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Fowl game chase repair

Started by pliio8, January 11, 2007, 03:14:05 AM

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pliio8

I have a game in my uhhh...game that lets you chase a chicken, it will always try to run from you, but it keeps getting stuck! Can I get some help?
Games in progress:
Tome of Arastovia: 7% complete at 2 hours of gametime

:)

where and how the hell does it get stuck?
Watch out for: HaloOfTheSun

SexualBubblegumX


pliio8

It gets stuck in corners and walls after not being able to go anywhere awat from the hero. And its RPG XP.
Games in progress:
Tome of Arastovia: 7% complete at 2 hours of gametime

Irock

Hmm, you would have to have somthing the complete opposite of the caterpillar system to fix this. Or some sort of script. None exist that I know of.

:)

Watch out for: HaloOfTheSun

pliio8

This is the event:

Move event: Move away from hero

Thats it...
Games in progress:
Tome of Arastovia: 7% complete at 2 hours of gametime

:)

well, If you chase it into the wall then its going to get stuck in the.

say:

_______________________________ < thats the wall

8                               < thats the rabbit

^
^
1                              < thats me running up


the rabbits going into the wall./
Watch out for: HaloOfTheSun

Malson

Quote from: Irockman1 on January 12, 2007, 01:53:56 AM
Hmm, you would have to have somthing the complete opposite of the caterpillar system to fix this.

Then he would never be able to catch the chicken ???

Reives

One option is to strategically plan out empty events at the corners and places that it gets easily stuck at. Given that the chicken does not have 'through' enabled, it will not pass through empty events (even though the player still can). That way, it's somewhat of an invisible bouncy barrier to avoid it running into a dead end. 

Another alternative choice would be to manually set its movement pattern. This might take some time, but can be effective if planned out carefully knowing where the player starts out. Perhaps have it run in circles, and if you wanna get fancy set some conditional branches such that if player's map coordinate = below it (use variables), move one route instead of the other. Etc. Might be too complicated though, so I suggest just try out the invisible barrier thing.