Quicken event creation ?

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Hello again ;

Sorry for the bother, but my torch event is sort of a pain in the ass.

So I have this torch event with a matchbox and match. Simple, right ? Now, the thing is, I want to have different torches be activated.

The room with torches (the matchbox is in the chest and the matches are the glowing things on the ground) :

The torch event, and the light event that ensues (the "self-switch A" is so that the event doesn't repeat itself on the other torches) :

The second torch event and its light (notice the use of the variable "Lighting 2") :

Now, there is a second room, with exactly the same setup in terms of events :

This is the problem when I playtest :

Notice how the number of matches on the ground is the same in the second room, and yet how the two same exact torches were lit.

I'm trying to make several of the torches across different rooms. But is it really necessary to create a different switch for each torch, and each light ? Or can you quicken it ?

Thanks to anyone who helps.
 
Last edited by a moderator:

Warpmind

Twisted Genius
Veteran
Joined
Mar 13, 2012
Messages
936
Reaction score
578
First Language
Norwegian
Primarily Uses
Self switches, only affecting the event in question?
Still as many switches, BUT they won't affect the torches in different rooms...
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Self switches, only affecting the event in question?

Still as many switches, BUT they won't affect the torches in different rooms...
Thanks for answering me. However, what do you mean exactly ? I already did self-switches for the torch lighting up animation. I'm talking about a different event entirely, which is underneath and has another lighting graphic. Is there any way to make it unique ? Cause when I paste the actual light event (not the torch event, mind you, just the light event) and put it in another room, this is what lights up, not the torch.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
What does the Switch 3 - Torch Light On control?

Okay, and I think what you are asking - In the second room, the torches are controlled by the same switches? As in, Lighting 2 or whatever? If that's the case, yes they will activate, even if you turn the switch on on another map.

I may not be understanding correctly though, because I haven't finished my coffee.
 
Last edited by a moderator:

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
What does the Switch 3 - Torch Light On control?

Okay, and I think what you are asking - In the second room, the torches are controlled by the same switches? As in, Lighting 2 or whatever? If that's the case, yes they will activate, even if you turn the switch on on another map.

I may not be understanding correctly though, because I haven't finished my coffee.
To reply to your first question, "Torch Light" turns off the screen tinting (in theory, though I guess since I use something else now I could delete it).

To reply to your second question, yes they are activated by the same switches. Or, at least, the light events (not the torch events). What I was wondering was if there was a way to make them not activate the other switches on the other map (apart from, obviously, creating 1800 different switches, which is pretty tedious).
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
Okay, I think what I would try - and I'm still not entirely awake, so I may be wrong - is to map the torch graphic, not use it as an event graphic. You may need to edit it into whatever tileset you are using.

Then for event 002, I would have the first page a blank graphic. On page 2, I would use the light ball graphic. Instead of control switch Lighting, I would just turn on self-switch A, so that the ball of light comes on there. Basically, make Event 004 the the second page of Event 002.

Does that make sense?

Back with pics:

So, I mapped the table with candles so that the candle itself doesn't have to be an event graphic.

screeny1.png

Over the candle, I place an event that on the first page has no graphic, and presents the choice to light. (Mine is a very simple version, you would keep all the conditions and such.)

screeny2.png

This way, you can easily copy the event many times, and only that event will light when chosen.

If the player chooses to light, Self-Switch A is activated to the second page with the flame graphic.

screeny3.png
 
Last edited by a moderator:

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Sort of. I'll try editing it in, even though I'm a complete newbie at it.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
If you have Gimp or Photoshop it's pretty easy. If you need help, let me know.

Are you just using standard RTP?

Edit:

If you're just using standard RTP and don't have a Tile D, you can use this.

InteriorTileD.png
 
Last edited by a moderator:

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Yes I am. I also have Gimp 2.8. But it's sort of hard to edit tilesets in RMVX.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
It just takes practice. If you don't have anything in Tile D, use the image I posted above. If all of your tile slots are filled, let me know and I can help. I've worked with it so much it takes me just a few minutes.

