Charas-Project
Game Creation => RPG Maker => Topic started by: Ryuusei on February 26, 2013, 05:43:51 PM
-
I've created an event and used "Decrease Move Speed" and my character still moved slow. I then used a switch I had set at the beginning of the game and still, he moves like a snail. What am I doing wrong?
-
Well the fact that you're using "Decrease" movement speed would be why lol. If you want him to speed up, use "Increase" movement speed :)
-
Suggestion is to never use the decrease movement speed for the actual hero.
If used for a scene in the game simply put an event with the came graphic as the hero and decrease that one's movement speed instead. Saves a lot of trouble.
-
Oops I do that, but I remember what speed i changed it to. I have way too much fun with movement events.
-
Oops I do that, but I remember what speed i changed it to. I have way too much fun with movement events.
Just wait till you forget a wait command somewhere and one of the decreases are skipped upon the next part of the event instead increases the speed one step too much and you are literally flying through the maps.
-
Nah, I'll be ok. I test everything. It doesn't really matter as long as you test it and make sure it works properly.
-
And if someone holds shift during all your text, what then?
-
I rarely have movement with messages. But if you're going to nitpick then all i can say is go for it and if you screw it up, you'll just have to start from the last save point.
-
k so, any time a player has to restart because of programming things, you've failed. Just sayin'
This whole problem can be solved though with tactful use of that "wait until move's completion" command in the event script. Even if they do race through the text, they still gotta wait until all the moves are complete before the game progresses.
-
sounds like zombiu... it's what happens when you rush games.
-
No that's what happens when the creators somehow think that people still want to stand still and look even on the second playthrough. People love speedruns, just assuming that people won't rush won't work. You gotta force them.
-
The game has 3 game breaking glitches where you need to restart it. And I heard the game was rushed to be finished in order to launch with the Wii-U. It's better to have a delayed game that's good then one that is released earlier that turns out to be bad.
-
Launch titles are rarely without errors.
-
Zelda TP wasn't since it was delayed and plus it was already far along before they decided to port it to the wii i believe.
-
This thread turned OT so fast. xD I love you guys.
Say, how do I keep my character from speeding or turtling on every other map?
Like I have it set up so when he walks into one map, he slows down, then speeds back up to normal on the previous map, but then when I go into a multi roomed area, he becomes so fast or so slow I have to restart from my last save point.
-
U got me lol
-
Suggestion is to never use the decrease movement speed for the actual hero.
If used for a scene in the game simply put an event with the came graphic as the hero and decrease that one's movement speed instead. Saves a lot of trouble.
Gonna quote myself here.
But what exactly are you using the movement speed increase/decrease for?
-
So the character can stop walking fast on the world map. I've already got one on the world map, but I placed the events in towns so he would stop slowing all the way down whenever he returned to the world map.
I used erase event, but that's the only thing I can think of.
-
Hmm... I'd decrease move speed in the event that teleports you to the world map and increase it back in the event that teleports you back to another map. If I understand your problem correctly that is...
-
Id do what daoman said. In my game. I have comment events called " on world map" and "off world map". Theyre called when the player enter or leaves the worod map. This way theres only one event i need to edit to change what happens. Just a suggestion.
-
Some more advice is that if there's weather changes or some other crap on another map i would always change those within the events that teleport u to the map and vice versa.
-
My game's coding is mostly simple so when I release my demo finally you're welcome to try it out and ask questions on how i did certain things.
Or feel free to watch the trailers within my Sacrosanct topic on this board area.
-
What I'm trying to say is... how do you keep the character speed the same without him dropping a grade in speed each time he returns to the World Map? Everytime he does, it slows him down.
And I don't mean to sound like Colin Baker here, but I cannot understand Daoman and Drenrin's grammar.
-
In ALL of the events that make your character teleport to your world map, add the event Movement Speed for your hero and make it it 'decrease movement speed'. In ALL of the events on the world map that teleport your hero to another map other than the world map, insert a new movement event that "increases movement speed".
(From world map to new map)touched by hero; below hero
hide screen
teleport to whatever location
movement event: hero; increase movement speed
show screen
(From non-world map to world map) touched by hero; below hero
hide screen
teleport to whatever location on world map
movement event: hero; decrease movement speed
show screen
This should forever work and it's honestly the simplest way I can explain it. Drenin if you can explain better than me, then by all means, go for it! :D