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Rock pushing event ( switch movement)

Alright.


Well what you want to do is make a parallel process event. In it, put:

Control Variable ROCK'S X = (whatever you want to call it. lets call it X) X
Control Variable ROCK'S Y = (same^^) Y


Okay, now lets make another one...
Conditional Branch: X = 11
  conditional branch: Y = 19
        control switches DOOR = ON


Now a final one...
Conditional Branch: Switch DOOR = On
  Set move route: door 
      (now set graphics for opening door and such)



Voila, just make an event and name it 'Rock', so you can actually set the variables X and Y to something.
If you need more help I could make a quick screenshot.
 
Here's the rest of the details:  Create an event just like the rock-detecting one, but it uses the player's X and Y. 

For both events, for that conditional branch, add an Else that turns the door switch off.

And for the rock, set it to activate with a player touch or a button, and have it set a move route conditionally, depending on the player's facing. 

Ta da!  Everything else that you need that wasn't covered already.
 
Hmm... That's kind of not what I'm after. Here's the details:

If the rock is on the switch the switch goes down

if it isn't the switch goes up. Same with the player. But whenever I tried it myself it keeps on going CHUNK CHUNK CHUNK CHUNK CHUNK. I've made it so that when the player steps on it, and then off, it turns BLUDDY CHUNK IS DUN :O on, and when the bluddy chunk is going, that is in a conditional branch saying that if BLUDDY CHUNK IS DUN :O is off, it happens.

Please post a demo  :sad:





BuMp :lol:
 
It took me a minute to figure out what you meant, but I understand what the issue is-- you wanted to have an actual effect for the door opening, and it keeps playing over and over, at a guess?  I can help with that.

So.  The hero needs to escape from the dungeon so that he can use his Rockabilly powers to fight the Disco Demon Lord Gibb.  All he needs to do is push a rock onto a switch and leave it there.

Here's the basic map.  On a whim, I've made all the events visible, although there's no actual need to do so for most of these.

http://i234.photobucket.com/albums/ee10 ... uzzle1.png[/img]

Let's take a look at each part. Here's the boulder.  It's pretty simple.

http://i234.photobucket.com/albums/ee10 ... uzzle2.png[/img]

Here's one harpy.  It's watching the player, and that's all.

http://i234.photobucket.com/albums/ee10 ... uzzle3.png[/img]

Here's the other harpy. It's just watching the boulder.

http://i234.photobucket.com/albums/ee10 ... uzzle4.png[/img]

Here's the door, closed, for now.

http://i234.photobucket.com/albums/ee10 ... uzzle5.png[/img]

And here's the sea serpent.  It checks to see if either you or the boulder is on that bit of grass... when the door isn't open.

http://i234.photobucket.com/albums/ee10 ... uzzle6.png[/img]

However, once the door is open, things change-- now the sea serpent is checking to see if both you and the boulder are off that bit of grass, which is more complicated.  Here's the first part of the event

http://i234.photobucket.com/albums/ee10 ... zzle7A.png[/img]

And the second half.

http://i234.photobucket.com/albums/ee10 ... zzle7B.png[/img]

And here's the door, open.

http://i234.photobucket.com/albums/ee10 ... uzzle8.png[/img]

Was that clear or helpful in any way?
 

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