The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Event Systems => Topic started by: MajikalBlood on January 25, 2012, 03:33:11 PM

Title: [VX] Floor Spikes
Post by: MajikalBlood on January 25, 2012, 03:33:11 PM
So about a few weeks ago I requested for this event to be made...well it never got filled. So I decided to keep trying til' I got it and I finally did.
First Event Page
Spoiler for:
First start off with a new event page and set your graphic to the empty spikes:
Spoiler for:
(http://i40.tinypic.com/20zvd55.png)

Now on the same page double click an empty line and look for Control Switch; If you haven't already done so, make one named "SpikesOn001" and turn the switch on:
Spoiler for:
(http://i40.tinypic.com/25g9t9v.png)

Second Event Page
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Okay with the second page you can do it two ways...
Permanent Spikes: Doesn't matter what you do, you cant pass them;
Passable Spikes: Pressing the run button will allow you to get past them without taking damage;

For basic set up set your second event page like so:
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(http://i43.tinypic.com/2zjatc4.png)

Now to do the Permanent Spikes make your event list for Page 2 look like:
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(http://i41.tinypic.com/lic0p.png)

For Passable Spikes make your page look like this:
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(http://i44.tinypic.com/rbclty.png)
Now in my pictures I demonstrated using only 1 spike.  If you use multiple spikes in your game, I had you name the switch "SpikesOn001" so you can make new switches such as "SpikesOn002", "SpikesOn003", and "SpikesOn004";  This event release is kinda lame since I'm a huge novice when it comes to RPG Maker VX...
Title: Re: Floor Spikes
Post by: Mr_Wiggles on January 26, 2012, 07:05:45 PM
Making tutorials for what ever it is is a great way to learn for your self as well as teaching others. By listing off everything that you did you can really think about how each part of your system works so you can make improvements.

The only thing i have to say is you should use self switches instead of global switches.
Title: Re: Floor Spikes
Post by: MajikalBlood on January 27, 2012, 02:46:43 PM
Will using self switches allow each event to process without getting effected by another?
Title: Re: Floor Spikes
Post by: Dyre on January 27, 2012, 09:09:36 PM
Yes. Self-switches are self-contained. They also stay in effect when you leave the area, if VX is like XP in that regard. They are the most useful things.

Also, this is a nifty tutorial. Glad you figured it out and shared. ^.^
Title: Re: Floor Spikes
Post by: MajikalBlood on January 28, 2012, 07:38:24 AM
Thanks guys; This has saved me alot of time with making new variables

I'll also redo the pictures and first post to have them with the self switch