Floor spike graphic problem

dnel57

dnel57
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Missing something that is probably a simple oversight?


Just want some spike(up) tiles that will be deactivated(down) by switches.


No up and down, timing ,or damage.


I put in the spike graphic(up) from "Other1" in event page1 ,same as char.


and the deactivated spike graphic(down) from "Other1" in event page2 below char


The spikes show on the map when setting up the events.


When playtesting,the switches all work and show the deactivated state of the spikes.


The problem is that when I  playtest,the spikes (up)


themselves are invisible


and do not show?You can walk right over where they should be.


By the way,the switches will be placed in different places than where they are.


I only set them up here instead of running all around testing them.


The bottom 3 pics are map with the events


playtest-no spikes show.


After activating switches,all the deactivation(down) graphics show.


Thanks


Spk page 1.pngspk page2.pngmap.pngplaytest,no spikes show.pngtest spikes down.png
 

Shaz

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If the 'up' spikes do not show, it indicates that the conditioning switch is not turned on.  Hit F9 for debug to check it.


Why do you need a switch on both pages?  If they're not up, they're down, so you only need one switch, for the second page.  If you have switches on both pages and neither of them are turned on, then neither page will be active.
 

dnel57

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Thanks for answering.


I am unfamiliar with the condition switch F9 thing.


So,the spikes should be showing?


I'll remove the switch activation on page one.


Then all I need is for the spikes to show?


Sorry,I am usually pretty quick at picking things up.
 

dnel57

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Just been solved.


When I removed the switch on from the first page of all the spike up pages,


the graphics show for playtest and the switches work perfectly.


As usual,thank you.
 

Shaz

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You might benefit by taking a look through Andar's starting point for new users (in my signature).  It will explain the concept behind switches, page conditions and multiple event pages.


F9 is not a "condition switch thing".  It is the debug tool, and lets you see at any point in the game, what switches are on or off, and what values are in different variables.  If you have events with pages conditioned by switches or variables, and they are not doing what you expect them to do, this is one of the first places to look, as it will show you what's really in those switches and variables.
 
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dnel57

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What I meant about the F9 was that I didn't


know how or where to use it.


I believe the reason that removing the switch on from the


first page worked because both pages had the same condition and


if pages have no condition or the same condition,it will go to the


highest numbered page,which is why the spikes down showed.


I am going to go to Andar's material about switches,conditions,


variables,etc. and probably more.


Thanks
 

Shaz

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They did not have the same condition - that was the first thing I checked.  One page was conditioned by switch 16, and the other by switch 19, which means, for the image to display, one or both of those switches would have to be on.  No image means both switches were off.  Take a look at your screenshots in the first post, to confirm that they were not using the same switch.


As for how/where to use F9, when playing your game, when you arrived at the place where the spikes should be and saw none there, you could use F9 to check the value of both of those switches, to confirm that they were both turned off.  You could also then (still in the debug screen) set switch 16 ON, which would have made the 'spikes up' show.
 
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