Disable events from reseting, when changing maps?

Dark_Metamorphosis

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Hey!

So at the moment I'm working on a pretty complicated puzzle, and when I finished it I noticed that events will automatically reset positions when the player enters a new map. My puzzle functions in a way that the player needs to do stuff on both maps in order to complete the puzzle. So while I was playtesting and moving around the events on the bottom floor map, and then after transfered to the upper floor map in order to drop down events to the lower floor, I noticed that all the events that I moved around on the bottom floor had been reset to It's original positions.

Can you prevent this from happening, and if so how?

I fixed it by adding the same floors to the same map, but now I'm experiencing a lot of lags from all the events, and the big parallell processes that I'm using for the puzzles (Lots of events that's constantly checking coordinates and stuff)

I'm thinking about using script calls and make the parallell events into common events instead (not sure if that would help),

or maybe adding switches at specific transfers that will activate the common events depending if you are on the lower floor or the upper floor, to prevent them from running at the same time.

Anyone that might have a solution for this? And how do you guys deal with lag overall (and how do you check the fps for the game while playtesting?)

Best Regards

~Dark.
 

Tsukihime

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You can use "set event location", but that doesn't look very good if the player can enter the room and see the puzzle pieces automatically move around.


Though then you'd have to keep track of their positions somewhere...and then figure out how to autorun it once everytime you enter the map...
 
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Maliki79

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You can use "set event location", but that doesn't look very good if the player can enter the room and see the puzzle pieces automatically move around.
If you do a fade out before the transfer, you can move the events first, then do a fade in.

The extra time between transitions is noticable, but if shouldn't bother too many people.
 

Shaz

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The player will only see the events move with Set Event Location, if you put it in an Autorun method. If you put it in a Parallel Process method, they won't see it. However, you'd have to store their locations in variables if the player is able to freely move them around, and that could get messy.


I'd also recommend my Remember Event Positions script as the easiest solution - events don't return to their original position when you reload the map.


However, I'm more curious about your huge parallel process events that are causing the game to lag. Would you mind explaining (here or in another thread, since it's not really what you're asking about here) what you're doing and what your parallel process events are doing? It's entirely possible we can make them a lot more efficient. I'm thinking it might be a "check that all these events are on these positions" thing, and if it is, I made a tutorial that does this in a REALLY simple way.
 

Dark_Metamorphosis

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So far I have just made a simple solution like I explained before, I have both floors on the same map and have 2 switches that will turn on the parallel events. One that will trigger when you enter the lower floors, and one when you enter the upper floors (I turn those switches on and off with the transfer events). So now they are not running at the same time, and it works a lot smoother (And the events wont reset when you transfer to the areas) I also added a transfer to a blank map and then back again when reseting my puzzle, so that the events reset when clicking on the 'reset switch'.

So far everything is working nice, and the only issue I got is a tile swap related issue when I try to reset the puzzle. Everything else works as it should otherwise.

The Parallel process is a bit large and It's checking each 'movable' event on the map and track their positions. When they are at a specific position I use script calls to turn on several self-switches for different events. I will post a screenshot and hopefully you will understand: (Please note that there are more events being tracked than I can show in the screenies).

parallel 1:

(The first one only checks positions and store them in variables in order for different outcomes)

parallel 2:

(This is the one that is huge, It tracks all these events as you can see, along with the players positions and turn on different switches when the event is at that postion etc)

(The rest of the tabs in this one has the coordinates tracked for the player, and when he moves away from the position different self-switches will be turned off, It's for yellow switches that's being tracked in the rest of the tabs.)
 
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Shaz

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At a quick glance, it looks like you just want the player to move some obstacles onto some specific tiles, but it doesn't matter which obstacle goes onto which tile? That's EXACTLY what that tutorial was for. Check it out - I don't know if it'll simplify what you've done or not.
 

Dark_Metamorphosis

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At a quick glance, it looks like you just want the player to move some obstacles onto some specific tiles, but it doesn't matter which obstacle goes onto which tile? That's EXACTLY what that tutorial was for. Check it out - I don't know if it'll simplify what you've done or not.
Yes, that's correct. I have four different boxes and 4 yellow switches and each of the boxes can go to any of the yellow switches. But since I want each of the boxes to be able to push down any of the switches (put the self-switch to be ON for all of the switches) I had to copy all the events coordinations, in order to display it properly. I also noticed that if you play a soundeffect when a box is touching a switch it will loop over and over, that's the reason why I had to do it like this.

The tutorial seems way more simple though, with using region ID's and such. I think that it would mess up the work I have done for my puzzle right now though, (since the puzzle I have done Is a bit more complex than just puting 4 boxes onto 4 switches.). It's a part of it but the player has to do more stuff in order to reach all the switches etc. But I'll sure try and make another puzzle with that tutorial in mind. Maybe I can simplify the puzzle I have done already as well :)
 
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