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Tigersong

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So I thought I'd make an event that brings up a message when the appropriate button is pressed. Easy, right? Except, when I went to playtest, nothing happened.

Capture.PNG

The 'button pressed' prompt was right between the balloon and the text. What happened, and can I put it back?
 

Iavra

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Seems like you asked for a button press at that exact frame when the player moves onto the event, which won't work most of the time.
 

Trihan

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You mean you had a button conditional branch there?
 

Tigersong

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Seems like you asked for a button press at that exact frame when the player moves onto the event, which won't work most of the time.
So I could fix it by adding a 'wait' command?
 

Iavra

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What exactly should the event do? If you want to check for a button press while the player is standing on it, you could setup the event in the following way:

Page 1: On-touch, show ballon, self-switch A on

Page 2 (Self-switch A on): Parallel, check if player is still on top of the event, if not set self-switch A off. Check for button press.

That way it will register button presses as long as the player is standing on top of the event.
 

Tigersong

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Eventually (that's a pun), I'd like to have a mouse scurry out of the hole. Which brings up another question- can an event be triggered from an adjacent tile? It would be kind of odd to have the mouse run out from under Rusty.
 
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Andar

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First, about the condition "button pressed" - that is checked at the exact frame the conditional branch is executed, not a second sooner or later - and never again unless the command is repeated.


So no, a wait won't help - you'll need a loop to check again and again until the key is really pressed.


Second, the trigger position of a single event depends on its priority. If that is below player, then the event can only be triggered when the player stands on it.


If the priority is same as player, then the event blocks player movement on it and it can be triggered from the four adjacent tiles only.


All other cases, you'll need a different event at the triggering position and remote control this event.


It would be a lot easier to use "action button" on such an event.


I suggest adding a second page to it, conditioned to a self-switch set by this first page, and have that second page on action button to react to the player.
 

Tigersong

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Since the hole is already an impassable tile, the priority shouldn't be much bother....

It's not.
 
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