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[制作教程] Evented Mine Car Ride

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    灌水之王

    发表于 4 天前 | 显示全部楼层 |阅读模式



    A (Mostly) Fully Evented Mine Car Ride!


    There are a few caveats to this tut. I'm not an experienced eventer. I used MV and one plugin is required.
    Stop Map Movement by Yanfly for the plugin command "StopPlayerMovement" to stop the player from inputting movement. I don't think you need that plugin in older versions of RPG Maker or you can figure out another way to do it.
    Yaflys Message Core is only required for messages during the ride but you can use Gab Window too. Otherwise message windows messed up the carts movement at events.

    Step 1: Starting the ride!

    To start off, don't worry about a map, just place a cart with some track. First we will get the events all working and then you can copy/paste the events to the map. It's really easy to change this way.
    Spoiler: Cart Event
    [/quote]

    The first page needs to have the Action Button trigger and the direction Fix box checked. When you click the cart it will progress this event to the next autorun page.

    Spoiler: Cart Event 2[quote]

    Required
    You don't need the animated part of the event, just everything after the screen fades out.
    The important part is where you change the actor image to a cart for the character.
    Then the text window is important because it stops the ride from starting at the wrong time. Make sure the window is before the var changes that start the ride.

    Spoiler: Important part!
    [/quote]


    Step 2: The movement logic

    Next we have the brains of the ride. I use a scroll image in testing to make sure it's working. First page is off. When the mine car event turns this event on, the scroll will open.
    Spoiler: Tom Tom[quote]

    Set the trigger to parallel and the conditions to switch 1 from the mine car event. I'm only showing you one direction but the rest are the same. Don't forget skip and wait. Make sure they are nested right. Do your numbers better than me also. Make up = 1, right 2 ect. I did mine wacky and it was confusing the entire time.
    As you can see the variables set in the mine car event are needed for TomTom to run. Var1 is the direction and var2 is the speed. 4 direction and 3 speeds.

    Ok, you have a fully working mine ride now. How easy was that?

    Step 3: The Track

    Now lets add a track and other cool stuff. If you go back to the main map picture at the top of this post you will see there is an event in the track soon after you start the ride. This will increase the the speed of the ride to the middle speed. Make sure it's below characters and the trigger is event touch or it won't work.

    Spoiler: Change Speed
    [/quote]


    Now that you can change your speed at will, lets change the direction. I have events for each direction to copy and paste as needed when making a map.

    Spoiler: Change direction[quote]

    Step 4: Looking Cool

    Next you will see a tunnel on the map. The first and last events make the tunnel dark and back to normal again.

    After you are in a dark tunnel, you can do direction or speed changes for more suspense. In my map it speeds you up in the tunnel but also uses
    MBS MapZoom to zoom the map out a bit for higher speeds. You can do all sorts of stuff. I plan on adding dust with speeds tied to speed as well. More sounds ect.

    Spoiler: Visual effects
    [/quote]

    Step 5: Timed switches/Player input

    Up next is a timed switch you have to hit or you crash and die.
    To start the event I have some text telling you what to do first. I have found that text needs to run in parallel or it can hang up the cart on turns and junctions. That is why the first page is triggered by event touch (player would be fine) and flips its own switch to start running.
    Spoiler: How to trigger events.[quote]

    The next page is parallel and runs the text with the codes seen. This is where Yanflys message core comes in. The text is displayed all at once so you can read it fast. Then it waits 50 frames and gets rid of the chat window all with no delay or input. You could do this a different way maybe or just not have text windows.
    Spoiler: Making Message Windows Work
    [/quote]

    If you look at the main map again you will see the next event by the two barrels. This event like the previous, is event touch, below characters, though off. The first page is to turn self switch A on when touched. On page two we make a loop that looks for button up to be pressed and flips switch 2 when pressed. This is janky as you can just hold the button down. I want to make it to where hitting early or late make you miss.
    Spoiler: Input Trigger[quote]

    You can see the lever on the map next to this event. It's not really needed but it's a great visual que to the player and the dev to what is going on. Page one is just the lever in the left position. When game switch 2 from the last event is triggered it goes to page 2 which waits 20 frames and goes to page 3. Page 3 flips switch 3 which will decide your fate at the junction. I erase the event when it's done but wait 300 frames first to avoid seeing it disappear.
    Spoiler: Lever
    [/quote]


    The last event before the junction is some optional text if you crash. It's like the last text running parallel with switches.

    At the junction the first page will run if you missed the switch. The second just changes your direction to up. I animated a complicated crash scene. A switch in the move route makes the barricade explode when you hit it.
    Spoiler: You Die[quote]
    Spoiler: You Live
    [/quote]

    Step 6: More Map Movement Options

    Now that we are headed up, the next junction needs to take us right but then on the way back let us keep going left. It's actually pretty easy.
    Spoiler: Turn right once[quote]

    After you head right at the T you will see a loop. The corners are just copy/pasted turn events. The middle one turns you right and then left the next time you get to it. Have it turn self switch A off if you want it be reusable.
    Spoiler: Enter/Exit Loop
    [/quote]

    Step 7: More Timed Input Options

    After doing all that we are now headed left over the bridge. As you can see things get more complicated.
    The first event you run into is a simple turn left event like you saw before.
    The second event is another lever like the last one but this one has a timer that resets itself instead of just killing you.
    Like other parallel events the first page is a touch trigger to start it.





    This time the lever does it own thing with timers and self switches but starts with switch 4.

    Now you see the figure 8 junction. This one was kinda tricky to figure out but it's still very simple. It loops between sending you one direction then the other next until you hit the lever and it lets you go left to the rest of the track. The lever also controls the top right junction of the 8 to keep you going right later.

    Spoiler: Figure 8[quote]

    The other events you see in the figure 8 are message windows telling you what to do. When you first come across the castle bridge you fly past the lever and start the figure 8. As you go around you are told you need to hit the lever and then grab the rope after. You keep going around the figure 8 until you hit the lever and go left.

    On the map you can see the event right before the rope. This triggers another loop looking for you to hit the button at a specific time. Yes it's yet another way to do this but I was trying to get this to work for a long time and tired a lot of ways of doing this.

    Spoiler: Second Switch
    [/quote]

    Next you will hit the rope. The rope has two pages depending on whether you hit the button or not. The first one sends you down the hole to die. The second one makes you jump over the hole with the rope in hand. Either way the barricade explodes on switch 7 and the snake at the bottom will jump at you and try to bite you before falling in the hole on switch 8.

    Spoiler: Grab Rope[quote]



    After that you go around the track where one last snek jumps at you before speeding off to the end.
    Please note that during any "animated" scene like jumping a ravine, you need to turn switch 1 off to stop the normal cart mechanics. Also don't forget to turn it back on when you land. Another thing is sometimes you have to put a "Move Right" at the end of your animated scene to keep it flowing back into the normal cart mechanics.
    Now that I have some basics working I can make the ride longer!
    DONE!

    I want to come back and format this. I also want to make an actual demo. This is what I got from playing around for some hours in my project, not really a demo. But first I want to know if this is all dumb or anyone even cares.
    If you guys can think of anything else cool to add let me know.
    If you guys know any other tuts that do it better let me know. All I found were plugins.
    I would like a better way to animate events. Complicated set movement routes are killing me.
    I tried tilting the screen to simulate going down a hill but the tiles loaded in weird at the edge. Looking for a way to just make them load in one tile early or something. Zooming didn't help.


    本贴来自国际rpgmaker官方论坛作者:fugahagen处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/evented-mine-car-ride.162618/

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