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[RESOLVED]...Oh. My. Gosh. Can't figure this minor issue out

Ok. Basically I am near the beginning of my game..

I have two maps. On the first map a demon walks onto the screen. The player then runs after him and this continues to the second page. The demon then wants something back from the boy's girl and the boy tries to stop him. I'm in the middle of making the cutscene and before I go any further I need to figure this out:

WHY CAN'T I ERASE THE EVENTS! I read up on event erasing and saw where when you erase an event it doesn't store it forever, so the next time you go back to that map the event repeats. Wellllll, my character will be going back to these two maps in the game later after the cutscene, so I need them to go away. The issue is, if I save just after the incomplete cut scene is finished, the walking pattern that he initiates on the 2nd map to chase the demon starts over and you can't control the character because he'll hit a wall or something (depending on where you saved) and the automatic walking pattern won't finish, so it'll just get stuck.

Also, I made a temporary transport player event near the cut scene on the second page so that when it's over I can just walk to that tile, transport to the first map, and test to see if the events have erased. WELLLLLL they haven't, same issue as before. The walking pattern restarts...

Here is my game:

http://files.filefront.com/13474293

If ANYONE could PLEASE look at these events and tell me what I'm doing wrong and even how I could improve the code, I'm trying to learn this event stuff as I go and by doing trial and error, but I canNOT figure this one out..

Thanks for any and all help!

Trevor

P.S. The events are scattered, the first page there are a few along the bottom of the map and the second page they are in the top left corner and in the area where the cutscene is.. Also, on the first map, near the right corner on the bottom there is an event that activates when a variable called BaneGone is equal to 1, that is supposed to transfer to the middle tile at the bottom of the screen (so that once the demon changes opacity to 0 to make it look like it walked off the screen, this will transfer to that space and become a tile that when the player walks over it, it will take him to second map).. Thanks guys! If you get confused---

JUST ASK! :)
 
Use switches.
On the first page I think, you will find the command 'Control Self Switch'.
Activate self switch A, lets say.
Then, create a second event page. You'll find that option on the top of the event's.... eventing thingy.
At the left, above the graphics of the event, you'll find something called Conditions.
There, you can mark what ever switch or self switch that would trigger this page, thus changing the event. if you leave the entire page blank, the event would be as if it was deleted.
Self switches only work for the same event though, and if you want another event to trigger a second event, then you'll have to use the command 'Control Switches', same thing only that the self switches are meant so they won't take space (there's unlimited space, just so it won't get messy) in the switches list.
 
Thank you for your help, but I understand all that lol..

I just need someone to look at that and tell me what's wrong because I have tried everything.. If I'm not mistaken it is using a mixture of switches and self-switches depending on the event because I was trying different things but it won't work right..
 
MusiciMake80":336geecg said:
WHY CAN'T I ERASE THE EVENTS! I read up on event erasing and saw where when you erase an event it doesn't store it forever, so the next time you go back to that map the event repeats. Wellllll, my character will be going back to these two maps in the game later after the cutscene, so I need them to go away. The issue is, if I save just after the incomplete cut scene is finished, the walking pattern that he initiates on the 2nd map to chase the demon starts over and you can't control the character because he'll hit a wall or something (depending on where you saved) and the automatic walking pattern won't finish, so it'll just get stuck.

All right.

The self-switch method that was just described to you is how you permanently erase events. It is not necessary to have the last page of the event erase the event-- you can chose whatever graphic you like for each page of the event, and so can have the last event have a blank, empty page.

Also, it is not necessary to have the first page of your cutscene events be Parallel Process-- make them Autorun. That leads into your Move Route problem.

The reason that you're having issues with the save-reenter move route issue is very simple: Your event is starting the Move Route on the assumption that the player is located wherever they would have been when they first enter the map. When the player is "entering" a map by restoring a save, the game starts that event over from the beginning.

Solution: Do not make the first page of that event Parallel Process. Make it Autorun. This will prevent the player from saving the game and reloading it mid-cutscene, which is probably a good idea in any event.

I'll get back to your event structure in a minute. First, your other problem:

Also, I made a temporary transport player event near the cut scene on the second page so that when it's over I can just walk to that tile, transport to the first map, and test to see if the events have erased. WELLLLLL they haven't, same issue as before. The walking pattern restarts...

