The RPG Maker Resource Kit
RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: :) on October 13, 2006, 11:26:19 PM
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How can i make it so when the hero killls the boss, he has a certain amount of time to leave the cave, and when he does leave the cave door tile chages to the caved in tile?
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Set Time To "Time Desired"
When Time Reaches "0:00" Do Action, "Call Game Over"
Then at exit of gave create an event, "Stop Timer"
"Erase Timer"
Then do whatever you want to do after that
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Somewhere in all that you should put the Start Timer...
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ok so i set a timer, then i set the next step to end game...and when i defete the boss, after the timer appears for 1 sec and then game over.
EDIT: how do i make it work?
Blizzard: Don't double post, use the Modify/Edit button
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Somewhere in all that you should put the Start Timer...
omg I laughed so hard when I read that...........
.....gotta stop laughing so I can type...and think
wow did that/\ while I was red in the face from laughing so much and my face was down ontop of my keyboard
on topic
also, set some nifty screen shakes and stuff when timer hits 0
always makes it more realistic
Edit: I'll see if I can find a timer thing and I'll post a screen shot of event if I can
Edit2: this works for me
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also, set some nifty screen shakes and stuff when timer hits 0
always makes it more realistic
Edit: I'll see if I can find a timer thing and I'll post a screen shot of event if I can
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thanks, and yese the screen will be shaking as the counter is going down.
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you'll want to add a thing for when outside cave if timer >0 that will change the graphic of cave entrance to the caved in graphic and stop the timer
(make the original cave entrance as an event and either change its appearance in a move event or a switch activates a different page of the event that uses the caved in graphic)
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still not working, how do i make it so stuff runs after the clock hits zero, i put end game after the timer, and they both run at the same time, i dont know how to make it so the other stuff will run after the clock hits zero. (so yea screen shots would help alot)
thanks.
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after the clock hits 0 nothing can happen cuz there is a game over
ur not making sense
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sorry i should have said it better. Both the timer and End game run at the same time? when kill the boss, everything goes fine, he says the stuff i want him to and then where the timer operation is supposed to be, the END GAME starts.
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then ur timer must be set to start at 0, look at how i made mine and compare, if you still don't get it then post a screen shot of your event
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wow, sorry i switched to IE and saw your link to your image. well i set mine up EXACTLY the same line for line problems:
-on Wait command, hero cant move, so how would he escape.
-when it hits zero game over sign still dosent come up
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set to parallel process, not auto start
did you set a conditional branch of timer <=0min 0sec then under that put Game Over
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Just follow what I said earlier and you will be good to go.
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Sweet, thanks alot guys it worked, and i have just one more question.
How can i make it so, after i kill the boss he says a few stuff then walks toward a switch, pulls it down, and that then dissapears, and the awitch will activiate the cave in.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy163%2FNouman6%2FBoss.jpg&hash=48ae51fb1fcd1d86325c9c4e3f599fe3becd7b35)
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after you fight the boss have him do a move event to the switch then have the switch change its graphic to the ones of the switch moving down (in order with a small wait inbetween each change) and the boss flip a local switch (in the event not on the wall) that will activate another page that has no graphic
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cool, how can i make it so the hero cant move while the boss moves toward the switch.
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The "Wait" command takes care of that.
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haha lol. wow i was soo lost i forgot the wait command.
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and I think autostart prevents you from doing things while the event runs
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thanks guys for helping me out on this. I am understanding how to do stuff alot more using the software.
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No problem, just helping people out.
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You should make it this way. It's better:
1. At the end of the dialogue make the timer start.
2. Make a parallel process event and just put in that checking of the time (conditional branch).
3. Put that parallel process in all the maps of the cave.
4. When you go outside, just turn the timer off.
That's it.
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tahts what we said....isn't it?
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Nope, you put them altogether. That wouldn't work very good. They starter and the checking of the time have to be separated. At least that's how I understood what you said.
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mine worked fine with them together....
if ur gonna include more maps then ya, you have to have just timer checks not timer starts
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OK so i think i got the whole cave in to work smoothly. So i uploaded just the cave and events and was wondering if anyone could take a sec and test it out?
(the maps aren't mine and wont be used in final cave version they were just a test)
http://www.megaupload.com/?d=N5OPYOMB
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did anyone test it.
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works for me, but there should be a big explosion and shake just before the Game Over