- Joined
- Jul 1, 2019
- Messages
- 9
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- 4
- First Language
- Spanish
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- RMMV
Hey! Me again with yet an other thread for newbie help (Me being the newbie)
So, I'm still working on the demo I told you guys about a time ago, but now I've come to a complicated scenario:
I want for X event to Trigger after getting Y item. The specific example:
You find a Music Box Handle and the Music Box in different rooms and then you bring them to the music room, then you step on a tile with both items in your inventory and a ghost greets you and asks you to assamble it so that she can hear the music box once again by the fireplace.
Now in order for me to achieve this I did the following:
Made an event that would trigger with the condition that "Music Box" was in it, and then it would turn on a Switch for the next event to trigger. Now since this is an event that I want to happen without player control, I did it on the ground and with player touch below characters so that it would come out of nowhere. The problem is... The floor is wide so I had to copy paste the event through the entire row of tiles and then the following event a couple of tiles afterwars (Image below) Now...
I see there's this "R" tab in the Tiles menu and I'm wondering: Is there a way to use the R tiles and assign an event for it? that way I can save up some processing in the engine. I ask this because I noticed the game lagging kinda hard in playtesting after adding the room's events and switches... Or is there a better way to optimice this kind of scenarios where you want voices to trigger out of nowhere?
Here are some samples of what's going on:
(5 picture album, The map, the events, and the contents of the events)
So, I'm still working on the demo I told you guys about a time ago, but now I've come to a complicated scenario:
I want for X event to Trigger after getting Y item. The specific example:
You find a Music Box Handle and the Music Box in different rooms and then you bring them to the music room, then you step on a tile with both items in your inventory and a ghost greets you and asks you to assamble it so that she can hear the music box once again by the fireplace.
Now in order for me to achieve this I did the following:
Made an event that would trigger with the condition that "Music Box" was in it, and then it would turn on a Switch for the next event to trigger. Now since this is an event that I want to happen without player control, I did it on the ground and with player touch below characters so that it would come out of nowhere. The problem is... The floor is wide so I had to copy paste the event through the entire row of tiles and then the following event a couple of tiles afterwars (Image below) Now...
I see there's this "R" tab in the Tiles menu and I'm wondering: Is there a way to use the R tiles and assign an event for it? that way I can save up some processing in the engine. I ask this because I noticed the game lagging kinda hard in playtesting after adding the room's events and switches... Or is there a better way to optimice this kind of scenarios where you want voices to trigger out of nowhere?
Here are some samples of what's going on:
(5 picture album, The map, the events, and the contents of the events)




