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RMRK RPG Maker Creation => RPG Maker General => General Tutorials and Eventing => Topic started by: :) on October 13, 2006, 11:26:19 PM

Title: Cave in. [resolved]
Post by: :) on October 13, 2006, 11:26:19 PM
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?
Title: Re: Cave in.
Post by: Naphe on October 14, 2006, 12:05:41 AM
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
Title: Re: Cave in.
Post by: King Anesis on October 14, 2006, 12:39:39 AM
Somewhere in all that you should put the Start Timer...
Title: Re: Cave in.
Post by: :) on October 14, 2006, 01:16:39 AM
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
Title: Re: Cave in.
Post by: thingy on October 14, 2006, 03:49:54 AM
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
Title: Re: Cave in.
Post by: :) on October 14, 2006, 04:05:52 AM



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
[/quote]

thanks, and yese the screen will be shaking as the counter is going down.
Title: Re: Cave in.
Post by: thingy on October 14, 2006, 04:26:03 AM
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)
Title: Re: Cave in.
Post by: :) on October 14, 2006, 04:53:13 AM
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.
Title: Re: Cave in.
Post by: thingy on October 14, 2006, 06:38:06 PM
after the clock hits 0 nothing can happen cuz there is a game over

ur not making sense
Title: Re: Cave in.
Post by: :) on October 14, 2006, 10:32:22 PM
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.
Title: Re: Cave in.
Post by: thingy on October 15, 2006, 02:45:55 AM
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
Title: Re: Cave in.
Post by: :) on October 15, 2006, 05:10:37 AM
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
Title: Re: Cave in.
Post by: thingy on October 15, 2006, 01:37:24 PM
set to parallel process, not auto start

did you set a conditional branch of timer <=0min 0sec then under that put Game Over

Title: Re: Cave in.
Post by: Naphe on October 15, 2006, 04:39:25 PM
Just follow what I said earlier and you will be good to go.
Title: Re: Cave in.
Post by: :) on October 15, 2006, 05:41:42 PM
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)
Title: Re: Cave in.
Post by: thingy on October 15, 2006, 09:34:16 PM
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
Title: Re: Cave in.
Post by: :) on October 15, 2006, 10:14:18 PM
cool, how can i make it so the hero cant move while the boss moves toward the switch.
Title: Re: Cave in.
Post by: Naphe on October 15, 2006, 10:33:24 PM
The "Wait" command takes care of that.
Title: Re: Cave in.
Post by: :) on October 15, 2006, 10:54:52 PM
haha lol. wow i was soo lost i forgot the wait command.
Title: Re: Cave in.
Post by: thingy on October 16, 2006, 12:11:25 AM
and I think autostart prevents you from doing things while the event runs
Title: Re: Cave in.
Post by: :) on October 16, 2006, 01:58:23 AM
thanks guys for helping me out on this. I am understanding how to do stuff alot more using the software.
Title: Re: Cave in.
Post by: Naphe on October 16, 2006, 04:08:59 AM
No problem, just helping people out.
Title: Re: Cave in.
Post by: Blizzard on October 20, 2006, 09:00:45 AM
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.
Title: Re: Cave in.
Post by: thingy on October 20, 2006, 11:58:00 PM
tahts what we said....isn't it?
Title: Re: Cave in.
Post by: Blizzard on October 22, 2006, 07:25:37 PM
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.
Title: Re: Cave in.
Post by: thingy on October 22, 2006, 08:42:36 PM
mine worked fine with them together....
if ur gonna include more maps then ya, you have to have just timer checks not timer starts
Title: Re: Cave in.
Post by: :) on October 22, 2006, 09:26:00 PM
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
Title: Re: Cave in.
Post by: :) on October 30, 2006, 01:25:22 AM
did anyone test it.
Title: Re: Cave in.
Post by: thingy on October 30, 2006, 01:44:56 AM
works for me, but there should be a big explosion and shake just before the Game Over