I'm sure I would have to keep track of which tile sets can connect to which other tilesets (ie, some tiles have grass on the outside, and sand on the inside, so in this example I'd have to note that "grass" tiles were the outer tiles). Here's the thing, I have no idea how I would implement something like this. I also stumbled across this answer which links to another article that explains auto tiling. I stumbled across this article, which breaks down how auto tiles work. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP).
If you need more help, don't hesitate to ask! Reply here or shoot me a note.I'm currently working with Phaser, making a game that's procedurally generated. Since it is a parallel process, it allows the player to move while the rain pours.
Examples include NPC movement, weather effects (rain, snow, lightning), and certain animations (flickering fires, candles, swaying flowers, trees, chandeliers).įor example, this is a series of event commands I have in one of my games when I change the atmosphere of a specific map:Ĭonditions: Screen: (-102,-102,-102,0), 1, Weather Effects: Rain, page runs continuously, looping until I create another event that tells it to stop. If you want the player to move during the event, you need this trigger. It allows the player to move while the event is in running. This particular event is an autorun process, so the player cannot move while it happens. Since the second page is blank, nothing happens. : : Secret Rooms Found: Self Switch: A :Ĭonditions: Self-Switch A is first page runs the process of alerting the player they have found a secret room, playing the jingle, changing a variable, and displaying text, and the second ensures the process isn't repeated. RPG Maker engines read the highest number event page first, so ensure you have conditioned pages numbered higher than the page you want to run first.įor example, this is a series of event commands I have in one of my games when a player discovers a secret map:Ĭonditions: SE: 'Jingle1', 100, Variables: -, -, Dark, Middle The blank page will run automatically and end the event, ensuring that the player can move and the event doesn't repeat itself indefinitely.
If you want the player to be frozen during the event, but move after the event is finished, make sure a self-switch (A, B, C, or D, doesn't matter which as long as you aren't using multiple self-switches in one event) is turned on at the end of your event page, then create a second blank event page and set its conditions to 'Self Switch A is On' with its trigger as 'action button'. Nonetheless, here is what I can give you:
To help you further, I need the specific circumstances of your event.ĭo you want the player to be able to move while your event is running?ĭo you want the player to be frozen during the event, but free to move afterward?ĭo you want the player to trigger the event manually?Īll of these require different steps to be taken. The effect you're describing typically happens when you have set your event trigger to 'autorun'. The easiest step to take is to check and see what you have set for your trigger - action button, player touch, event touch, autorun, or parallel process. I realise this may be a bit too late, but I can try to help you to the best of my abilities if you still require assistance.