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RMRK RPG Maker Creation => VX => Topic started by: Mushu on June 30, 2011, 09:08:26 PM

Title: [VX] Artificial Wall
Post by: Mushu on June 30, 2011, 09:08:26 PM
I'm trying to create a plateau effect using the same tiles so that it gives more freedom to tiling boundaries and raised platforms by using my tile E custom shadows.
Is there any way to put an event that (when player is pressing direction) it stops them from moving so it creates a boundary.
Normally you can just stuff any invisible same as character object on the other side but I want to be able to walk on both sides of the artificial wall, pretty much like a line of boundary not a tile of boundary.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FSS1-2.png&hash=846c6ba076430291435d387cf47b4ee6ba05811d)
Title: Re: [VX] Artificial Wall
Post by: exhydra on June 30, 2011, 10:10:38 PM
I think the best thing to do in that case is to 'lie' to the player with the use of specially crafted tiles. Take a few tiles and cut them down the center, then fill one side with some plants or rocks with a line running through that center mark. Then the other side will include some other plants or rocks and that will be the 'bottom' side. After that, just set the tile to [ x ] and you're set without any scripting needed. It's a little extra work in the beginning, but it would be easier than lining your walls with lots of events or areas to check against the player moving off of your 'cliff'.
Title: Re: [VX] Artificial Wall
Post by: Mushu on June 30, 2011, 10:19:35 PM
That'd be very tedious for every tile type tho, what I tried is a parallel process event with when player is facing one way its same as char and if they walking any other direction then it self switches to below char.
It works effectively but the only problem is it might lag the game >.<
Right now ill be lazy and save the tedious stuff for later, but after I touch up my game I'll do it that way, a very good idea btw
Title: Re: [VX] Artificial Wall
Post by: Mushu on July 01, 2011, 12:06:44 AM
*update* :D
I found a non-laggy way to do it.
set first page of event to same as char+event touch
conditional if player facing (all 3 directions except the one that you want to block) then self switch A on
second page its below char+parallel and if play face direction you want to block you switch A off.
Unless the player sets all the events to page2 by running thru them, theres low likelyhood to lag.
The reason I didn't want to put an entire tile to block is because I want to create intricate mazes and stuff :P
Title: Re: [VX] Artificial Wall
Post by: Mitsarugi on July 02, 2011, 06:49:11 PM
*update* :D
I found a non-laggy way to do it.
set first page of event to same as char+event touch
conditional if player facing (all 3 directions except the one that you want to block) then self switch A on
second page its below char+parallel and if play face direction you want to block you switch A off.
Unless the player sets all the events to page2 by running thru them, theres low likelyhood to lag.
The reason I didn't want to put an entire tile to block is because I want to create intricate mazes and stuff :P
there is a script that does this but i cant remember its name :(

EDIT: this could work too ^^
http://www.rpgrevolution.com/forums/index.php?showtopic=32535
Title: Re: [VX] Artificial Wall
Post by: Mitsarugi on July 03, 2011, 04:14:54 PM
BUTP (Bring Up This Post)
found it ! ^^
http://www.megaupload.com/?d=SJGZRRUB
Title: Re: [VX] Artificial Wall
Post by: Mushu on July 03, 2011, 05:02:21 PM
ty! I hope I can figure out how to use it now xD