Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,505,593
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-01-24 04:09 AM
Guest: Register | Login

0 users currently in Fraxy | 2 guests

Main - Fraxy - Avoiding 100+ diff. topics asking for help with bosses New thread | New reply


Vic Viper
Posted on 03-17-09 01:12 AM Link | Quote | ID: 103332


Red Goomba
Level: 16

Posts: 3/37
EXP: 16729
Next: 3527

Since: 03-16-09

Last post: 5173 days
Last view: 5122 days
Vic Viper
I'll just go ahead and post anything I need help with here, instead of making a hundred different topics each time I get stuck. I think this is a better idea, don't you?

Anyway, I'm making a final boss of sorts. It's not finished, of course, but it mostly works. What does NOT work is that it's supposed to deploy three different types of enemies at different times. The first wave works as it is supposed to, but the second and third do not launch at all, and stay attatched to the boss. This is very, very irritating. How can I fix this?

BOSS FILE: http://acmlm.kafuka.org/uploader/get.php?id=1079

____________________
"Shoot the Core!"

nutman217
Posted on 03-17-09 02:56 AM (rev. 2 of 03-17-09 03:04 AM) Link | Quote | ID: 103338


Buster Beetle
Goddamn citrus!
Level: 47

Posts: 383/459
EXP: 740612
Next: 25591

Since: 10-20-08
From: The Bowels of Hell

Last post: 5513 days
Last view: 5409 days
Found the root to your problem.

You put a move frame the rolling core DOES NOT go into. Any frame above the move action's frame count will not count. As your rolling core's move action frame count is 349, and the other events are over frame 349, they fail to play because there is no such thing as frame 350 and etc in the move action.

You must have mistaken 'main frame' for 'move frame'.

There is no way to associate 'main frame' into an action in one single condition. The only way to walk around that is by using this event.

Condition : ALWAYS
Event : +1 to variable 1
Don't delete after event trigger


And just change "move frame" on the condition of any spawn event into "variable 1 > the frame you want it to end on".


____________________
RAEG

Oneshiningstar
Posted on 03-17-09 05:51 AM (rev. 2 of 03-17-09 06:24 AM) Link | Quote | ID: 103346


Shyguy
Level: 23

Posts: 20/88
EXP: 62087
Next: 5636

Since: 11-04-08
From: Gensokyo

Last post: 4961 days
Last view: 4976 days
The problem: the core does not go all the way to 2000 frames with its move act.
The Core loops its move act frames. (eg. frames 1->200 then back to 0)
Solution: Fill in a negative no. in 'starts move frame.'
EDIT: A joint turn 90 can hook up events up to 2000 frames.

____________________
Current Project: Retrospective Kyoto (Guess what's its concept!)

nutman217
Posted on 03-17-09 06:11 AM Link | Quote | ID: 103347


Buster Beetle
Goddamn citrus!
Level: 47

Posts: 385/459
EXP: 740612
Next: 25591

Since: 10-20-08
From: The Bowels of Hell

Last post: 5513 days
Last view: 5409 days
Posted by Oneshiningstar
The problem: the core does not go all the way to 2000 frames with its move act.
The Core loops its move act frames. (eg. frames 1->200 then back to 0)
Solution: Fill in a negative no. in 'starts move frame.'


I think Vic Viper wants the core to move while spawning the creations, but that event workthrough also works fairly well.

An alternate solution that Vic Viper might still want to keep on his creation is to add a part, ideally a hidden, rotating panel, and hook up any events to it with the technique Oneshiningstar mentioned.

____________________
RAEG

Main - Fraxy - Avoiding 100+ diff. topics asking for help with bosses New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.017 seconds. (336KB of memory used)
MySQL - queries: 52, rows: 73/74, time: 0.013 seconds.