And by edit tilesets in VX, do you mean getting them in there or what?
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Okay, I managed to replace tile E (which seemed useless) with the torch one. Now only problem is, by using your system I can switch it to show the light event, but not the lit torch event. Any ideas as to how to combine the two ? Eg. Attached FileResult.png
 
Last edited by a moderator:

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
Ahhh, hmmm, flames, duh. See that's where the lack of coffee is showing, lol.

Can you give me the ball of light graphic? Either here or in a pm. Unless someone else wants to pop in with a better solution, I can put something together in Gimp real quick.
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Wow ! That would be awesome ! Here it is, though I only really need the top row.

!$Light_1.png
 

Warpmind

Twisted Genius
Veteran
Joined
Mar 13, 2012
Messages
936
Reaction score
578
First Language
Norwegian
Primarily Uses
Thanks for answering me. However, what do you mean exactly ? I already did self-switches for the torch lighting up animation. I'm talking about a different event entirely, which is underneath and has another lighting graphic. Is there any way to make it unique ? Cause when I paste the actual light event (not the torch event, mind you, just the light event) and put it in another room, this is what lights up, not the torch.
Sorry, got a bit rushed (naggy co-workers etc.) and only got half the reply up...

The... Oh, right, the torch is a separate event... Hmmm...

Well, I suppose one thing you could do is have a switch reset cycle on the exits - when you leave the room, all the torches go out again.

It would mean having to light the torches again when you come back inside, but...
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Sorry, got a bit rushed (naggy co-workers etc.) and only got half the reply up...

The... Oh, right, the torch is a separate event... Hmmm...

Well, I suppose one thing you could do is have a switch reset cycle on the exits - when you leave the room, all the torches go out again.

It would mean having to light the torches again when you come back inside, but...
Thanks, Warpmind. I'll try that if I have no other solution.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Let's got back to the start. Your description of the problem doesn't really describe what the problem is - it just shows screenshots and says "there - that's not working". WHAT'S not working? What's it doing (explain it, don't put in a big picture and expect us all to see the problem)? What is it meant to do differently?


If it's a case of you activating a torch in one room and a torch in the other room lights up at the same time, then the problem and solution was already given in the very first reply - you're using global switches and variables, which affect EVERY map, not just the one you're on. You should use self switches instead. I see you said you DID use self switches, but for what? I see where you set them, but where are they used? Page 1 should have no conditions, page 2 (with the light graphic) should be conditioned by the self switch.


If it's some other problem, then you need to be more clear about what it is, because I don't see it.
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
All right. I'll try and make myself clearer. I'm trying to make two separate events, one where the torch actually changes graphics (this one uses a self-switch, since it's the same event on two pages), and one where a lighting event (aka light sprite) is activated by said torch-lighting-up event, which is separate because it's actually a different sprite, and so has to be a different event. Now the problem resides in my usage of the switches (not self-switches) that are necessary in order to activate that light sprite event. I'd like to use a different method than just creating another switch for each light sprite, if it was possible, because it is pretty tedious. Which is why I was asking for a way to "quicken" the event creation - that is, the light sprite event.

I tried to make my "problem" (which isn't really one, it's more asking a method of avoiding thousands of switches) clearer, but if I came across as confusing, do tell. And thank you for responding.
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
If you want a switch for each event, use self switches. That's what they are there for.
 

Dissentrix

Veteran
Veteran
Joined
Oct 21, 2014
Messages
44
Reaction score
0
First Language
English
Primarily Uses
Yes, but I can only switch on the light event from the torch event... or is there another way to go about it ?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Script: $game_self_switches[[map_id, event_id, 'A']] = truemap id is the map number - get this from the bottom right corner.
event id is the event number, NOT the event name. If it's EV023, use 23.


don't use leading zeros.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,061
Members
137,575
Latest member
akekaphol101
Top