RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Event interactions

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 90
Is there any relatively simple way to make separate moving events recognize and interact with one another?

Also, what would be a good way to make a good FF6-style multi-party system?
"There's almost not enough juice in this house!"
"Um...so there IS enough, right?"
"Yes. Nevermind."

******
Rep:
Level 91
explain multi party system for those of us who didn't play ff6

and there is no event touch..
you gonna have to make a parallel process that looks about:

e1x= check event1X
e1y= check event1y
e2x= check event2x
e2y= check event2y
temp= e1x
temp = -e2x

if temp = 1 then
-do stuff (meaning event 1 is to the right of event 2)
if temp = -1 then
-do stuff (event 1 is from the left)

then you do the same with y
might come a bit tricky but that's what you got Xx
holy shit my sig was big!

**
Rep: +0/-0Level 90
Multi-party: You have two or three separate parties, which you can switch between by pressing a button. All parties explore the same area, so multiple parties might be on the same screen at once.

I was afraid it might have to be that...Very unfortunate, as it would take over 300 variables just for the inter-event recognition. Oh well; that part of the design can be shafted, I guess.
"There's almost not enough juice in this house!"
"Um...so there IS enough, right?"
"Yes. Nevermind."

******
Rep:
Level 91
ok hmm so for the variables, you can always use old variables to check new event xs and ys i don't see why would it take 300 variables.. maybe just 300 conditional branches -.-

for the multi party..
heh that's challanging in a way, here is a short basic:

para process conditioned by pushing a button

it will then check the position of the hero and the 2 other parties
-hero x
-hero y
-event x
-event y
-event2 x
-event2 y

would have added map but sadly events don't have those and thus you'll only be able to stay on the very same map until you leave with all or something..

then it goes:
if vparty = 0(default, meaning you use the hero) then
-vparty= +1
-tintscreen(black, 0sec)
-vtempx=herox
-vtempy=heroy
-vtempx = -1
-vtempy =-1
-teleport event(vtempx,vtempy)
-teleport hero(eventx, eventy)
-teleportevent(herox,heroy)
-change herographics(graphics of event)
-change eventgraphics(graphics of hero)
-tint: normal colors
then you do it again with vparty=1 (changing between the event1 and event2)
and vparty=2 changing between event2 and the player and setting vparty to 0

that's going to take a while doing and might not look very smooth, tinting may take too long too so you might want to simply use a giant black image using show image button

hope this helps
holy shit my sig was big!

**
Rep: +0/-0Level 90
Well, I intended to have over 100 moving events that could interact with one another simultaneously.

That system looks like it will work perfectly! Thanks a lot.
"There's almost not enough juice in this house!"
"Um...so there IS enough, right?"
"Yes. Nevermind."