RPG Maker MV

RPG Maker MV

need help with push block movement
what I am looking to do is make the block I'm pushing repeat till it hits something while still being able to move the player. The problem I have is setting the block to move away from how the player is facing, if I move the the block will then move as well. I want it to be like in the old snes goof troops game. example: https://youtu.be/5YXYjLj5wDU?t=140
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Showing 1-14 of 14 comments
◢ k r i s ◤ Oct 2, 2018 @ 2:25pm 
SumRndmDde made a pretty good example of object-pushing using just events a while back.
https://www.youtube.com/watch?v=H4w84VnFDwI
However it doesn't include kinetics matching your Goof-Troop example (where the block continues to slide like ice until it hits a wall). You can probably achieve this by simply turning on "repeat movements" when setting movement routes.
Last edited by ◢ k r i s ◤; Oct 2, 2018 @ 2:44pm
the way he has it is with the "player facing" and thats were the problem is. Say I push the block (repeating) to the right and while it is traveling I move down. The block then also moves down because that is now where am facing... so the block goes "off the path". Its hard to explain but I hope I kinda did...
Originally posted by DeXni:
the way he has it is with the "player facing" and thats were the problem is. Say I push the block (repeating) to the right and while it is traveling I move down. The block then also moves down because that is now where am facing... so the block goes "off the path". Its hard to explain but I hope I kinda did...

What kind of trigger are you using? Shouldn't that only happen upon touch?
◢ k r i s ◤ Oct 2, 2018 @ 4:22pm 
Sounds like you didn't set up your conditionals correctly. In his example, the ball only moves in the direction that is determined at the moment of contact because that's what the conditions were set to. This is also why each if-else condition is nested within each other so that only one of them will actually take action and cancel the rest of the conditional tests.

If you aren't interested in copying his example verbatim (since it does work), could you screenshot your event page for us to look at? Maybe we can see what you've set up that's still causing trouble.
Last edited by ◢ k r i s ◤; Oct 2, 2018 @ 4:25pm
I mean ill just copy it and change it to repeating and see if it work... thanks
idk i guess im not making it clear what i want. Not sure how to say it... I want the block to side like the on ice thing you said about. So once I hit the action button on the block it will move away from the player in that direction until it hits a wall. During this I want to be able to move the player at the same time so there cant be any wait for completion so like in the video I'm not setting the player to move in anyway I just want to have full control over it and I don't want any action to have anything to do with the blocks movement after the 1st and only input.
◢ k r i s ◤ Oct 2, 2018 @ 5:36pm 
But... I think that's what it does. Maybe I'm missing something from your explanation - is it not supposed to behave like this?
https://www.youtube.com/watch?v=_CzFv0iTsPY
I had the trigger set to "player touch" in the video, but I tested it with "action button" and it works the same (just with action-button press needed to push the ball, obviously).

And if I make the map even bigger (so the ball has more space to cover) I can move the player-character in any direction I want without it affecting the ball while it's still traveling in kinetic motion.
Last edited by ◢ k r i s ◤; Oct 2, 2018 @ 5:49pm
I replyed but i guess didnt enter it... in short that is 100% what i wanted i think (it looks like it) I still having a problem, im messing something up. would you be willing to upload that so i can download and see it line for line... sorry idk what is going on.
Hajami Oct 2, 2018 @ 7:02pm 
Event Solution:
- 2 Eventpages
- 1st Eventpage on Action Button and it just turns on the second page with self switch.
- 2nd Eventpage is paralell and contains the further Eventcode.
This allows the Player to move freely around while the Event continues.

Simple Movecode example:
Set Move Route Eventcommand: "Turn Away from Player" than Move 1Step forward (20times for example).
Mark Skip if cannot Move and Wait for completion. Than use control selfswitch and turn the page off again, so that the event can be reused.

Depending on your Game and the detailed details this movecode could need to be replaced with something more fency.
Are there moving obsticles that could blog and unblog the path of this moving event?
If not, than its easier.

Edit: Changed a code error in my example.
Last edited by Hajami; Oct 3, 2018 @ 1:58am
◢ k r i s ◤ Oct 2, 2018 @ 7:54pm 
Steam was acting up a bit earlier - I suspect someone was hitting it with DDoS again today.

I lazily stripped my example down to reduce size. Here you go.
https://steamcommunity.com/sharedfiles/filedetails/?id=1529048528

It's literally just the same thing SumRndmDde showed but with "repeat movements" on...
Last edited by ◢ k r i s ◤; Oct 2, 2018 @ 7:55pm
thank you so much... so i loaded yours tried it and its what i want... copied it to my game and it doesnt work... so im guessing i wasnt doing anything wrong there is just like a plugin or something messing with it???
◢ k r i s ◤ Oct 2, 2018 @ 9:37pm 
That may be the case - or something you've set within a particular plugin. Impossible to say without actually looking at what you've got on your hands. Ultimately, that's the problem with relying on plugins. Now you've got a needle in a haystack.
lol yarr.... well thank you very much for your help :D
Hajami Oct 3, 2018 @ 2:00am 
Good that you found a Solution, edited an Error in my Code example.
Maybe try the Editor and Event it, if Plugins cause Errors.
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Date Posted: Oct 2, 2018 @ 1:16pm
Posts: 14