yes. I got the hole image to show up, but it wont animate. I loaded a built in map "evilcastle floor 1" and it has the torches that animate in the map. I click on the event look at how it works. my stargate is set up the same in the event box.. still doesnt animate
This is double posting, by the way, please stop doing it. Edit your last post if you want to add more.
It depends on how you animated it. The way you have it set up, you will want to use a method similar to how doors work, where the event commands it to turn. Probably the easiest way for you to do it would be to use the Quick Event Creation and make a door, selecting the stargate graphic, and then go back in and delete the sound effects and transfer (unless you WANT to keep those).
If you are trying to animate it with a stepping animation, it won't work because stepping goes across the frames in rows, which you have the same graphic in each row, so there is no animation.
To animate the default torches you would use the stepping animation and direction feature. That is because their animation changes across. Doors are typically up and down and therefore need the turning animation.
all the above. Im doing some trial and error right now. I wanna make it where i can select from a list, turn on iris, open gate, close gate, etc.. and it shows the animation of the specific answer. switches is the way right? not varibles. oh i got the graphic part done.... just how to event it to open and close is my thing now
lets say I have the gates Iris closing. Can I use the same graphic to have it in reverse? to open
Okay, here. Use this one for it sitting there pulsing. Pick an image on the left column as the event graphic, uncheck walking and check stepping and direction fix.
Use this one to open and close. There are three different animations - the left column, used with turning animations (like the door quick event) will open the portal with swirls behind it. The middle opens it without swirls. The right column closes it.
edit: I adjusted the first one so that it would be centered around the tile you place the event on, like the second one.
k, so how would i make a switch with choices. select "activate" shows it activating then with the swirls afterwards. Select "Close" and it closes. "shut off" and it goes to the stand alone gate, no animations.... and you say turning animations. since it goes down. i turn it "down" wait 24 frames "down" again wait 24 frames...?... just to clarify, turn down on the movement route means turn down on the graphic file?
Now you're getting away from how to use resources and into how to use the program on a basic level. You should stop with this for now and learn a bit more about how the program works before coming back to it. Check out Andar's Starting Point for New Users. It's made for Ace but it'll still give you a much better understanding of the engine than where you're at right now.
Everyone of us here helps in their free time unpaid, when we could work on our own games or projects instead - no one gets paid here for helping you.
As a result, we expect you to at least try to learn the basics, and try to solve a problem yourself first instead of coming here to ask every tiny question that might arise from your work.
Yes, that does require you to put in some time to learn the program - Sharm is not the first one to refer you to my starting point tutorial. And that tutorial is praised because it will get you the basics of using RM as fast as possible. But at the same time, that "as fast as possible" is NOT overnight. I always estimate that people need about a month to work through everything on that tutorial correctly, and that month of learning is that "as fast as possibl" - you simply can't expect to be able to develop a game if you're not willing to take at least a month to learn how to do that.
That trope is alive more than ever, not so much elemental Crystal's but gathering magical objects or doing "task" to unlock this oddly specific thing is everywhere, I saw it saw it in the IT 2 remake, avengers and every season of supernatural