Your problem here is that your event never gets a chance to turn the Self Switch on that would deactivate the event-- once the player is transferred to another map, the event stops processing. (The obvious solution is to flip the switch and then transfer the player. However, another solution would work, and I'll go into it below.)

Overall, I think the reason that you are encountering a lot of these problems is that your event system construction is unnecessarily complicated. If you don't mind, I'd like to offer some suggestions for how to simplify your event coding at various points.

First of all: the event that you have placed to make it snow is parallel process. This is unnecessary, and will, in fact, potentially lead to problems. I posted this recently in another thread, but here's an easy alternative that will work better:
RainEvent.png

This structure will create an event that will cause it to start snowing, or whatever, whenever you enter a map. A similar event that changes the weather effect to "None" will stop the weather effect at a map that doesn't need it.

(Remember: A parallel process event will re-run endlessly until it's stopped. Don't use them unless you need to.)

Your initial cutscene event-- the player chasing Bane-- will work better with two pages instead of three. Make page one Autorun, and combine contents of your present pages one and two.

Likewise, your second cutscene, on map 2, does not need to be spread among so many events, or so many pages. Your complex parallel process-- player location detector-- Set Move Route event really isn't necessary. You could, and should, combine all of the effects of Events 12, 9, and 10 into one single event. There is absolutely no reason not to.

Basically, take Event 012. Make it Autorun. Delete the Control Switches command at the end-- you won't need it for now.

Now, take the Conditional Branch equipments of page one of Event 009, except for the Self Switch command, and put those into Event 012 after the "Wait for Move's Completion." (The entire conditional branch structure tracking the player's location is unnecessary and clunky-- if that first Set Move Route for the player is constructed correctly, the player will always wind up in the same spot.) Obviously, all the commands that are "Set Move Route: This Event" should be changed to "Set Move Route: Event 009."

Now copy the contents of page 2 of Event 009, and, you guessed it, add them under those last events to Event 012. (Again, change "This Event" to "Event 009"... you'll be doing this kind of thing a lot.) Once again, you do not need the Self Switches or the Control Switches command just yet.

Now it's time for Page 2 of Event 010. Once again, copy these to the bottom of page one of Event 012. That finishes what you have of the cutscene to date, so now we just need a command to stop it from repeating.

There are two ways you might do this. In one case, you'd turn a Self Switch ON. However, given what else you're probably doing with the introduction, this is finally time to turn an "Intro Over" Switch ON.

And, of course, you'd give a second page to Event 012, that would be set to Action Button, with the page conditions of "Intro Over" ON. Or Self Switch A on, if you'd rather.

But if you use the "Intro Over" Switch method, you can set the Autorun event back on the first map to not run if "Intro Over" is ON.

Also, there's no reason to leave poor Amy with pages of event set to Parallel Process that aren't doing anything. Change them to Action Button for now. Remember, the game is going to keep checking Parallel Process events constantly, and lag is bad.

Was this clear? Don't hesitate to ask me questions, or ask for clarifications.

Also, I have in my Photobucket library about ten images of assorted screenshots of a complicated multi-map cutscene that I created for an early project of mine. If you like, I'll post it as an example of how this kind of thing can work.

Finally, please consider naming your events. It makes it much easier for somebody like me to figure out what does what, and easier for you to go back and tweak things.

Anyway, like I said, I love questions. Ask me a bunch.
 
By the way your response was EXTREMELY helpful Unka Josh. I changed around my events and such a bit before I realized you had responded so some of this doesn't make sense anymore because of different pages and such lol..

But I did figure out that in order for the player and monster to be completely invisible at the start, the first event must be parallel process (dunno why). Otherwise, their graphics both flash up on the screen at the beginning just before they turn invisible and the cutscene starts.
 
Actually, they don't. There is a much easier solution.

Make the default player graphics "None." Likewise, make the default Event graphics "None."

When the player first appears on screen, use "Change Actor Graphic" to alter their Charset. This will be a permanent change.

Likewise, use the Change Graphics command in Set Move Route to change the graphics for Bane.

Easy-peasey.
 

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