Copy that all along the border of your water.  This will leave only one glitch that is probably unlikely, but I'll tell you how to fix it anyway.

On the tile next to each [Water] event (the tiles away from the water), create a player touch event that turns [Water] off.  Do this next to each [Water] tile.

I told you it would be tedious, but it should solve your problem.

Good luck!
 
No, it'd be useless.
If you're not blind, you can see it is already toggled to unpassable. But, with the transformation, you are able to go anywhere, meaning you can go on water with the bat, but the problem is that you can become human again on water.
 

Davey

Member

I thought there was a better way to do it...I just don't use terrain tags usually, lol.  Yeah, I'd go with that method.  It's much more efficient than my sleep-deprived idea.  :crazy:
 

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