Hi Archeia,
Thank you for posting these tips and tricks. I'm making my first game and I'd like to understand your trick about looping the parallel process events so they continue while the characters talk to each other...
Display Picture:1, [Fixed]Waterfalls - 1 - 1', Upper Left(0,0), (100%,100%)
Display Picture:1, [Fixed]Waterfalls - 1 - 2', Upper Left(0,0), (100%,100%) etc.
Question part 1
'Waterfalls' is the name of the picture (I gather):
1-1 stands for Upper left picture
1-2 stands for the picture immediately to the right of this picture or directly below this picture ?
Question part 2 (which might enlighten how this all works)
Does this have to be a picture in the Picture file or can I use one in the Character file ? If so do I have to use the move command and how ? I don't understand the quick-event 'doors' (but I think it would be easier if I understood and could use the Character file):
Set Move Route: This event(wait)
$>Turn Left
etc.
What does 'Turn Left' mean ? The picture set in characters has 3x3 pictures and starts at the upper left corner,
so what happens if it 'turns left(/right/up) ?
Question part 3
Do I always use the 3x3 grid (I also see 3x4 grids) or can i use a row of pictures and have the selector move along those...
I've been making NPC'S move by using event pages with different pictures(via the graphics-window) and triggering self switches to change them but I can't implement the loop in that sequence (I think) so I'd prefer to change them to one event page events if possible...
I'm sorry if this is all explained in another topic or post but if so please give me the link because I'm drowning in a sea of tutorials here. (and I keep finding very interesting tutorials and tips which give me new ideas instead of answering previous ones)...
Thank you
I think I partially figured it out now... (sorry, I can't figure out how to post pictures so I'll try to explain)
I wanted a mirror on the wall to break and materialize until a ghost was defeated so I did the following with the picture:
(page 2 of my event (page 1 will show the mirror no matter what happens and will switch this second page on with a self switch upon entering the dungeon - this is to switch back to the normal mirror when the ghost is defeated and not end up with an empty wall)
Conditional branch: switch [0099: MirrorBreak] == on
Loop
Control variables: [0004
ungeon2] += 1
Conditional branch: Variable [0004
ungeon2]==1
Show picture: 2, 'MirrorEmpty', Upper Left (32, 64), 100%,100%)
Branch end
(next picture:
Show picture: 2, 'MirrorWhole', Upper Left (32, 64), 100%,100%), etc.)
Loop end
Show picture: 2 : in which the number 2 is the number I gave to this particular picture on this map (each picture on the map needs it's own number or it won't show up even if the coordinates are different)
'MirrorEmpty' is the name of the picture (I now have each element as a picture on it's own (instead of all kinds of pictures on own sheet, like one can do in the 'character' file combined with the 'stepping animation feature )
Upper Left is the starting point (0,0) of where the software will calculate the location of the first pixel of my picture 'MirrorEmpty'
(32, 64) is the x and y (32 pixels from the upper Left to the right, and 64 pixels from the upper Left down).
With this I can continue for now (still don't quite understand the character and stepping thing but that's okay for now...)
For an explanation about the loop thing I used
http://forums.rpgmakerweb.com/index.php?/topic/8319-teaching-thex-animate-a-picture/
Thanks and have a nice day !
I'm sorry for having a discussion with myself here but I went and tested my event and it turns out that when the player moves down to the lower part of the map the map moves down, sending the picture down a tile with it. I tried to do the idea with the x and y and region position of the player (link:
http://forums.rpgmakerweb.com/index.php?/topic/9479-video-tutorial-falling-pit-with-region-ids/) but that has a delay in it so the picture will first go down then up visibly which doesn't look very sophisticated... I'll abandon the whole thing for now. I'll use it on a map where I'll have the player be restricted as not to be able to move anywhere where the map will move but if anyone has an idea as to how to solve this I'd be very happy to hear it...