Button pressing minigame?

Kagemaru

Veteran
Veteran
Joined
Dec 11, 2017
Messages
36
Reaction score
3
First Language
French
Primarily Uses
RMMV
Hello,

I know this have been asked several times already but everything I found about timed button minigames/QTEs/Chain Commands and ect didnt help me much. Almost everything I found was related to battles. I only saw one thread that wasnt related to battles but unfortunately, it didnt help me. -_-

What Im trying to do is an event that would trigger when something blocks the players path. The player would have to press several buttons in a short amount of time. If they succeed, whatever is blocking the path would be destroyed.

I was able to make a functional event for one button but for some reason, when I try adding a second button, the event doesnt work anymore...

Here are screenshots of my event:









The fourth screenshot starts where the black line is.
Its the first time Ive used loops, so Im guessing that the problem is related to that.

Could someone help me understand what I did wrong? Thanks in advance!
 
Last edited:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
[move]RPGMaker MV[/move]
 

Poryg

Dark Lord of the Castle of Javascreeps
Veteran
Joined
Mar 23, 2017
Messages
4,125
Reaction score
10,639
First Language
Czech
Primarily Uses
RMMV
When something doesn't work, it's nice to at least describe how does it not work. Like what you expect and what actually happens, because this is a guessing game otherwise.
There are several things I don't like in your event:
1. The two loops lack wait 1 frame at the end and there's no leeway between the two buttons upon first press. Thanks to this you'll always get blown on the second button. Might also be a good idea to use Input.isTriggered instead of isPressed and upon successful button press also add a 1 frame wait to make sure holding the button for too long won't hurt you.
Then it's absolutely unnecessary to increase the values of the variables if you're not going to use them in any way.
Instead of Exit event processing I'd use Jump to label and create a label at the end. In older rpg makers this command influenced auto events and parallel events as well, not sure how it is now.
I cannot say more though, because I'm lacking data of how this actually doesn't work and how it should work.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,864
Messages
1,017,056
Members
137,573
Latest member
nikisknight
Top