fangirl_otaku7

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I'm attempting to make an event that is a series of quick-time events. The player will be prompted to press one of the arrow keys (it would be nice if the specific key was random but I can accept having to plan it out). It should move to the next prompt if the player presses the right key, presses the wrong key, or two seconds passes without any key being pressed. The game should also recognize successes or failures. I think I can figure out how to loop this process and then break it after thirty QTEs. But I barely know where to start with making the actual event...

I got a rudimentary (read: really bad) version of it working using conditional branches (If Button Right is Being Pressed) and I have screenshots. But that version only checks for button presses every thirty frames due to a wait command. It also requires you to be currently pressing the button once it performs the check; it doesn't register otherwise. I think there's a script call that can do this better but I'm not sure what it is. Is it Input.press?(:Right)?

I'm also not sure about the best way to go about the prompt telling the player which button to press. Right now, I have four pictures of an arrow with different sections of a circle drawn around it so that it looks like it's slowly being drawn every thirty frames (which is why my bad code checks for a button press every thirty frames). I don't know if it should be a series of pictures or an animation. It needs to be able to change as soon as the player presses a button, and I don't think there's a way to interrupt animations, so probably just a bunch of pictures, right?

Thanks in advance to anyone who might know how to make this work.
 

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Andar

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first, theoretically you can reduce the waits to have it work faster
second, using the script will not have big effects on your code, because even the script for buttons does not solve your biggest problem: a bad event structure.

Unfortunately I don't have the time to handhold you through my suggestions, so I hope you can get it done with a few hints:

You should split up the structure into two events, one for getting key presses and one for handling the QTE logic. That will allow you to check for key presses with only a tiny wait while the other event has larger waits for giving time of the pictures on what to press.

The problem is coordinating the two - which can be done several ways but will mostly use a lot of switches or a few variables for counting successfull hits depending on the details of what you want.
 

fangirl_otaku7

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first, theoretically you can reduce the waits to have it work faster
second, using the script will not have big effects on your code, because even the script for buttons does not solve your biggest problem: a bad event structure.

Unfortunately I don't have the time to handhold you through my suggestions, so I hope you can get it done with a few hints:

You should split up the structure into two events, one for getting key presses and one for handling the QTE logic. That will allow you to check for key presses with only a tiny wait while the other event has larger waits for giving time of the pictures on what to press.

The problem is coordinating the two - which can be done several ways but will mostly use a lot of switches or a few variables for counting successfull hits depending on the details of what you want.
That makes sense, but I can't find a good way to make the game check for key presses the way I need it to. Everything I've tried so far doesn't work.
 

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