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yonini

Member

Im new on forums rmxp.
My question is:
Is it i'm can make Cazino system?

If it possible make system moving?

thanks if you answer my question.
 
We'd need more details on what you're looking to make- there are lots of different parts to a casino. There are slots, countless card table games, the wheels, etc.

Also, just a note that this is an English forum. I know you're trying, but maybe take some more time in making your posts understandable.
 
What do you mean by... Moving system?

What do you want to move? You are not providing the necessary information. Please explain. Otherwise people are not likely to help you.
 

yonini

Member

Yep You stand my question
,I speak Hebrow,im from israel:
יפ,מדבר עברית מישר×
 

boon

Sponsor

I can decipher a lot of english that isn't said properly.

What he needs is a Casino system, and this:
Press enter to move the block around, then when the block is on the correct tile initiate a switch.

Like in Cell Chambers: Chicane, where in the factory the boxes must be moved accordingly, or The House with the chess peices.
 

regi

Sponsor

All right. If that's what you want, here's a way to do it:

Make an event, call it block, give it a graphic. Under the event list, put:
Code:
@>Conditional Branch: Player is Facing Right
  @>Set Move Route: [Block], [Ignore if Can't Move]
                 :$>Move Right
  @>Control Variables: [Block X] = [Block']s Map X
  @>Control Variables: [Block Y] = [Block']s Map Y
  @>
 : End

@>Conditional Branch: Player is Facing Left
  @>Set Move Route: [Block], [Ignore if Can't Move]
                 :$>Move Left
  @>Control Variables: [Block X] = [Block']s Map X
  @>Control Variables: [Block Y] = [Block']s Map Y
  @>
 : End

Now repeat the process for if the player is facing down and up, and change the Set Move Route to move up, or down. There you have it, you got a block that moves. But what about if it's on the correct tile?

Now make a new event, leave the graphic blank, and set it to Parallel Processing. In it, put this code:
Code:
@>Conditional Branch: Variable [1: Block X] == X
 @>Conditional Branch: Variable [2: Block Y] == Y
   @>Control Switches: [1] = On
   @>Control Self-Switches: [A] = On
   : End
  : End
 : End

Create a new page in this event, leave it blank, and set the Conditions to "Self-switch A" = on. Now, make another event on Autorun with Conditions Switch 1 = on, and in it put what you want to happen when the block is on the correct tile.

And there you have it! You move it and it checks the new variable coordinates of the block. There are other ways to do with via call scripts if you want to save variables/switches, but for now, try this. Good luck :wink:

Regimos
 
Reg, I hate like damn to do this to you.... but I can name that tune (1st event) in 3 commands....  :scruff:
Code:
  @>Set Move Route: [Block], [Ignore if Can't Move]
                 :$>Move Away From Player
  @>Control Variables: [Block X] = [Block']s Map X
  @>Control Variables: [Block Y] = [Block']s Map Y

Be Well
 
Mikee, Easy, It's not a competition. :scruff:  We're all learning here...
I've learned a few things from Reg too.


Ok...

Event 3 is set to "Autorun". This freezes the game. Usually "Autorun" is used for cutscenes, where you want the game to take control of the action. then you use a self-switch & a second event page to end the autorun.

Event 2 sets a self-switch, but doesn't do anything with it.
A Self Switch is a 'local' variable, meaning it only has
Also, in this case you don't need a parallel event. Parallel executes every frame to constantly check the state of something.  You only need to update the event's position every time it moves. If it hasn't moved, it hasn't changed.

Here's how I would do it. (...In this case. Additional requirements could change the strategy)
Delete events 2 & 3.
In event 1 (the chess piece):
Code:
  @>Set Move Route: This event (Ignore if Can't Move)
                 :$>Move Away From Player
  @>Control Variables: [0001: Block X] = This event's Map X
  @>Control Variables: [0003: Block Y] = This event's Map Y
  @>Conditional Branch: Variable [0001: Block X] == 1
    @>Conditional Branch: Variable [0002: Block Y] == 1
      @>Text: You did it!
      @>Comment: Set the switch, only if you need to check if the task
                      has been completed from another event somewhere.
                      For example, a quest log or journal. Or, if another 
                      quest is not enabled until this one is complete.
      @>Control Switches: [0001: Pawn in Place] = On
      @>Comment: Now set the Self-switch just to change event page, 
                      so the piece doesn't move again.
      @>Control Self-Switches: [A] = On
    : Branch End
  : Branch End
Page 2:  Condition: Self Switch  A  is ON, same graphic.

I changed the target position to (1,1) so you can see it.

Also, in the "Control Variable" statement, to set the variable to the event's X & Y,
you need to select "Character", and then choose "This Event".
You assigned it to another variable that never had a value assigned.

Depending on what you want to happen when the piece is in place,
you can also control that from the same event.
If you describe what you want to happen, we can help with that too.

Be Well
 

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