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Collapsing Tiles

Started by Sartory, August 25, 2009, 07:15:16 PM

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Sartory

Solution/tutorial is in the 3rd post.

Okay, so I don't know if many of you remember a system for the last gym in emerald/ruby/sapphire but to get to the leader you needed to step on every patch of ice to unlock the door.  The trick was you could only step on each patch of ice once because after you stepped off of a patch of ice it collapsed into a hole.

I'd like to do something where when you step off of an event(using the cracks on Tileset D) and have it collapse into an impassable event(using the hole on Tileset D).  I've tried adding onto a variable every time you stepped on a crack, but then after you step on a second crack they all turn into holes.  I'd like to have this as an event system, not a script if possible, but if a script is the only plausible way to get it done, they it'll have to do.


Here's what I've been using:

I start with the cracks and add onto a designated variable
[spoiler][/spoiler]

Then I set another page to go off when the variable has been added on to, causing the "collapse"
[spoiler][/spoiler]

And finally, i had a last page that is just an impassable hole.
[spoiler][/spoiler]


So, have I been going about this entirely the wrong way?  Does it need to be scripted, or will events suffice?
Is it just impossible?
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


Fizzly

Sure it's possible. :) But use just self switches, if you want to make more than one "crack tile".
Follow this:

CRACK-TILE EVENT

1st page:
Graphic: Crack tile
- Below/Player Touch
Do: Control Self Switch: A=ON

2nd page:
If: SelfSwitch A=ON
Graphic: The same crack tile craphic
- Below/Player Touch
Do: Control Self Switch: B=ON,
      Control Self Switch: A=OFF

3rd page:
If: SelfSwitch B=ON
Graphic: Hole
- Same as character/Player Touch or Button
DO: Nothing, or message "Can't go that way." or sth. :)

And you can copy this event as much, as you need, without any variable-changes.
Regards,
Mike

Sartory

#2
I did try that earlier, but it requires a player to step on the tile a second time to turn into a hole.
I have been thinking about having the second time a player step on the tile it drops them in a hole, meaning they could only step on a tile once.  I also want the tiles to be able to reset, so instead of selfswitches I'll try mapping with holes, set the holes passability to below, and have the cracks erase the 2nd time and drop the player into a dungeon/basement area.

Okay, I got it.  First you need two areas(maps, not actual areas), the upper area with the cracks and a need to carefully cross the cracks, such as a chest at the end that requires you to go to the chest and return to the beginning using different paths, or a door that only opens once you've stepped on all the cracks(this would require variables).

The lower area is where the player goes after stepping on the same crack twice.  This area needs stairs that lead to the beginning of the maze, or you could create different sections to fall into, with chest and monsters, experiment a little!

The lower area needs only two events, the stairs leading up, and an autorun event that plays an SE as the player hits the ground.
Like this:[spoiler][/spoiler]

The actual crack event is actually four pages;

The first page is the first crack, that turns self switch A on.
Page 1 -> [spoiler][/spoiler]

The second page is the second time the player steps on the crack.  It plays an SE then turns on Self Switch B.
Page 2 -> [spoiler][/spoiler]

The third page reveals a hole, and I made the player jump to simulate falling, or surprise.  It has a nice effect when the player completes their jump in the lower area.  It took me awhile to get the wait times correct.
Page 3 -> [spoiler][/spoiler]

The final page fixes the issue of having the hole disappear from under you.  It is an autorrun hole event that turns off the last self switch.
Page 4 -> [spoiler][/spoiler]

That all, you can just Copy+Paste the crack events wherever you want them.  I tried to make this sort of tutorial-ish so that people don't have to sit around and figure it out like I did.  Thanks to Fizzly for helping me, it got me on the right track.

Oh and...Crack tiles!!!  lololololol  for a drug addicts game lololol  I just found that funny.
Shadow Resistance - My first VX game.

Mapping - 60% done
Eventing - 33% done
Scripting - 47% done
Plot - 72% done
Database - 12% done


http://rmrk.net/index.php/topic,33686.0.html


Fizzly

Hehe, no problem.  :D Good you've done it like you wanted it.
Regards,
Mike