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ZidaneZ

Team Rocket Hideout Titles via events?

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Hey everyone, how's it going? I'm new to RPG Maker and trying to make a specific type of event. If you've ever played the original Pokémon Red/Blue/Green/Yellow, there are these tiles in the Team Rocket Hideout, which cause you to move forward uncontrollably until you hit a wall or another tile. 

 

Pokemon_RBY_GameCorner_B2.png

 

So I decided to try some similar puzzles for a game I'm currently working on. 

 

tile1.png

 

tile2.png

 

Now here's what I'm not sure on. When the player touches the tile directly above him, it moves him up three spaces. Then when he touches the tile pointing to the right, it moves him to the right two spaces, etc. However, this requires stepping off the tile to activate the second event. Normally, I would just program the first tile to move the character along the whole path, so up 3, right 2, down 4, right 3, up 8, and so on and so forth, but there are two problems: 

 

1. Later in the dungeon, some of these automatic tile sequences can be entered halfway through, and it would be a lot of work to program each tile

2. There are some areas with moving obstacles that will stop the player, breaking the sequence and allowing the player to get to hidden locations or open new paths

 

So basically, I'm looking for a way to make it so when I step on that up tile, it moves me up three spaces, then when I hit the tile pointing right, I automatically move right without any button input. Anyone have any ideas for a simple way to program this? Thanks in advance! 

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Update, I managed to make this work just fine but encountered another issue. There's a moving object that is supposed to cut the player off if he collides with it. Is there an easy way to make it so if he collides with that object, he stops and the player gains free control of him again, but if he doesn't, he just keeps going toward the next tile and continues the process?

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Hmm.. not sure how your events look like now, but perhaps try ticking on the "Skip if Cannot Move" option in your move route. That should stop the player if he'd bump into an object.

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4 minutes ago, Rikifive said:

Hmm.. not sure how your events look like now, but perhaps try ticking on the "Skip if Cannot Move" option in your move route. That should stop the player if he'd bump into an object.

 

I thought about that. The problem is he doesn't stop just because he can't move. It just locked up and he can't move anymore. I can use "Wait for completion", and that fixes the lockup, but then he doesn't automatically move when he hits the next arrow tile, if he misses the moving object (the mine cart)

 

tile3.png

 

In the above image, the idea is that if the player were to step on the tile right below the green haired guy, pointing up, he would start moving automatically until he hit the mine cart or passed right by it. A few tiles past the track is another arrow tile. Right now, the script is basically just:

 

Set move route: Player (repeat, skip)

$>Move UP

 

 

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Hmm I'd have to do some science myself, but that will have to wait, as I'm going to sleep. :P 

 

Something that comes to my mind would be putting as many $>Move commands as needed for each event (arrow). So for example if the distance between arrows is three tiles, then putting three $>Move commands would prevent the player from going through the next arrow- that would make the event end when standing on the next arrow, thus run the next one separately. Skip if cannot move would skip the rest of move commands if the player would bump into an object, but it shouldn't make him go past these specified amount of tiles.

[W] - WALL
[^] - UP ARROW
[<] - LEFT ARROW
 *  - EMPTY TILE

[W][W][W][W]  ,-------------.
 *  *  *  *   | MOVE ROUTE  |
 * [<]-------'|-------------| < Move one tile left
 *  *  *  *   | $>Move LEFT |
 *  *  *  *   '-------------'
 * [^]------.____________
 *  *  *  * | MOVE ROUTE |
            |------------|  < Move three tiles up
            | $>Move UP  |    to the next arrow
            | $>Move UP  |    / stop if bumped into
            | $>Move UP  |      an object
            '------------'

 

Not sure if that's what you're looking for, but theoretically it should work... I think?

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OMG, I feel like a total idiot right now. It seems so obvious after hearing you explain it! Thanks so much for your help!

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If that did the thing then I'm happy I could help! :) 

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