Movable "stepping stone" event?

Koi

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I know I'm asking a lot of questions but I'm trying to build a unique puzzle in my game. This is the one that is requiring hotkeys, custom screen effects, alternating characters, a custom tileset script, and yes now I need to know if there is a way to make an event that allows you to walk on top of an impassable tile.

Basically the puzzle is that you are a character that walks into a swamp. You have to get across poisonous waters with the help of a mermaid that lives in there. You will alternate between the main character and the mermaid to get the puzzle done. And the puzzle, of course, would be moving objects to create a pathway. There will be unmovable logs, and large movable lilypads. While the water is impassible for the main character, I want those lilypads to be walked on.

Is there a way to do this or do I have to rethink the puzzle?
 

kerbonklin

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Make the movable lilypad events set to Through, below character.
 
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Koi

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In a test file I set down a pool of lava, and put down some rocks with those functions, and no, doesn't work... u_u
 

kerbonklin

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You should be able to make a passible event (with a passable graphic) on top of a non-passable tile, and be able to walk onto it.
 

Koi

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I didn't think the graphics you use in an event had passability settings...? I thought it all had to do with the priority and "Through" of the event.
 

Thalzon

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Make a sprite of your hero standing on the platform. Then, when he or she leaps onto the platform, change the event's graphic to that new sprite, and set your hero's sprite to blank. Then make your hero move along the path of the platform at the same speed. Change the hero and event sprites back to normal when you want the hero to jump off.

If you want to actually be able to move around on the platform WHILE it's moving, well, that's.... harder. :p
 

Tommy Gun

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I didn't think the graphics you use in an event had passability settings...? I thought it all had to do with the priority and "Through" of the event.
I just tested this out. Using water (impassable) with a lilypad event didn't let me step on the lilypad even with "below character" and "through" set -- until I changed the lilypad passability to "O". Now I can walk on the lilypad that's on the water (with "below character" set; "through" is UNCHECKED). So it DOES matter.

So that's good. But it all depends on how you want to move the pads. You obviously can't use "action button" on them, so you'll have to move them via a separate event, I guess. I'm going to be putting puzzles in my game too, so I'll probably have something along these lines. Maybe I'll just do boulders you need to move out of the way, though. That's simpler to code. :)
 
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But it all depends on how you want to move the pads. You obviously can't use "action button" on them, so you'll have to move them via a separate event, I guess.
I think you could add a second page to the lily pad event that's activated when you're controlling the mermaid, and set the pad's priority on that page to "Same as Characters". That would make the lily pads passable for the hero and interactable for the mermaid.
 

MeowFace

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You mean the lily pad are moving around and the puzzle is something similar to the "Frog crossing river" arcade puzzle game?

You need a few tricks to do that

1st, have the lily pads(event turned to "through") set to move a specific routes.

2nd, set the lily pads to "trigger by player collision"

3rd, have the lily pad force set your player (by event moveroute) to "through" and force move him/her forward onto the pad.

4th, give each pad a "number" of their own using 1 variable, set that number when you force move your player onto the pad. (eg, Variable[A] = 1 when player is on pad 1, Variable[A] = 2 when player is on pad2)

5th, set up a parallel event anywhere near the puzzle, have the event check a condition of the variable number(to know which pad the player is currently on), and have the event update the player's location to the event's location.(So your player will move along with the pads)

6th, set up a final destination, same like the pads but with no sprite(invisible) and not moving. give it a number and have the parallel event do nothing when that number is on(so your player is free to move around again).

This will create a puzzle that your player will move along with the pad he/she is on until he face and "bump" onto a new pad, or until he reaches the final destination.

edit:Sorry for necro post, just noticed the date is 2014 and not 2015. My bad.
 
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Koi

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Yeah already got like 3 puzzles working. But thanks anyway.
 

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