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Need event to only move through character, not other X tiles

Here's the setup:

I'm in an area where I want translucent orbs to float around randomly; however, since they should just be gaseous balls, I don't want the player to get hung up on them.

On the other hand, I don't want the balls to pass through walls, or the center of solid objects, I want them to stay on the map.

How do I create an event that will pass through the character, but not other tiles set to non-pass?
 

Eventing_Guy

Awesome Bro

Are they just Random ORBS or do they do anything?
if they don't then this is something I tried.

First page
I set the TRIGGER to Hero touch

MOVEMENT patterns, I changed the type to Custom.
- Random +Repeating + Ignore impossible move

this makes it so the orb moves around without passing through the walls

Under the event commands I put:
- Move event / Player / Phasing mode ON

- local switch A ON


Second Page
this Time I set the Trigger to AUTORUN
Under the event commands I put:
- Move event / Player / Phasing mode OFF

- local switch A OFF




I wish I could show you What I have in a pic...
It'd be so much easier...
I hope you understand because I have a really hard time explaining things in general...
 
@Numb: Unfortunately, I am using RMXP. It would make things much easier if those options were available...

@Eventing_Guy: Wont this cause the player to accidentally walk through a wall, if the event he touches is against one in the direction that he is moving?

Maybe if I set the event to "through" on player touch, instead of the player... I'll give it a shot.


EDIT: After trial and error, neither event setup works. They both just cause the player to stop at the event as if "through" was never turned on. I tried adding a small wait period before the "through" state was turned off, but it does not help, and I am afraid to have the wait be too long, lest the event or player walk right through a wall before it turns off...


Anyone have any tweeks or better ideas?
 

Star

Sponsor

Let the eventing master have a shot at it. :box:

Okay this is as close as I could get to what you were telling me. I didn't have an orb, but It didn't really matter

00014.jpg

First we have our map with the black being the boundaries

00015.jpg

Then we set the blackness to a 1 in the Terrain Tag

00012.jpg

And here's our first event page

00013.jpg

And there's the last page. You can use any variable, just make sure you have that variable or Variable(s) set to the terrain tags that you don't want your object to go through.

Most likely it's completely impossible to stop it from going through an impassible wall using RMXP, but at least it won't linger forever in it with this event setup.
 

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