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I need some help with moveroutes, I don't think I understand all the commands...

So in my very first cutscene, I want someone to be pacing.  But I can't seem to get him to do more than walk in ONE direction until he hits the wall, and then stop.  I'd like to be able to make him move two spaces left, stop, turn around, move two spaces right, and keep doing it for a set amount of time or repeats.  When he spots my character, I want him to stop.  Or that is, I'll make my character appear at the same time his pacing stops.  Well I've even tried using a conditional branch, making a switch that turns on when he walks left, which triggers him to walk right... but it did nothing.  I think the problem is that he hasn't STOPPED walking, even though he runs into the wall and the animation stops.    How do I get him to stop walking?? 
Such a frustrating, small thing to set me back so far... but I want him to pace!

Okay... I got him to stop... but now when I just put set move route: move left and then a separate move route: move right... he walks left for about five squares, right two, left one, and then he just keeps going left and right one square interminably.  Looks more drunk than nervous...  I thought maybe his autonomous movement is interfering?  But I selected custom and just didn't put a move route... or should I do fixed?  Does that mean he doesn't move unless and even tells him to?  No but even when I do that he does the weird move route...
 
You can keep the Autonomous Movement on Fixed. That way, he won't move unless you use "Set Move Route."

The problem is, you've probably checked "Repeat Action" in the "Set Move Route" box, which is why if you tell him to move left once he'll move left until he hits a wall. Uncheck that, and then put the whole movement in one move route.

Also, make sure if you're using Autorun or Parallel Processing that you set a self-switch at the end. Use "Control Self-Switch A = On", and then create a "New Event Page" at the top. In the 2nd event page, check the Conditions box "Self-Switch A is On." This will make the event only happen once, since Autorun and PP loop. The loop may also be causing weird movement errors.

If that doesn't work, it'd help if you took a screenshot of the map and event commands. Good luck with it krazykikikat :thumb:
 
Regi":3magrubh said:
You can keep the Autonomous Movement on Fixed. That way, he won't move unless you use "Set Move Route."

The problem is, you've probably checked "Repeat Action" in the "Set Move Route" box, which is why if you tell him to move left once he'll move left until he hits a wall. Uncheck that, and then put the whole movement in one move route.

Also, make sure if you're using Autorun or Parallel Processing that you set a self-switch at the end. Use "Control Self-Switch A = On", and then create a "New Event Page" at the top. In the 2nd event page, check the Conditions box "Self-Switch A is On." This will make the event only happen once, since Autorun and PP loop. The loop may also be causing weird movement errors.

If that doesn't work, it'd help if you took a screenshot of the map and event commands. Good luck with it krazykikikat :thumb:

Huh, the odd thing is, I don't have repeat action checked, and the autonomous movement is on fixed...  But he still just walks into a wall.  So, is the command "move left" supposed to make him move until he can't anymore, or is it just supposed to make him move one square?
I'll take some screenshots...

http://i47.photobucket.com/albums/f184/ ... t/rmxp.jpg[/img]

The other event just makes my character invisible until the end of the stuff I want the guy to do...
 
You've got a parallel process event that's just selecting the move route for that event?  That's a little odd, and it might be the source of the problem.  It would probably be better to ditch the parallel process entirely, if that's all that it does, and instead just change the Autonomous Movement to a Custom pattern of whatever movement you have in mind.
 
Actually, it's fine if the event only moves that set route once for a cutscene.

The reason is because you're using a Parallel Processing, which loops every second. That's why you need a "Wait for Move's Completion" or a manual "Wait: x frames" before using "Erase Event" or "Control Self-Switch A = On."

The wait command waits until the move route finishes before going on to the next one. "Erase Event" is used so the event disappears and doesn't continue walking. However, the graphic will also disappear, and it will redo the scene if you re-enter the map, so you can use the self-switch method if you don't want this.

"Control Self-Switch A = On" turns on a self-switch after the event. You need to create a "New Event Page" (located at the top), and on the 2nd page, check the Conditions box "Self-Switch A is On." You can also give the NPC his graphic and a message if you want him to say something after the cutscene. This way, his move route will only happen once, and then if you talk to him again he will only say/do what's on the second page.
 
Unka Josh":2w7mo0x3 said:
You've got a parallel process event that's just selecting the move route for that event?  That's a little odd, and it might be the source of the problem.  It would probably be better to ditch the parallel process entirely, if that's all that it does, and instead just change the Autonomous Movement to a Custom pattern of whatever movement you have in mind.

I would do that, except that it looks very unnatural for a guy to walk a step, stop, walk another step, stop, and so on... doesn't really look like pacing.  I think I'll try Regi's method.

*sigh* I just don't know what I'm doing wrong.  It shouldn't be this hard to make someone pace.  I tried move left, wait 3 frames, move right, all in one moveroute... that didn't work, so I tried move left in one moveroute, then wait for move's completion, then move right in a separate moveroute... but he's just back to walking one direction and stopping.

Wait!  I got him to stop and turn around... and loop everything... so he walks back and forth one or two steps.  I realized I had the second moveroute set to player on accident...  :huh:  But now there's the problem of him looking frantic and a little crazy, instead of just nervous.  Is there any way I can determine how long or how many squares he paces before turning?

Aha!  I feel like jumping for joy!  I can now make him pace the amount I want him to, turn around, pace the same amount, and STOP.  Yay!
Now my problem is getting him to say something after that... no wait... if I still want it to be part of the cutscene, then I don't need a new page... or wait I do to make him stop pacing... but how do I make him say something AFTER that, as a parallel process?  Start a new page...?  But he'll keep repeating what he says... what is the difference between a parallel process and autorun?
 
Parallel process is designed to be in the background.  While a parallel process event is active, it's going to keep doing its thing, forever, but it'll be in the background and not interfere with player activities, unless it's something that changes the move route of the player, or shows text, or something.

Autorun is similar, but it stops whatever the player was doing, making it perfect for cut scenes.
 
If you don't want the player to move while he's pacing (like in a cutscene), use Autorun. If you want the player to be able to move around while the event's pacing, use Parallel Processing.

If you want to show some text, try something like this.
Code:
@>Set Move Route: Event (pacing)
@>Wait for Move's Completion
@>Show Text: Hii
(other commands here)

@>Control Self-Switch A = On
 

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