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RPG RPG Revolution Forums > Game Engines > RPG Maker VX Ace Discussion
Yusshin
So I made the event, and it works perfectly, only there's a time limit to how long you can take to find the guy.

The time limit doesn't seem to apply, however - I'm using a Parallel Process Wait tag 2x 900 frames (30 seconds). I want that after 30seconds, the event disappears and reappears in the main foyer.

The Parallel Process Wait tag works for the first part of the event, but not on the NPC you need to find. I waited a good three minutes and it never disappeared like it should've.

How do I properly stopwatch an event like this?
Vladitor
I've done a Time Limit event before. Let's see if I understood what it is you wanted.

What I did was to set up another event, a Parallel Process one, which set a variable to 0, and used labels to make a "loop" that waited 1 frame before adding 1 to that variable, effectively counting each passing frame. Then, I used a conditional branch that checks whether the time limit has expired(in your case, 30 seconds = 1800 frames), and if it did, a specific switch(or self-switch, since its main purpose is just to change the event page) would be turned on. You can use that switch as a condition to make your hiding person disappear and reappear elsewhere, and anything more you might want.

So it would be something like this:

>Variable "Frames" = 0
>Label A
>Wait 1 frame
>Variable "Frames", add 1
>Conditional Branch: Variable "Frames" == 1800
>>Jump to Label B
>End Branch
>Jump to Label A
>Label B
>Switch "Failed to find NPC" = ON

After doing this, create another page for this same Parallel Process event, and set this page to Autorun if Switch "Failed to find NPC" is on. Have this event manipulate the other event(the hiding person), teleporting it to the main foyer, showing a message to signal the player the time has expired, and whatever more you might want. At the end of this event, simply turn the "Failed to find NPC" switch off(and the "Hide-and-seek has begun" type switch you're probably using, too).

You likely already know this, but just making sure: to make another event disappear, you can use the "Movement Route" event command on the target event and change its graphic to the blank one. To make it teleport, use the "Change Event Location" event command. Make sure you're selecting the correct event, I've made whole minigames and other systems that didn't seem to work before, only to find out I was targetting the wrong event all along. =)

I've just tested this again in a quick little map, and it works fine for me. Hope it works out for you.
Ndoelicious
GOtta try this one..
Yusshin
Thanks a lot! I thought Stop Watch would work, and it did, but it suddenly cut out on me o_0 this one works perfect, though.

Much thanks!
lilcooldude69
the loop event command can be used, just make sure the event isn't paralell process or autorun or u'll freeze, basically u run it once and the event ends when theirs a break point.
Yusshin
Mm.. The event still won't disappear :/ it stays longer than 30 seconds for some reason. I've tried looping, jumping, switches, etc. I can't figure out how to get the NPC to disappear properly.
lilcooldude69
post your event here, or a demo so i can see :X, or for the npc that needs to disappear, make a new event page that is blank that pops on when x switch is turned on
Yusshin
QUOTE (lilcooldude69 @ Mar 2 2012, 09:41 AM) *
post your event here, or a demo so i can see :X, or for the npc that needs to disappear, make a new event page that is blank that pops on when x switch is turned on


I did that. I've done disappearing event NPCs before, but it would seem that the variable part isn't working exactly. It needs to disappear when variable x = 1800, and there are parallel processes on all maps looping the addition of 1 for every 1 frame that passes, with a conditional that makes them stop once 1800 is achieved. There seems to be a problem sending that information back to the NPC, though, and it'll either a) continue to talk (no disappear), or cool.gif stall and not talk, and still show its sprite.

I actually just fixed this problem as I was writing this post... When you do variables via the side panel, I was putting 1800 > greater, but I guess because it doesn't mean EQUAL (in which, the parallel processes were =, thus it wouldn't go over 1800 and would reset automatically to 0), it was never able to achieve higher than 1800, meaning I needed to put 1799 there to make it work.

Now the next person with issues can know ohmy.gif
Vladitor
QUOTE (Yusshin @ Mar 2 2012, 01:09 PM) *
Mm.. The event still won't disappear :/ it stays longer than 30 seconds for some reason. I've tried looping, jumping, switches, etc. I can't figure out how to get the NPC to disappear properly.


I have no idea of what could be going on. I have been meaning to make something like this, so I'm going to post an example of how to make a really really simple 5-minute-job hide-and-seek event in the easiest way I can think of. While this might give you an idea, I imagine your case could be a lot more complex, so it's best if you do what lilcooldude69 said and post your event or a demo.

Click to see it working

A sample map. You'd have to be a complete fool to want to play hide-and-seek somewhere like this, small and without a place to hide.


Oh snap, he sounds serious enough! Well, challenge accepted!


Wait-- Where could he be!? Curse you, Teleporting Bennett and your unexplainable teleport skills!


Our hero Ralph foiled Teleporting Bennett's scheme of hiding from people again! I swear that sounded cooler in my head.


He really will.


Winning or losing, it doesn't matter: Teleporting Bennett will forever continue to teleport himself, and the cycle will never end. Who the heck came up with this lame plot, anyway?


Click to see how to setup the events

This is the sample map. Only two events are required if you just change the hiding event's position and have it teleport to its hideout(Teleporting Bennett-style), but you can use one or more events to represent the "hider" in its hideout, too.


Teleporting Bennett's first page. Threaten, fade out the screen, activate switch, change location, and fade in the screen, nothing too fancy. You can throw in random hiding locations using variables and won't even need to change a single thing outside of this event page in order for it to work, so that's pretty cool, but that's still too advanced for Teleporting Bennett to understand.


Teleporting Bennett's second page. For this to get activated, considering the hiding switch is on, it means he was caught. So make him lament his defeat and simply undo everything the previous page did. Consider flipping a switch or changing a variable to indicate that the player won the game, or everything will have been as pointless as Ralph's eternal struggle against this vile villain.


The second page of the control event. The first page is blank and without conditions, so that would haven been a boring screenshot. In any case, this is the timer part of the event, controlling whether the player found his prey opponent or not in the predefined timeframe. If not, the self-switch is activated, calling the next page.


The third page of the control event. The self-switch is on, so chances are the player lost the game. Have the adversary gloat over his meaningless victory, then fade out the screen, flip those switches off, teleport people back, and fade in the screen.


Final words
Credits for Telepoting Bennett's handsome manliness go to Archeia Nessiah(http://divisionheaven.blogspot.com), so now you know who to blame if he teleports on you next.

A link to sign an online petition to help Teleporting Bennett take over the world will follow shortly.



EDIT: Ah, I see! That's why it wasn't working. The odd thing is, the option in the conditions sidebar DOES mean 1800 or greater, or at least, I've been using it like that and it's been working fine. But if making it check for 1799 works, it's best to just leave it at that.

I usually recommend using switches or self-switches as conditions for events, and previously just activating those switches by checking if the variables meet the requirements, using a parallel process or something of the sort, as I feel that leaves less room for error. But I digress.

Glad you got it to work in the meantime, as I was writing this. My simple example probably wouldn't have helped in your case, as you use multiple maps for the hide-and-seek and it's indeed way more elaborate, but this might help someone else, so I guess I'll leave it here. =)
Yusshin
Yeah, it's a lot of multiple maps @_@ I bit off more than I could chew, but damn right I chewed it little by little, and it's finally done/complete! biggrin.gif

I don't usually use the sidebar ones - they complicate things - but in this case, it worked out peachykeen. Hopefully both of our examples helps others who want to do H&S in their games.

! smile.gif

On another note, your example is HILARIOUS XD
wild_bill236
that look awesome do you mind if i use that as an event in one of my games? it'll be different text and everything though i just wanna use that as a basis for it.
kayden997
@Wild Bill
Lol, you can't 'steal' event idea. So go ahead
wild_bill236
QUOTE (kayden997 @ Mar 15 2012, 10:05 PM) *
@Wild Bill
Lol, you can't 'steal' event idea. So go ahead


Alright thanks. i made a game using the beginners guide to rpgmaker vx and i added some events to it if anyone wanna use them go ahead here's the link:

http://www.mediafire.com/download.php?7224anu94m6x4xl

if you need it unencrypted let me know and i'll upload it so you can see how i made them.
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