Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> Spike event
drei7717
post Mar 10 2012, 02:08 PM
Post #1


Level 4
Group Icon

Group: Member
Posts: 48
Type: Writer
RM Skill: Intermediate




How can I make a spike event that hurts you when the spike comes up then transfers you back to the beginning of the map?
Go to the top of the page
 
+Quote Post
   
Sakura Phoenix
post Mar 10 2012, 03:24 PM
Post #2


Cherry Blossom of the Heart
Group Icon

Group: Revolutionary
Posts: 447
Type: Artist
RM Skill: Skilled




I'm going by what I've done in XP, I'm not sure how different VX is...
(slightly repaste from another eariler question about spikes)

Have a switch and have a parallel processing seperate event in a corner that say waits a few frames, plays an SE and turns let's call it [001Spike Safety] switch on, then waits a few frames and turns it off.

Then for each spike event you have, set it up with two pages/tabs. One with the spikes up, and have the trigger on player touch so that if the player touches it, it'll give them damage or whatever you have planned on the first page{in my case I sent them back to the begining of the dungeon/area with a transfer but whatever you want works]. On the second page with the condition if [spike safety switch is on] the graphic with the switches down and nothing else on the event page.

If that works let me know so in the future I can be certain for VX users on how to help them out with that question.


__________________________
My Projects:


Projects I support
Looking for some new sci-fi projects to support~
Go to the top of the page
 
+Quote Post
   
myperson54
post Mar 10 2012, 03:40 PM
Post #3


Level 7
Group Icon

Group: Revolutionary
Posts: 107
Type: Mapper
RM Skill: Intermediate




I've done something very similar by taking a door, changing the graphics to 1-holes and 2-full spikes from the rtp, then adding some damage and knockback lines. Sorry, been a while since I used it.


__________________________
Banners



Go to the top of the page
 
+Quote Post
   
drei7717
post Mar 10 2012, 03:54 PM
Post #4


Level 4
Group Icon

Group: Member
Posts: 48
Type: Writer
RM Skill: Intermediate




QUOTE (Sakura Phoenix @ Mar 10 2012, 03:24 PM) *
I'm going by what I've done in XP, I'm not sure how different VX is...
(slightly repaste from another eariler question about spikes)

Have a switch and have a parallel processing seperate event in a corner that say waits a few frames, plays an SE and turns let's call it [001Spike Safety] switch on, then waits a few frames and turns it off.

Then for each spike event you have, set it up with two pages/tabs. One with the spikes up, and have the trigger on player touch so that if the player touches it, it'll give them damage or whatever you have planned on the first page{in my case I sent them back to the begining of the dungeon/area with a transfer but whatever you want works]. On the second page with the condition if [spike safety switch is on] the graphic with the switches down and nothing else on the event page.

If that works let me know so in the future I can be certain for VX users on how to help them out with that question.

It works, but when I'm already on the event before spikes, then it spikes, it doesn't hurt me. It will only hurt me when I get off the spike then toucj it myself

Idk if that makes sense lol

EDIT: If found out a way to do it but I think there's an easier way to do it because I'm going to have alot of spikes in my game lol but this what I put.

Event 1 page 1: Wait 120 frames
Control Switches [Trap] = ON

Event 1 page 2: Control Variables [Playerx] = Player's Map X
Control Variables [Playery] = Player's Map Y
Control Variables [Spikex] = Player's Map X
Control Variables [Spikey] = Player's Map Y
Conditional Branch Variable [Playerx] = [Spikex]
Conditional Branch Variable [Playery] = [Spikey]
Show Animation Spike
Wait 60 frames
Transfer blah blah blah

Else

Branch End
Else

Branch End
Wait 120 Frames
Control Switches [Trap] = OFF

Spike Event page 1: Spike down sprite
Spike Event page 2: Spike up sprite check control switch [trap] is ON

You think there's an easier way to do this?

