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Slime Knight
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 PostMon Apr 25, 2011 8:03 pm
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Oh! I see how it works now. Thanks.
Slime Knight
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 PostFri Apr 29, 2011 6:59 pm
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New question/problem:

I'm finally in the stage of actually designing the game (after creating majority of the sprites.)

Anyways, to the point, I'm linking some doors on the same map. The first door I linked seemed to work just fine: teleport to one room and then reverse back to the previous room.

So I went ahead and set up the rest of the doors.

But now, when I use Door x to Door y, the character disappears and I lose control of the character upon entering, almost like the game is freezing but the animation tiles are still animated. I ran an experiment and moved the exit point on one door to a tile over and it worked again but that places the exit point a bit off from where the actual door (the graphic door on the map) is located; it makes it look like the character entered the door and took a step forward already. I hope that makes sense.

If it helps, I'm doing this:

Place Door
Place 0 at map x,y
Place 1 at map x,y


Link Doors
Create New Door
Entrance 0
Exit 1
Exit on map 6
Slime Knight
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 PostFri Apr 29, 2011 7:09 pm
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Is your door under a tile that shows up above the hero layer? Is this tile walled off from the rest of the room?

Otherwise I don't know whats happening, but I'd check all that first.
Slime Knight
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 PostFri Apr 29, 2011 8:06 pm
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I double checked and I the exits are all on layer 1 tiles that are all open. Normally, not using doors, the rooms are completely walkable. I'll keep toying around with it though as I'm sure I've got something set wrong.
Slime Knight
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 PostFri Apr 29, 2011 8:28 pm
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Oh boy, here's another one that's not working as I thought it should:

I want a message to appear at a doorway if Tag 2 and Tag are OFF. The message appears if Tag 2 is off, but once Tag 2 is ON the message stops and allows the player to pass through the door.

The setup is this: Player needs to access two security terminals, Terminal A and Terminal B in that order. If they only access Terminal A (Tag 2=ON) the message should still display "Security Terminals needs to be authorized before door yadayada....."

How do I set the message so it continues displaying until Tags 2 and 3 are ON?
Liquid Metal King Slime
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 PostFri Apr 29, 2011 8:34 pm
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Are you using any scripts yet?
Are there any NPCs on the maps yet?
Slime Knight
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 PostFri Apr 29, 2011 9:33 pm
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Quote:
Are you using any scripts yet?
Are there any NPCs on the maps yet


Are you refering to the door message/tags question? If so:

I have a script on the first map but the doors and terminals are on the second map. There are a few NPCs on this second map. One is a walking NPC and one is a blank NPC set for when the PC touches the door and the message is given--which is set to be given if Tags 2 and 3 are both OFF. The other two NPCs are blank set on the Terminals. I have it set so that Terminal A has to be accessed before Terminal B--both of which are NPCs as stated.

So it should happen like this:

Player uses Terminal A (which allows Terminal B to be used, Tag 2=On)
Player uses Terminal B(Only if Tag 2=ON) which opens the main door. (Tag 3=ON)

Sorry if I'm repeating myself, but that's about as clear as I can explain the situation.
Metal Slime
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 PostFri Apr 29, 2011 9:36 pm
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I think James is referring to your earlier question, which sounds like a bigger problem. This terminal problem seems like an easy solution would be to just have the door message only depend on Tag 3. After all, Tag 3 can't be affected until Tag 2 is on, so why have the door consider Tag 2 at all?
I am Srime
Slime Knight
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 PostFri Apr 29, 2011 10:00 pm
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Quote:
I think James is referring to your earlier question, which sounds like a bigger problem. This terminal problem seems like an easy solution would be to just have the door message only depend on Tag 3. After all, Tag 3 can't be affected until Tag 2 is on, so why have the door consider Tag 2 at all?


Sunuva monkey's paw! I didn't even think about doing it that way. Guess I panicked and figured something else wasn't working right and didn't even consider the obvious.


OH! My enter/exit issue was indeed a Layer's problem. I had mistakenly placed the exit tile on Layer 2 but once I swapped it to Layer 1 everything is going smoothly.

Thanks for the help! I'll get the hang of all this soon.
Metal Slime
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 PostFri Apr 29, 2011 10:32 pm
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No problem!
I am Srime
Slime Knight
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 PostSat Apr 30, 2011 3:37 am
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Finally making some progress here!

Someone mentioned earlier that Slices could be used to create a fire/flame effect on screen. I've read the Slice tutorial and still a bit lost on how they work, though. And now I'm not sure if an actual fire/flames effect would be right but more of a flashing. I think I can handle the rest but this part still stumps me.

Can anyone give any more instructions on how slices could be used to create on-screen flashing or flames or whatever?

I played Scary Game 3 which had weather/rain effects at the beginning, assuming that was a slice effect. But I've not seen a game using a flashing/explosion effect using slices that I'm aware of. If anyone knows of one that I could look at that would also be helpful.
Super Slime
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 PostSat Apr 30, 2011 4:22 am
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NinjaOverdrive wrote:
I played Scary Game 3 which had weather/rain effects at the beginning, assuming that was a slice effect.

Animated tiles and layers. Fun fact: slices didn't exist when I made the game. Certain parts of the game would've been WAY easier.

For fancier uses of slices, check out Phantom Tactics and Do You Want to Be a Hero?
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Slime Knight
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 PostSat Apr 30, 2011 5:40 am
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Quote:
For fancier uses of slices, check out Phantom Tactics and Do You Want to Be a Hero?


I'll check those out. But would a flashing red/orange screen be a "fancier" use of slices? It won't help me much to look at something that's beyond my current skill level heh. Although, I'm gradually starting to understand how some things in Vikings were done as I dig deeper into the engine.
Slime Knight
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 PostSat Apr 30, 2011 6:56 pm
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Okay, I'm still having an issue with a script.

I have an NPC set to only appear when Tag 4=On.
I have a script written to make NPC move.

The NPC doesn't move after he appears.
He will move if I don't set Appear if Tag=On, but I don't need him visible until after the tag is triggered.
Slime Knight
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 PostSun May 01, 2011 3:32 am
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Okay, I was able to figure out many of my scripting issues but have begun to compile a list of things I can't get to work and can't find any help docs on:

Camera Panning: I have a script that teleports to Map B at point x and I wanted it to scroll to point y. But no matter how much I set the distance for in the script the camera only pans half-way across the map before stopping at the same location each time.


Swapping Out/In Heroes: I have set a script "Swap Out Hero (0), Swap In Hero (1), Lock Hero (0)" but after the command the party has not changed.
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