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Very nice door open efect

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Ok everyone, this is my first tutorial, so bear with me on this.

First step: Create an event with the graphic of a closed door.

Second Step: Add a new action to the even that waits for 4 fraims


Third Step: Add a door opening sound effect.

Fourth Step: now add another action that says "Set Move Route." Now on the list that pops up change the options to this:

1-1.jpg

Fifth Step: Ok now that you go all those settings make the event transer your player to the room you desire.

Once your done, it should look like this:

2-1.jpg

Not I don't know if anyone has posted this before, but I did not steal anyones tutorial. I just made found this out today, so I thought I would post it. Thanks.
 
Its better and faster to use the turn commands, specially if you feel like changing the door graphics later.
 
Just letting you know xspikeyhairx, what everyone else is trying to say is you can merely do:
Code:
Turn Left
Wait: 1
Turn Right
Wait: 1
Turn Up
to get the exact same effects.

Also you might want to put a Wait for Move's Completion before the transfer event or you won't even see the door open...
 

Zeriab

Sponsor

Generally don't use a Wait for Move's Completion before the transfer event.
Instead use a normal wait. Wait for 3-4 frames or however long you feel is necessary.

The reason is that Wait or Move's Completion waits for the completion of all Set Move Routes.
 

Rare

Member

I've known this forever.  As it's been said, using a turn command is much more efficient.  In addition, I find it very useful to put it all into a common event and plug it into my door events.
 
After the door opens I like to make it so the character moves forward into the door before transporting, I think it looks cooler.


>@Set player move route: Through = On
>@Move player: Up (or into the door)
>@set move route: Through=Off
>@Transfer player


I'm going to try to do the same thing when you exit a building so it looks like you are coming out of the house, then the door closing.
 
The other reason to use turn commands is that you can change the graphic to another door very easily. I think I made a command like this once in my game, then I've just C+P'd it every time after that.
 

Rare

Member

I don't really think it can even be considered a tutorial.

Besides, this has been covered a thousand times before, including the explanation in my FAQ.  >>'
 
Despain":l46n707b said:
Do...people really need tutorials for this kind of thing?

How many times have you seen the question asked?

Most people don't, but someone that wants to learn to write tutorials needs a place to start.

To criticize the tutorials format & 'user-friendliness', rather than it's usefulness, or uselessness.....

Spikey,

For each step, include 'how' you perform the task (assume the audience is 'complete noob'),
and an explanation of 'why'...
Why do you use the wait:4 frames?

Also, make sure you re-read your tutorial for spelling & grammer. This makes a huge impact on it's credibility.

Last, for usefulness, do a search to see if the tutorial is needed, or has already been submitted.
(this is optional if you are only creating the tutorial to practice creating tutorials. But if that's the case, you should state it.)

Have Fun
 
Despain":1w9x146h said:
Do...people really need tutorials for this kind of thing?

Not everyone is an expert like YOU Despain >.<

Some people don't know everything about it. This is how they learn.
 
Zeriab":3hkfyx1k said:
Generally don't use a Wait for Move's Completion before the transfer event.
Instead use a normal wait. Wait for 3-4 frames or however long you feel is necessary.

The reason is that Wait or Move's Completion waits for the completion of all Set Move Routes.

true but in this case it doesn't really matter because this only uses one sequence of Set Move Route.
 
Souloux":3u5bx6nu said:
Zeriab":3u5bx6nu said:
Generally don't use a Wait for Move's Completion before the transfer event.
Instead use a normal wait. Wait for 3-4 frames or however long you feel is necessary.

The reason is that Wait or Move's Completion waits for the completion of all Set Move Routes.

true but in this case it doesn't really matter because this only uses one sequence of Set Move Route.

Or you can use Ccoa's local Wait for Movement command.  I have the scriptlet somewhere around here.
 

Zeriab

Sponsor

Souloux":1elxpdib said:
Zeriab":1elxpdib said:
Generally don't use a Wait for Move's Completion before the transfer event.
Instead use a normal wait. Wait for 3-4 frames or however long you feel is necessary.

The reason is that Wait for Move's Completion waits for the completion of all Set Move Routes.

true but in this case it doesn't really matter because this only uses one sequence of Set Move Route.

I do not believe you understand what the problem really is and therefore I have made a demo: http://www.sendspace.com/file/yh4yzu
The problem with using Wait for Move's Completion is that the door could work perfectly while you test it. When you use it in the game you may suddenly get an issue with freezing like the one displayed in the demo. Finding this bug could be quite hard.
In the demo there are 2 doors. The left one use a wait for some frames, the right one use Wait for Movement's completion.
If you talk to the wolf it will begin to walk in an infinite loop. Since the wait for movements completion includes the wolf the game will practically freeze when you try to enter the house.
The problem is that other events can effect this event.

You could use a script for a way out of this like Firestalker mentioned if you want, though for something so simple I would still recommend using a specific amount of frames wait.
 
Monogra":1v6co4vf said:
Despain":1v6co4vf said:
Do...people really need tutorials for this kind of thing?

Not everyone is an expert like YOU Despain >.<

Some people don't know everything about it. This is how they learn.

I purchased RMXP a couple of days ago and have ran through a decent 5 step tutorial I found on the net. I am going to start my first project tonight and having a door opening animation would be very useful to me.

Expect to see a lot of me around here LOL

My only previous experience of this sort of thing was using the Neverwinter Nights toolkit (Is NWN a dirty word around here?)
 
weird....this won't work with me
i follow what exactly  u guys said....
but it just like usual....no animation....

Dude, this post is almost a year old. :| Don't necro, please. ~Asch
 
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