#RPG HELP TRANSITION!

31 messages · Page 1 of 1 (latest)

quasi pebble
#

your transition object is named Obj_Warp and the doorway object is named WarpBlock_Object?

#

interesting naming scheme, hm. does Obj_Warp have a sprite set? Is its visible tag true? Does the placed instance of WarpBlock_Object have creation code? Have you used debug messages to confirm that an instance is being created?

harsh blade
quasi pebble
#

where did you put them?

#

by don’t work do you mean nothing appears in your output console?

harsh blade
#

recommended by another member

quasi pebble
harsh blade
#

I also tried to ask the author of the tutorial for help, but he didn't answer me

quasi pebble
# harsh blade yes

Well, if your warp object's step event generates a debug message, and your output console has no debug messages, that's an unambiguously clear sign that you never create an instance of the warp object

#
if place_meeting(x,y, Obj_Player) && !instance_exists(Obj_Warp)
    {
    var    inst= instance_create_depth(0, 0 -999, Obj_Warp)
    inst.target_x = target_x;
    inst.target_y = target_y;
    inst.target_room = target_room
    }
#

Which means this code never runs, this is never the case

#

Either this code is not in the event you said it's in, or there's something wrong with your collision masks making a place_meeting check impossible, or WarpBlock_Object is not actually in the room

#

should be a pretty simple matter at this point, going through each of those possibilities

harsh blade
quasi pebble
#

oh, okay

harsh blade
#

but

#

i have another problem

#

this

harsh blade
#

can you help me?

harsh blade
quasi pebble
harsh blade
#

i will give you now

harsh blade
# harsh blade

So, I solved the animation problem, but now, when I change from room 2, to go back to room 1, it spits me to the left side

#

the code is the same

#

Warp object code, is, the object that makes the animation

target_y = 0;
target_room = 0;

Step
if room == target_room && image_index < 1
    {
    instance_destroy();
    }

Draw
draw_sprite_tiled(sprite_index, image_index, 0,0)

Animation
room_goto(target_room);
Obj_Player.x = target_x;
Obj_Player.y= target_y;

image_speed = -1;

WarpBlock_Object, the one in green you see in the video

target_y = 0;
target_room = 0;

step
if place_meeting(x,y, Obj_Player) && !instance_exists(Obj_Warp)
    {
    var    inst= instance_create_depth(0, 0, -999, Obj_Warp)
    inst.target_x = target_x;
    inst.target_y = target_y;
    inst.target_room = target_room
    }```
#

this is everything

harsh blade
#

ok?