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Transfer Player Event

(Man I hope I put this in the right place...>.<)


I'm having a hard time trying to figure this out. I know how to use the Transfer Player command, and I've googled my problem like there was no tomorrow (I probably searched the wrong keywords up though xD).

I would like to make it like any other game. I would like to make it so where if the event is hit, the player is transferred into the town/castle/next room but I'd like to make sort of a "double wielder" event so that when the player steps on "A" transport device and then warped into the next room "B", he can then step on the same transfer device again to be taken back without being taken back to room "B" by stepping on "A" when warping back to "A"...if that makes sense. When I make it, it works, but if I stay on the spot where I'm teleported, it works fine, but if I turn around with out stepping off that spot, it transfers me....I don't really want it to do that xD

If it didn't, I mean like in the FF games when you are walking into a village/next room....

I've been at it for two days, I can't seem to figure it out :blush: If anyone could help me, I'd really appreciate it! :grin:
 
You'll want to set the event to activate on collisions, instead of using the default method. In RMXP, it means switching it from "Action Button" to "Player Touch". The same holds true for RMVX, although you'll find the options in a drop-down box instead of the radio buttons RMXP uses.
 
GlitchFinder:
I set it to "Player Touch" but when the player walks into the transfer event, he is teleported onto the transfer event in the next room and he if he turns, it teleports him back. I was hoping there was a way to stop that....

@Medinastories:
So I should make it teleport the player in front of the entrance, for example, of the other room's transfer event, correct?
 
Ah, okay then. xD Thanks guys, I wanted to explore my options before I did all my towns/castles/rooms/ect like what I've been doing. :)

Could I ask of one more thing, please? :blush:

Okay....so I have this feature in my game that transports you between "worlds" Upper and Lower World and its really common in my game, and I would like to use one of these images:
14lool.jpg

So when my character steps on it, it shows an animation and then the player sorta of "glows" and then is teleported.

The problem is, I tried using the image I provided out of the event page to select the image, but he can't walk on it. So then I tried putting it into the tileset to see if I could walk on it, and it worked. But I don't know how to make it animate and animate more when stepped on.

Here is the tileset encase its needed. :tongue:
2e35yjr.jpg

(If I didn't make sense and I need to explain more, I will. )
 
Okay, after working for a bit on the above, if you set it to through, player touch and then set up a animation through the event command, it allows the character to walk only on the front part of it, but if you walk from the sides or the back, onto the graphic, you are underneath it...

Also, in a another event (a door event) I've tried, will not work well.
I've made a door transfer event and used this tutorial, it works great, until you try and enter that same door again after entering it and leaving, you will walk straight through it.

Does anyone know how to fix these problems? :(
 
i can see you are trying to make quite the advanced door event, that being said, i always make it so if the player turns around they would walk into a exit and use(player touch):

Conditional branch: player is facing: down
~transfer player

but thats just me, hope i might have helped
 
Yea, it seems the most realistic. Shows them fading into the door like they are actually walking into it. :p

Where do you usually place the conditional branch within the door event? I'm not quiet sure what you mean....well, I know what you mean, I just mean how does your event usually look? lol
 
For the portal, you need to use Through and Stop Animation. Unfortunately, the graphics are programmed so the top half of a charset always shows up in front of the player. You can either give the player Always on Top, or edit the graphic, giving each frame twice the height (with empty space), so the player will always be above it.

For the second, make sure you turn "Through" off when the door is closed (first event page).

By the way, I'd suggest Tindy's events tutorial, if you'd like to know a bit more about these things.
 
For the portal, should I make the graphic frame twice the height on both bottom or top, just just one of them? Should I also do it for the sides as the sides do the same thing?

Oh, its already on "Through Off". My event looks like this:
>Set Move Route::
Through On
*All the steps on the door tutorial*
Wait for move's completion.
Change Fog graphic
Transfer Player
>Set Move Route:
*All the steps in the tutorial*
Through Off

The Through Off seems to not be activating after word....unless I place a event outside of the houses with "Through Off" on Parallel Process, then it works great. But I can't seem to get it to work in the event. :/

Wow, that I was skimming through that tutorial thread. I always wanted to learn how to use "Erase Event" better xD Thanks, I'm gonna read over it now.
 
The graphic should have twice the height on top (so the portal takes up the bottom half). Unfortunately I'm not sure if doing the sides will accomplish anything, because events are treated as 32x32 (even if their graphics are larger).

If you're putting "Through Off" after the variable change, it won't activate because the event will change pages; it needs to go before. Read up on the tutorial! Tons of basic ideas are in there, they'll help.

By the way, as this is just a support thread, it should go in Gen Support. Eventer's Corner is for complicated systems on a larger scale.
 

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