[Solved] Walking with arrow keys

  • #20, z bananeisafreeTuesday, 24. January 2017, 15:29 hodinky 8 years ago
    I think you are overthinking the action area system.

    Ditch the object and its related action called by another action.

    In the action area (in the way system tab) just choose change sceene and it will work perfectly wink

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  • #21, z Simon_ASATuesday, 24. January 2017, 16:31 hodinky 8 years ago
    Thanks Cesar,
    but the problem is that Visionaire crashes very often when I work on Way Action areas. So I find it easier to use the existing "called by other action".
    I don't know why it wouldn't work? VS guys, any ideas? smile

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  • #22, z afrlmeTuesday, 24. January 2017, 16:52 hodinky 8 years ago
    Thanks Cesar,
    but the problem is that Visionaire crashes very often when I work on Way Action areas. So I find it easier to use the existing "called by other action".
    I don't know why it wouldn't work? VS guys, any ideas? smile

    It's because you are teleporting the character into the action area that triggered the change to scene 2. So what it's doing is sending you straight back to scene 2. You need to either change to a position not inside of that action area or you need to include a condition based query.


    on character enters action area

    if condition came from scene 2 is false
     change to scene 1
    end if

    ----

    on character leave action area

    change condition came from scene 2 to true

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  • #23, z Simon_ASATuesday, 24. January 2017, 18:13 hodinky 8 years ago
    Mmh ok... roll I absolutely don't understand the logic behind the teleportation process between the 2 scenes.....
    I am sending the character to a different scene object in a different scene = so why would it bother about the previous scene/way?

    Of course I apreciate your help AFRLme, don't get me wrong.
    It's a good thing that I can make it work when I use your method with a condition, and I would like to thank you for this. It's just that it's not very convenient to always create conditions to build every stage of the game, while there seems to be another easier logic. But nevermind, I'll do as you say if there's no other choice.

    I'd be happy to get a better idea of the process of "teleporting the character into the action area that triggered the change to scene 2".
    If someone who got it right could try to explain with other words (in French?), that'd be great wink

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  • #24, z afrlmeTuesday, 24. January 2017, 19:10 hodinky 8 years ago
    Mmh ok... roll I absolutely don't understand the logic behind the teleportation process between the 2 scenes.....
    I am sending the character to a different scene object in a different scene = so why would it bother about the previous scene/way?

    Of course I apreciate your help AFRLme, don't get me wrong.
    It's a good thing that I can make it work when I use your method with a condition, and I would like to thank you for this. It's just that it's not very convenient to always create conditions to build every stage of the game, while there seems to be another easier logic. But nevermind, I'll do as you say if there's no other choice.

    I'd be happy to get a better idea of the process of "teleporting the character into the action area that triggered the change to scene 2".
    If someone who got it right could try to explain with other words (in French?), that'd be great wink
    Action areas have 2 possible queries. Character enters action area & character leaves action area, just like mouse enters / leaves queries you can create for scene objects & characters, etc. When you teleport the character to a position inside of an action area that registers on character enter it seems you are triggering the character enters because the character has suddenly appeared inside of the action areas polygon shape you created. Personally I would have thought it would only get executed if character walked into it rather than being triggered when teleported too.

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  • #25, z Simon_ASAWednesday, 25. January 2017, 15:20 hodinky 8 years ago
    Ok I think I understand now. It's strange that it takes into account the teleportation, instead of the "walking inside the area". Anyway I see why I have to use conditions...
    Thanks Lee, I'll see what I can do.

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  • #26, z bananeisafreeWednesday, 25. January 2017, 16:52 hodinky 8 years ago
    Thanks Cesar,
    but the problem is that Visionaire crashes very often when I work on Way Action areas. So I find it easier to use the existing "called by other action".

    Indeed it does !

    That's funny it does not do this on my veds, but when using yours, the client crash 1 time out of 4 every time I check the way system ...

    Back to your problem, It might sound a bit childish, but why don't  you just reduce the size of the box used as action area for leaving scene 1 ?

    since your character teleport as soon as he enter the zone, you don't need it to be that big.
    That way you can still have your spawn point (from zone 2 to zone 1) near the edge of the screen.

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  • #27, z Simon_ASASaturday, 28. January 2017, 10:42 hodinky 8 years ago
    Merci Cesar!

    It's strange that the game is crashing with me, but not with your files. There's nothing special in my VED, it was a new project created to share on these forums.
    What kind of pictures are you using for your backgrounds and characters in your game? jpg, png, or webp? That's the only reason that I see why it would crash in my project.

    I tried your idea to reduce the size of the action area. It works but that's too tricky. I may have problems in the full game, I'd rather do something clean. I prefer to find a working solution, and it would seem that the only way is to use conditions, as explained by Lee.

    Thanks everyone, with your help I will be able to do the gameplay that I want.

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  • #28, z Simon_ASAWednesday, 08. February 2017, 10:31 hodinky 8 years ago
    Hello, as noticed in another thread, I am stuck with the issue of Action Areas. I could solve my previous issue with teleport to new scene, but it's still troublesome even when I use basic action parts, such as "Send character to position". More details:

    There's a kind of bug with Action areas (in Way system):

    When a character enters action area, it often happens that the list of actions is overridden by the action area activity.

    I mean, for example, that using a "send character to position" will not work, and the character will stay stuck on current position.

    I don't know how to explain the problem well, and maybe I don't understand well how it is supposed to work.
    Long things short, here's a small sample scene made in V4.2.5 that reproduces the above issue:

    http://bit.ly/2jEFo39


    Run the ved project, then:

    - leave first scene by walking to the left (using keyboard arrows)

    - go to the bottom of the screen. It will display a text properly, but the character will not be "sent to position" where he should (check the list of action parts in editor)
    Thanks in advance, I hope someone has a simple solution.

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  • #29, z Simon_ASAThursday, 09. February 2017, 22:00 hodinky 8 years ago
    Please help!

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  • #30, z sebastianThursday, 09. February 2017, 22:04 hodinky 8 years ago
    ill have a look at the project after work if still needed then. Right now im not at my computer, sorry. 

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