M
max734734
Guest
Hi again Forums! It's me again, looking for your awesome help once again.
Anyways, today's topic involves...doors!
Long story short, I've been working on a door system, that when you press the 'interact' button on the door, you'll travel to the other room, and vice versa.
The weird thing that I've encountered was a strange...delay I guess?
When we try to spam the 'Interact' button on the door, there would be some occasions when it'll immediately travel like normal, other times there would be a delay of sorts.
If it isn't a delay, then it's the code not reading it right. I mean we're sitting on the door, pressing the 'interact' button like 2-3+ times before it reads it and sends over to the next room.
Another thing I found weird was that, sometimes when I 'interact' with the door while jumping in the entry room, when I come back to it the player object is still falling down from the past instance.
So I'd like to ask, a couple of things.
1) Is it natural? For GM to like have delays for this kind of 'interaction' such that, spamming it may cause instances when it'll skip and you have to 'interact' again to enter the room.
If so, I'd like to see if is it possible to create a system that won't have such a delay?
The code I'm using right now consists of this,
scr_roomwarp
obj_portalnext, rm_stage, rm_01
Visible & Persistent
Alternatively, is it possible to create a short period where the door animation would play finish first, before the player is transferred to the next room?
An example that I can relate to is the door system used in Megaman Zero/ZX, where you were stuck for a brief period before the screen fades to black and you've entered the room, something like that.
EDIT: In case I gave the wrong message, uh...the door system I meant were the ones that you needed to press the UP key to access, not the ones you would interact with by running into them.
2) About the 'Persistent' setting in Rooms and Objects...uh, does it affect the scenario I brought up, the one about where when the player jumps in the room, exits the room by the door, then come back to see the landing in progress. (Note, we proc the 'interact' switch when in mid-air, so the landing scenario is possible.)
All I know about the 'persistent' setting from tutorials is that it keeps objects interacted or something like that! I blame college for not being able to experiment more. @.@
That said, thanks for reading and hope to hear from you guys soon Thanks in advance!
Anyways, today's topic involves...doors!
Long story short, I've been working on a door system, that when you press the 'interact' button on the door, you'll travel to the other room, and vice versa.
The weird thing that I've encountered was a strange...delay I guess?
When we try to spam the 'Interact' button on the door, there would be some occasions when it'll immediately travel like normal, other times there would be a delay of sorts.
If it isn't a delay, then it's the code not reading it right. I mean we're sitting on the door, pressing the 'interact' button like 2-3+ times before it reads it and sends over to the next room.
Another thing I found weird was that, sometimes when I 'interact' with the door while jumping in the entry room, when I come back to it the player object is still falling down from the past instance.
So I'd like to ask, a couple of things.
1) Is it natural? For GM to like have delays for this kind of 'interaction' such that, spamming it may cause instances when it'll skip and you have to 'interact' again to enter the room.
If so, I'd like to see if is it possible to create a system that won't have such a delay?
The code I'm using right now consists of this,
scr_roomwarp
Code:
if keyboard_check (ord('E'))
{
if place_meeting (x,y,obj_portalnext)
room_goto(rm_stage)
}
if keyboard_check (ord('E'))
{
if place_meeting (x,y,obj_portalexit)
room_goto(rm_01)
}
Visible & Persistent
Alternatively, is it possible to create a short period where the door animation would play finish first, before the player is transferred to the next room?
An example that I can relate to is the door system used in Megaman Zero/ZX, where you were stuck for a brief period before the screen fades to black and you've entered the room, something like that.
EDIT: In case I gave the wrong message, uh...the door system I meant were the ones that you needed to press the UP key to access, not the ones you would interact with by running into them.
2) About the 'Persistent' setting in Rooms and Objects...uh, does it affect the scenario I brought up, the one about where when the player jumps in the room, exits the room by the door, then come back to see the landing in progress. (Note, we proc the 'interact' switch when in mid-air, so the landing scenario is possible.)
All I know about the 'persistent' setting from tutorials is that it keeps objects interacted or something like that! I blame college for not being able to experiment more. @.@
That said, thanks for reading and hope to hear from you guys soon Thanks in advance!
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