Making things appear on the floor

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Ronpa

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As shown here, I want the footprints to start appearing under the player one after the other when they check the desk. Thing is, the first three on the right work, but the rest don't. It's really strange. I checked, double checked, and triple-checked, but the others have the same events in the proper sequence.



This is the first one on the right. When you use an action on the bench and finish going through dialogue, it sets switch 1 on, letting the first steps pop up. It makes a sound, makes the 'run' switch go on, then uses the self switch A to go to the second event page.

Second one requires the switch 'run' to go on. It does the same thing, then turns 'run2' on. The third requires 'run2' on, then it turns 'run3' on. The same goes for the others. All have the same trigger on, the same options, EVERYTHING is the same except for the fact that 'run' keeps going up to spawn each set of footprints. 

As soon as you go in, the fourth from the right and so on starts triggering without me having to check the desk. Why? They should require the one before it to trigger first, and that one only triggers from the desk.

 

Shaz

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What are you actually trying to accomplish? They cannot all appear "under the player". And having this many events set to parallel process is not a good idea - you're going to cause your game to lag.

There's probably a better way to do what you're trying to do.
 

Ronpa

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Okay so it's a part of my horror game and at one point, after reading a note in the desk, I wanted a bunch of bloody footprints to appear one after the other a couple seconds apart while making a noise with each one. That's all there is to it, I guess.
 
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Shaz

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Alright - create the events with NO commands.

On the first set of footprints you want to appear, set the conditions to Variable X >= 1

On the second set of footprints, set the conditions to Variable X >= 2

On the third set, make it Variable X >= 3

and so on.

Then on the desk event, after reading the note, turn on a switch.

Have a new event set to parallel process that is conditioned by that switch, that does the following:

Control Variables X += 1Play SE "footprints"Wait 60 framesAs a parallel process it will loop by default, so every second, a new set of footprints will appear.Have a second page on that event conditioned by Variable X >= however many footprints you want to appear before they stop.

What's with the game over stuff? How is it triggered? What does the player have to do to avoid a game over?
 

Ronpa

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Alright - create the events with NO commands.

On the first set of footprints you want to appear, set the conditions to Variable X >= 1

On the second set of footprints, set the conditions to Variable X >= 2

On the third set, make it Variable X >= 3

and so on.

Then on the desk event, after reading the note, turn on a switch.

Have a new event set to parallel process that is conditioned by that switch, that does the following:

Control Variables X += 1Play SE "footprints"Wait 60 framesAs a parallel process it will loop by default, so every second, a new set of footprints will appear.Have a second page on that event conditioned by Variable X >= however many footprints you want to appear before they stop.

What's with the game over stuff? How is it triggered? What does the player have to do to avoid a game over?
Thank you, I'll try that out. Also, I forgot to mention that. I was thinking of when the footprints hit the player, it would result in them getting a gameover.
 

Shaz

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So the player has no chance to get away? Game over is the ONLY result if they activate the event on the desk?

In that case, don't use another event for the countdown - just do this in the event where you read the note on the desk:

Code:
Loop  Control Variables X += 1  Play SE Footprints  Conditional Branch: Variables X >= (however many footprints there are to reach the player)    Break Loop  Branch EndRepeat AboveGame Over
 

Ronpa

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Haven't had the chance to try out the events yet but I can reply and say as I said earlier, the footprints would appear a certain amount of time apart one after each other. The first one appears suddenly but is enough to let you know you need to run. The first three worked, so I tried it out myself awhile ago and could get away safely if I had quick reflexes. Someone not as quick might end up dying, but they can figure out how to avoid it very fast afterwards.
 
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Shaz

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So you DO want to allow the player to run. So forget what I said about merging that logic in with the event - it DOES need to be a parallel process, otherwise the player wouldn't be able to move.


And if the player DOES move, can they get away? Can they move away from the footprints? If they run away and the footprints never actually reach them, it wouldn't be right to have a gameover. You still need to provide more information because it's apparent that it isn't ALWAYS a game over. What triggers game over, and what triggers escape?
 

Ronpa

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Hmm, sorry about my lack of knowledge with RPG maker.

Footprints touch you, it's gameover. If you don't get touched by footprints, you live. You can get away by either moving out of the way of them or going out the door.

Is that the information you need?
 

Shaz

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okay, so the footprint events need to be set to Player Touch, with Game Over as the command, as you originally did.


In the parallel process event put the gameover inside another conditional branch, where it first checks to see if the player has moved. If they haven't moved (their X and Y positions still have them at the desk), it'll be game over, otherwise they've escaped. Then at the end of that event turn on another switch and have an extra page conditioned by that switch (leave it set to action button) - that just stops the counting and indicates that the player has escaped.


Then you'll have to decide what to do with the footprint events - do they disappear after a while? Do they stay there, and if the player ever touches them it's game over? Are they just gone the next time you come into the room?


The above should get you as far as all the footsteps appearing and what happens when they have appeared, but not what happens AFTER they've appeared if the player has escaped.


You may need to turn on another switch when exiting the door, or X seconds after the countdown has finished, or another countdown of another event with extra pages on the footprint events conditioned by another variable (in the same way as they appeared) to make them disappear gradually.
 

Ronpa

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I can't find where it checks if the player has moved in the conditional branch.

EDIT: Nevermind. I think I did it differently than you told me, but I figured it out. Thank you so much. Thread can be closed now.
 
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Shaz

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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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