Making A Tile Appear When Player Bumps Into It.

Discussion in 'RPG Maker VX Ace' started by KumoriCloud, Nov 7, 2018.

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  1. KumoriCloud

    KumoriCloud Not Your Ordinary Guy! Veteran

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    Well I wan't these spike walls that pop up from the ground when you bump into them.

    So too simplify things I want invisible solid tiles that when the player touch's one. The one the player bumps into appears.
    I would like to do this without making a wall of events. When I make a wall of events it cause's super lag...
    bandicam 2018-11-07 00-15-03-100.jpg
    Something not like this...

    I've looked online every were but I can't find any answers...
     
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  2. Tiamat-86

    Tiamat-86 old jrpg gamer Veteran

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    2 pages per event
    1st page: blank image, same as player, player touch. control switch A
    2nd page: switch A condition, same as player, spike image

    i see 3 events in the center that the player could never even touch.
    maybe work on the design a little bit n place a couple trees or posts or something in place of a few of the events also to reduce on lag
     
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  3. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Here is the trick that MIGHT works:
    • Use region ID.
    • Create two events. One for a parallel process, one for the spike
    • If players enter that region ID, move the empty event by using the parallel process, change its graphic to spike.
     
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  4. Shaz

    Shaz Veteran Veteran

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    That means it would disappear / move to another location if the player bumps into another one.

    I am interested in how doing it with events "causes super lag" - there doesn't seem to be that many events (unless you're only showing a small portion of a much larger map). Are they set to Player Touch, or do you have parallel processes running?


    <deleted my suggestion as I just realised you were using Ace and my solution was based on MV>
    ... though I have a region common events script for Ace, and it probably wouldn't be too difficult to convert my copy/change tiles plugin to work in Ace, if you're happy with a scripting solution and can't find any better way.
     
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  5. Tiamat-86

    Tiamat-86 old jrpg gamer Veteran

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    @TheoAllen that could be neat, but I think you will need a step back 1sq movement since it would trigger when step on it instead of touch it.
    But could make the spike do some damage at same time with a quick flash or something.
    And it would be like a wall that moves with you and have to remember where all was walls.
     
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  6. KumoriCloud

    KumoriCloud Not Your Ordinary Guy! Veteran

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    Yea its a smaller portion in a 100 height map...

    Yea but the sorta point is not too use events. or use as few as possible.
     
    Last edited by a moderator: Nov 8, 2018
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  7. Andar

    Andar Veteran Veteran

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    if the event is done correctly, it should not add too much to the lag - you'll need hundreds of events like that before the game lags. That is why Shaz was suspicious about the statement of lag if done by events.
    Even if your map is 100 tiles high, it would need to have a large portion of it as events before that becomes laggy.

    However, if your map is that big and can't be divided, then you'll need to think very carefully about the alternatives.
    events are the only dynamic elements on the map by default.
    Region-IDs can be used to identify the positions, but they would not change the map itself without events or an alternative.

    One alternative would be a plugin for dynamic map changes, another alternative might be dynamic doodads.
    In both cases you would need the parallel process described above or something similiar to identify if the player steps on such a tile and then change that tiles display.

    It will not be easy - you might get better results if you can make the map smaller and use events.

    third option would be a dedicated plugin for this, but that needa someone to put in a lot of work to program something like tsukihimes mapchange script for VX Ace.
     
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  8. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    KumoriCloud, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    I'll merge them this time. If you want to quote more than one person, please use the Multiquote button/use +Quote on the posts and then insert them/@ the usernames you want to reply to, like this @KumoriCloud .
     
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  9. Shaz

    Shaz Veteran Veteran

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    Could you show us what one of your events looks like? Are they all the same?
     
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  10. KumoriCloud

    KumoriCloud Not Your Ordinary Guy! Veteran

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    @Shaz

    Yes they are...
    I think maybe it because I'am suing a parallel process.
    But can those really cause lag?
     
    Last edited: Nov 8, 2018
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  11. Roninator2

    Roninator2 Gamer Veteran

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    It looks like your doing a simple graphic change. Is this part of a normal sprite sheet?
    You could do the same thing that a chest opening does.
    Create a chest with the quick selection feature, then study the effects of that.
    You'll see the move route with turn left, turn right etc.
     
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  12. Shaz

    Shaz Veteran Veteran

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    Absolutely! Especially if they are poorly written (eg, not adding a wait), or if you have many of them.

    I would go with @Roninator2 's suggestion. Everything on tabs 1, 2 and 3 can be combined onto tab 1 with a similar move route as the chest quick event. Set it to Player Touch. Keep the Direction Fix checked, then in your move route where you change the image, make the first command Direction Fix OFF, and the last command Direction Fix ON. Remove tabs 2 and 3. The last tab does not need to be a parallel process - leave it at action button with no commands.

    You should see a huge increase in performance.
     
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  13. KumoriCloud

    KumoriCloud Not Your Ordinary Guy! Veteran

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    Yay it worked thanks for taking your time to help me!!!
     
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  14. Shaz

    Shaz Veteran Veteran

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    Glad to hear it! If your issue is resolved, just report your first post and say so, and the mods will lock up the thread :)
     
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  15. bgillisp

    bgillisp Global Moderators Global Mod

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    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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