How to make an event instantly dissapear?

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Nirwanda

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I'm making a minigame where the player has to "run" through a course for 2 minutes (it's an autoscrolling parallax) while events popup from the top randomly and scroll down, on collision some should add to the players score while others substract.


I have it set up so that when an score event's y reaches the bottom of the screen, the self switch that activated it will deactivate and it will be teleported back to the top as a graphicless event. The problem I have is that when they're teleported the events' graphic blinks for a second at the top of the screen before dissapearing, which is distracting and frankly looks ugly. Is there any way to avoid that?


Thanks for reading. :)


Here's a small demo of the event in action, look at the top of the screen as the event dissapears at the bottom.


http://s000.tinyupload.com/index.php?file_id=09426622838802902758
 
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Andar

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the switch is the correct way to handle that - if the switch doesn't work instantly, then you placed the switch at the wrong part of the event logic.


Can you give a screenshot of where you place it? I can't download and check a project at the moment, and we don't need the project, we only need a screenshot of the event page with that command.
 

Tais S.S.

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I downloaded the demo but a different problem appears for me when the demo starts the character appears above the moving parallax and is not able to move at all, making it impossible to avoid the missiles falling from above. 


Also it looks like it blinks because it disappears a block above the end line. Andar is probably right, the problem might be the movements of the event or the time you placed the switch.
 

Nirwanda

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the switch is the correct way to handle that - if the switch doesn't work instantly, then you placed the switch at the wrong part of the event logic.


Can you give a screenshot of where you place it? I can't download and check a project at the moment, and we don't need the project, we only need a screenshot of the event page with that command.
I put the demo because my rpg maker is in spanish so a screenshot won't help, i believe, but just in case, here it is:


Page 1:





The event is in parallel process and it says: (label 1)control variable 2 random 0-30; conditional branch: if v2 => 16 roll random again 0 - 35 and according to the result it will activate self switch a/b/c  activating a different collision object or wait 360 frames an return to label 1; otherwise (if v2 is 15 or less) it'll wait 360 frames and then return to label 1.


Page 2:





The second one is also a parallel. The events movement route is set to go down only and the event only has one conditional branch: when the event's y reaches 12 the self switch will be turned off and then the event will be teleported to the top of the screen. (pages 3 and 4 are a copy paste of 2, with a different self switch)


There's also another three parallel processes event: one keeps track of the player's x and y;  a second one keeps tracks of event 2' x and y and detects collisions between it and player, substracting points (I haven't gotten around playing with switches here and put the adding points event, but that hardly matters); and a third event keeps track of the time to finish the minigame once the timer reaches 0.

I downloaded the demo but a different problem appears for me when the demo starts the character appears above the moving parallax and is not able to move at all, making it impossible to avoid the missiles falling from above. 


Also it looks like it blinks because it disappears a block above the end line. Andar is probably right, the problem might be the movements of the event or the time you placed the switch.


That problem is completely intentional, since I didn't set up anything, it IS a test after all. Besides, the purpouse of the demo is for you to collide.


About the other thing, it seems to dissapear one block above the bottom because it teleports the moment it reaches it (maybe I should give it a wait of a few frames, so that it doesn't look like that)


BTW 1, I tried putting a wait event between the self switch deactivation and the teleportation of the event, so it would give the event "time to dissapear", but that seems to bug out everything. Basically, the event never teleports above and every now and then it blinks at the bottom. Frankly I have no idea what's up with that.


BTW 2, the example I uploaded contained an unrelated mistake in the eventing, here's a fixed version:


http://s000.tinyupload.com/index.php?file_id=3131342009216689345


I hope I was clear enough this time around. :)
 
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Andar

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why did you split everything between several parallels? Whenever you do something like that, you increase the chance for getting timing problems, and it looks like that is exactly what you got.


I think the best way to proceed is to go several steps and explain to us what the purpose of the map and the events is - what exactly you want to achieve instead of how you want to achieve it.


For example, why did you put the event page 2 on parallel AND have a different parallel checking coordinates for collisions? A much better solution would be to put that event page on event touch (which means the event content will be triggered on collision automatically) and use one single parallel event to move events up when they approach the limit line.
 

Nirwanda

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I chose to make it that way because I couldn't think of any other simpler one. :p


Thanks to your suggestion, I managed to simplify the event and by using the turn invisible option from move route event I eliminated the blinking, I think this can be considered solved. Thanks. :)
 

Andar

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Most likely you still have it more complex than needed, because that blinking shouldn't need a turn invisible to be prevented, but if you're satisfied now...


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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