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Set Move Route Problem

Aerif

Member

For some reason my move route events have stopped working correctly. For example,

Code:
Play SE: '024-Door01', 80, 100

Set Move Route: Player

                           Through ON

                           1 Step Forward

                           1 Step Forward

                           Turn 180

                           Through OFF

Wait For Move's Completion

Play SE: '025-Door02', 80, 100

Set Move Route: This Event

                           Direction Fix OFF

                           Turn 180

                           Direction Fix ON 

Instead of the full event being played out, the player moves forward once and 'THROUGH' remains ON.

At the beginning of the game the event code worked perfectly well, however, now for some unknown reason the event has stopped working correctly. Note that no parallel processes are taking place that would keep THROUGH ON or stop the event mid-way.

Help!
 

Aerif

Member

I tried to show it in GIF form but it may not really explain much, though what is important is that the same code is used.

Working:
1.gif


No Longer Working:
2.gif
 

Star

Sponsor

Try using the Wait command instead of Wait for move's Completion. Everytime I use the Moves completion thing during a Parallel Process, It messes up. Try like 30 frames. And also why bother having them turn 180 degrees? Are you trying to show them closing the door behind them?

Example

Set Move Route
> Through On
> SE Thingy
> Move player Forward
> Move player Forward
> Turn 180
> Through Off
Wait 30 Frames

You can also try making the door a through on. And fix the tileset so you can walk through that certain area when the through is on for the door
 

Aerif

Member

It isn't taking part in a parallel process, it's a normal 'Action Button' event, and the 180 degrees is for closing the door.

Though it's the player movement that is being messed up as you can see that the arrow rotates in the second screenshot, I should also mention again that the player still has 'THROUGH ON' and it seems like the first move route part isn't completing
 

Star

Sponsor

Aerif":znztmwfy said:
It isn't taking part in a parallel process, it's a normal 'Action Button' event, and the 180 degrees is for closing the door.

Though it's the player movement that is being messed up as you can see that the arrow rotates in the second screenshot, I should also mention again that the player still has 'THROUGH ON' and it seems like the first move route part isn't completing
Can't you make a demo and upload it. Like a small little thing. I want to see these events. I know i can fix this
 
Are the passage settings for the tileset setup properly? It looks as if that black tile is the one causing problems. If they are setup properly, you will have to post a demo like StarGGundam2 said.
 

Aerif

Member

Ah-ha! It looks like I have fixed it on my own.

There were some parallel processes on the map after all, though they were only tinting the screen and making sure the player wouldn't change move speed.

It's sort of strange that these would effect the event though, since speed wasn't changed at all in the event...
 
No, that was your problem. The game was Waiting for Move's Completion at the same time that you were Setting Move Routes repeatedly, and on top of that, if those parallel-process events were setting the player's move routes, that would interfere with the move route setting that you were already doing.

When I use an event-based parallel process system to affect, say, player speed (And I usually do), I set it so that I can turn it off with a switch, and then turn the switch off for any event where I'm setting move routes.

One more thing-- if you're just creating a secret passage, there's an easier way, completely event-free.

Just pick an empty tile from the tileset. Make sure that it's passable in whatever directions that you want.

Then drop it on layer three of whatever square you want to be a secret passage. Players will be able to walk right over it.
 

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