Charas-Project

Game Creation => RPG Maker => Topic started by: evmaster on March 09, 2015, 11:22:17 AM

Title: Bicycle Event for Rpg maker Vx Ace
Post by: evmaster on March 09, 2015, 11:22:17 AM
So I was attempting to make a bicycle event for the player to run around faster. Thing is, I'm having trouble making it. So far I made a key item called "Bicycle" and made some common event's an along with it some switches to turn it on. But I'm having trouble. Any help without scripts to have a key item turn on an off?
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: drenrin2120 on March 09, 2015, 08:54:51 PM
I used ace for a little bit, but mostly I use rm2k3. I know the eventing system is very similar, but not exactly, so I'll try my best to give some advice. You've got the right idea, an item that turns a switch on and activates a common event. You'll want that common event to be an auto-start event. Make sure at the end of the event, you turn the trigger switch off.

Inside this common event, you'll want to swap the hero-sprite for the sprite of your hero riding a bike, change the music to whatever bike riding theme you have, if any, and increase move-speed (if you want too). You'll also want this event to switch on another trigger switch, we'll call this switch "In Vehicle" or, "Riding Bike". Something like that.

This switch should trigger a second common event. Set this common event to parallel processing, or whatever the ace equivalent is. Place a key input processing event that waits for a key to be pressed. Set a conditional branch after this event that checks to see if the escape key has been pressed. When the escape key is pressed set movespeed to be reduced back to normal, the hero sprite reverts back to its original, the music reverts back to normal, and the trigger switch would be turned off.

It's possible to condense this all down into a single common event and maximize the efficiency of your code, but it's not really necessary to worry about that for such a simple function. The above should work just fine.

Also, you can now use "Riding Bike" switch to check for things like teleport events or cut scenes. Say the player roles up into a cut-scene riding their bike, but you didn't plan for the player to on their bike. At the beginning of any cutscene, you can check to see if the player is or is not riding their bike and you can have the event remove them or keep them on the bike, or even put them on their bike, whatever you need. You can also use the switch to keep playing the same bike riding music even when the player transitions to another map. This may result in you having to get creative with how you choose to play songs for each map. You may want to reconsider, if any problems arise, using a recursive call common event command that is placed in every teleport event that checks for the "Riding Bike" switch and/or sets map music independently of the default ace map settings (see "rely on event to play music"). It sounds complicated, but the importance of a recursive common event is so you can edit that line of code in the future and not have to worry about replacing it in every single teleport event/cut-scene/etc., which would be absolute hell.
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: evmaster on March 09, 2015, 10:03:04 PM
Thank you so much. Unfortunately, I am not seeing a "Key input processing for Rpg maker Vx Ace. I did play with Rpg2003 first an it is quite similar. Have any ideas to get off the bike without the key input process?

I was looking into the conditional branches where it checks to see if a key is being pressed.
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: drenrin2120 on March 10, 2015, 01:01:41 AM
I still have access to rmvxace. I remember it still had some version of key input process but it was still very different and somehow clunkier than in 2k3. I'll take a look at it when I have some time.
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: drenrin2120 on March 10, 2015, 05:30:08 PM
UPDATE: Amazing, VX Ace doesn't have a basic key input processing event. You pay all this money and they remove a basic feature... Anyway, there are likely scripts that can replace that function.
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: evmaster on March 13, 2015, 01:02:32 AM
Thanks. They do have a conditional branches for checking for certain buttons are pressed. So far I haven't gotten that to work though.
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: drenrin2120 on March 14, 2015, 12:41:23 AM
Awww, I remember now. I never quite figured out how those work either. Sorry, guess it's not much help. I'm curious to see if you get it to work!
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: evmaster on March 16, 2015, 01:03:10 PM
You have been plenty of help, so thank you! I will get back to this if I make it work. @_@
Title: Re: Bicycle Event for Rpg maker Vx Ace
Post by: evmaster on March 16, 2015, 01:17:41 PM
So after some quick searches those buttons work but they aren't what you think they are. By pressing F1 you can see which buttons are associated with the letters on the keyboard. So I set key "A" down and that is the shift key for me.

Now it works. Thanks for all the help!

Edit: Oh, now I need to know how to change to the default music in each area.  :o