This post has been edited by drei7717: Mar 10 2012, 04:11 PM
Go to the top of the page
 
+Quote Post
   
Sakura Phoenix
post Mar 10 2012, 04:04 PM
Post #5


Cherry Blossom of the Heart
Group Icon

Group: Revolutionary
Posts: 447
Type: Artist
RM Skill: Skilled




Try an event touch then, instead of player touch.


__________________________
My Projects:


Projects I support
Looking for some new sci-fi projects to support~
Go to the top of the page
 
+Quote Post
   
drei7717
post Mar 10 2012, 04:12 PM
Post #6


Level 4
Group Icon

Group: Member
Posts: 48
Type: Writer
RM Skill: Intermediate




QUOTE (Sakura Phoenix @ Mar 10 2012, 04:04 PM) *
Try an event touch then, instead of player touch.

Same thing happens lol
Go to the top of the page
 
+Quote Post
   
Sakura Phoenix
post Mar 10 2012, 04:15 PM
Post #7


Cherry Blossom of the Heart
Group Icon

Group: Revolutionary
Posts: 447
Type: Artist
RM Skill: Skilled




That'd work too, the player variables bit, I don't have that problem myself in XP. If I'm on top of the spike when it comes up it sends me to the point of transfer.

With keeping track of player's X's and Y's it makes it more complex, with the way I've done it, I can just copy paste the spikes over and over as much as I like with no set variables involved.


__________________________
My Projects:


Projects I support
Looking for some new sci-fi projects to support~
Go to the top of the page
 
+Quote Post
   
Kaust
post Mar 10 2012, 04:20 PM
Post #8


Level? Where we're going we don't need levels.
Group Icon

Group: Revolutionary
Posts: 676
Type: Musician
RM Skill: Beginner
Rev Points: 30




I had a little struggle with this when I tried it on VX so heres a few screens that'll hopefully help.
Attached File  Untitled.png ( 142.36K ) Number of downloads: 14

Doing it this way also allowed me to create alternating spikes which really upped the ante happy.gif


__________________________
Quotes

"everyone knows when you use caps that it's serious business"- Tsutanai

"Like I said, our current market breed ferocity, it breeds a cruel and callous kind of people, but that doesn't make them guilty of anything other than being dickheads."- Sparrowsmith
Go to the top of the page
 
+Quote Post
   
Sakura Phoenix
post Mar 10 2012, 04:23 PM
Post #9


Cherry Blossom of the Heart
Group Icon

Group: Revolutionary
Posts: 447
Type: Artist
RM Skill: Skilled




Yes, that is something else, keeping the same parallel processing event all you have to do is reverse the tab order on another spike event and copy paste them alternatively or if you want to trip up the player, after a pattern of alternating spikes suddenly throw in three of the same type.


__________________________
My Projects:


Projects I support
Looking for some new sci-fi projects to support~
Go to the top of the page
 
+Quote Post
   
drei7717
post Mar 10 2012, 08:48 PM
Post #10


Level 4
Group Icon

Group: Member
Posts: 48
Type: Writer
RM Skill: Intermediate




I have another question. I have a lot of active spike events in one map and the game lags terribly. Is there a way to prevent that?
Go to the top of the page
 
+Quote Post
   
Kaust
post Mar 11 2012, 02:15 AM
Post #11


Level? Where we're going we don't need levels.
Group Icon

Group: Revolutionary
Posts: 676
Type: Musician
RM Skill: Beginner
Rev Points: 30




How many do you have? Its typically a lot of autoruns or parallel processes that lag a map (and I mean a lot because my world map runs fine so I imagine its something else causing your lag), or a couple of contradicting ones essentially versing one another for control.
I've always used small maps and never had a problem (...except once with my bigger world map), is there really any reason a big map could not be broken down into smaller maps? That'll be a nice easy way to prevent lag.
You can also search the script section for antilag scripts. I know they worked for some people but not me, and really the less scripts you have to use early on the better.


__________________________
Quotes

"everyone knows when you use caps that it's serious business"- Tsutanai

"Like I said, our current market breed ferocity, it breeds a cruel and callous kind of people, but that doesn't make them guilty of anything other than being dickheads."- Sparrowsmith
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 24th May 2013 - 12:58 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker