Boulder chase event help?

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ChrisAnderson

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Hello all,

I've designed a minigame where the player has to climb a rocky wall and collect crystals lodged in it within a minute, while avoiding rocks falling down. I've almost got it working, but I'm having a problem with the falling rocks. All of them drop straight down, and some of them are in the path of the crystals (because I wanted to make sure some of them fell towards the player as he collected them). My boulder event is programmed as below:

\

In short, my event is supposed to be able to roll over the crystals so that they're not in the way, but hit the player if he's below them. However, while the boulders do bypass the crystals, they bypass the player, too. The crystals themselves are set to through, if that makes a difference (I figured it would take unnecessary time to have to press the Action Button to grab them). The only thing I've been able to do about this is turn off Through for the boulders, but then they stop at the crystals.

The only solution I can think of is to just move the boulders so that they're not in the path of the crystals, but the minigame is timed to a minute and I need enough room in the level to add enough boulders to keep the minigame challenging. Is there anything I can do?
 
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Andar

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Please post screenshots of your event, as your description misses several important parts of the events
 

captainproton

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You could try setting up common events which track the XY locations of the player sprite and the boulder, translating them into variables. And another common event that says when those variables are equal, it triggers the damage result.
 

ChrisAnderson

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You could try setting up common events which track the XY locations of the player sprite and the boulder, translating them into variables. And another common event that says when those variables are equal, it triggers the damage result.
I don't know if that will work, because I've got about fifty boulders. Thanks anyway.
 

Andar

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Triggers won't work if the event is set to through, but without through you can't move an event on another.


That means that one set of events - either the boulders or the crystals - have to have their function checked without triggers.


How many crystals are there? Since those don't move the position check would be easier if they are set on through and checked by position compared to the moving boulders.
 

ChrisAnderson

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Triggers won't work if the event is set to through, but without through you can't move an event on another.

That means that one set of events - either the boulders or the crystals - have to have their function checked without triggers.

How many crystals are there? Since those don't move the position check would be easier if they are set on through and checked by position compared to the moving boulders.
Okay, it sounds like my alternatives are too complicated for just one minigame. I think I'm just going to keep the boulders out of the path of the crystals. Appreciate all of your help, guys.
 

Celianna

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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