hpw do i make effective spikes?i try everything but none work-auto start kills you from halfway across the room psychically.here touch makes them rise only 2 seconds after originally stepping on them.i have mines set now for local switches to go on/off,changing the animation and using different pages.it auto starts,but damage tiles must be stepped on to proceed.how do i make the whole thing automatically?
thanks in advance-
also,what is parallel process,and what is its difference to auto start?
Parallel process means that the event is constantly running, parallel to any other events that might be activated. I am not sure EXACTLY what you want your spikes to do. It sound like you want them to come up and go back in? And you have to run across while they're down or something? If so, then parallel process is your best friend. You sound like you have a decent idea about how switches work, so I'm sure I don't need to explain exactly what to do.
ok,so how could i use parallel to do spikes(yes i want them to stab-retract-repeat)
also,i need help makin a mining system.i had one made but now i looked at other posts and mine seems like crap...i have a variable like,iron u have a 1-3 chance each time.quartz 1-15.gold1-50.
but i have no exp/lv up thing..i wanna make it better.
and thank you gilgamesh,at least i now know ill need parallel process.
Here is a little spike demo I made.
http://rapidshare.de/files/14781620/Spikes.exe.html
The parallel process is in the upper right.
[Edit] I've never tried anything like this before. When your HP reaches 0 you still don't get a game over. I made a seperate parallel process event to fix it that looks like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F435%2Fgameoverevent4if.png&hash=53e1cd5d7a6e046c04f6c5c646bc0fef00376a3a)
That does the trick.
Of course, if you start switching around party members it might get a bit more complicated... I didn't really put alot of thought into this. At least It shows how to make decent spikes. =/
thank you very much.also,can anyone help me with making an item that teleports you to a remote/hidden area,and also teles you back to where you were exactly?
For this you will want to make a common event with a conditional brand checking if switch "whateveryouwanttonameit" is set. If the switch is set have it send you to the memorized coordinates on the memorized map[and turn "whatever" OFF]. Else teleport you to the remote/hidden/special location, and memorizes your current location (save your current map and coordinants in variables), then set switch "whateveryouwanttocallit". Have the item call the common event upon use.
[Edit] Not sure how well I explained it, so here is what it should look like.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg453.imageshack.us%2Fimg453%2F1249%2Funtitled8gx.png&hash=a7da4681500ae25ac3594d2c4e350dbc790b4907)
Thank you very much!i could never have guessed...
edit:never mind,your pic helped a ton.
i thank you,very much!
Variable Operations
-> Sprite
for the coordinates
You'll want to set the first pulldown to Player, and the second to X Tile, and Y Tile accordingly.
Variable Operations
-> Other
for Map ID
The buttons may be labled differently on the legal version, not really sure.
ok,i have it set to where at one point in the story,some poeples leave,then come back later.at which point they are under leveled,and i want them to be at the main characters lv.how can i do that?(prolly using variables,but how)
You could do this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F5663%2Funtitled3lk.png&hash=ff66bd1a5b67c234a154236ef1bd9eb035e9814f)
To make another character jump to the same level as the main character.
Or, you could simply add a set amount of exp or levels to them.
I would probably do the latter. You would be able to aproximate the right ammount of exp to add with a few test runs. And it seems less mechanical then the former method. The former also sort of eliminates any work the played may have done for the exp of the other characters. Either way, both methods work fine.
yeh,but what about peeps who lv up lots on people,then main char is like,999 times better.
anyway,thanks a lot!
(is there any way too do same thing,cept with hp and a transformation?)
Why would you want the hp to be equal....? Why not just define the hp by level? And, I don't understand what you mean by transformation.
like,you know how some peeps make werewolf skills?
like that.
and how could i define hp per lv?
edit:and how do i make transformation always my chars lv?