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  1. Simple Event-Driven Effects in Intersect Date Modified: 7/7/2017 Engine Used: Intersect 3.1 The following guide will show steps to create a simple map accent in the Intersect Engine. For this tutorial, we'll make some birds that bounce around on your map and fly away when the player gets close to them. After completing this tutorial, the developer should have a basic understanding of events and self-switches. This is a simple tutorial that's probably not out of reach even for beginners and I made it with relative newbies in mind. An example of what we'll be creating is here: Pre-req: You should have some basic familiarity with the Intersect Engine and how to access the Event Editor. Requirements: You should download Intersect 3.1. You will be using sprites which, as of this writing, still come with Intersect (in the entities folder, sprites 129 and 130). If you are viewing this tutorial after these sprites are no longer included and/or otherwise don't have them, you may download them, here: http://gloryhound.info/wp-content/uploads/2017/07/129.png http://gloryhound.info/wp-content/uploads/2017/07/130.png SPECIAL NOTE: The bird sprites are for learning/testing purposes only. I do believe they are RPGMaker sprites and I am not familiar with how the sprites are licensed. Therefore, I do not recommend using them in your final game. SPECIAL-SPECIAL NOTE: I hope to replace these with my own sprites, soon and will be happy to share with the community when I do. Setup If You Downloaded the PNG Bird Files: Download the bird files above, if you do not have them. Place them in the Entities folder as if they were going to be characters (which, they kind of are!) By default, the entities folder is located in: Intersect/resources/entities Part 1: Using the Event Editor and Self Switches -- Bird on the Ground Part 2: Using the Event Editor and Self Switches -- Bird in the Air You can have a lot of fun with Intersect and little details if you know how switches and variables work so I hope I did a pretty decent job of explaining this simple task and what it's telling your game to do. When you master the basic stuff, it becomes easier to write more complex story-building moments, and I think the self-switches give a lot of opportunity to do that. More to come. Happy building!
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