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> Pixel Movement, Language: RGSS | Updated: December 29, 2007
SeeYouAlways
post Dec 29 2007, 10:27 AM
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Demented Moogle
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Pixel Movement

Script: http://www.rpgrevolution.com/script/53
Language: Ruby Game Scripting System (RGSS)
Author: f0tz!baerchen
Verson: 1.52
Posted: December 12, 2007
Updated: December 29, 2007

This script has many more features than only pixel movement. Information for the options can be found at the end of the script. There, you can also change the settings. Sometimes you have to add a comment in an event to activate special features for this event. The script checks every line for such comments until it finds a non-comment line. Ofcourse, the current event page is always used.

View script

Post anything related to the script in this topic.
- You may ask for support, but do not always expect an answer from the author of the script (however, other skilled scripters may provide assistance where possible).
- Please report any bugs if you find any, so the script may be fixed to work properly.
- Feel free to suggest new additions or improvements to the script.
- Feel free to post other comments regarding this script.


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Atred
post Jan 10 2008, 09:22 PM
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Sorry for my newbishness, but im new to this. When I start the game I get an error stating that there is no such file or directory as Pixelmovement Data.
Could someone please tell me what to do?
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jens009
post Jan 10 2008, 09:33 PM
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I don't have RMXP right now but try downloading the demo provided and try the script out. If it works then copy the script and paste it above main. If the script didn't work for your game, there might be some compatibility issues. It could also be possible that you have not copied the whole script. In any case, try the demo first and see if it works.


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clydesworth
post Jan 15 2008, 11:31 AM
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Woops. Wrong topic, sorry dude.

This post has been edited by clydesworth: Jan 15 2008, 04:06 PM
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Quiversee
post Jan 26 2008, 03:11 PM
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Ignore this post. I found out the problem I had.

This post has been edited by Quiversee: Jan 31 2008, 02:40 PM


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Rukiri
post Mar 9 2008, 11:27 AM
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My only question is, can this enable pixel-movement for events as well as the main hero/Allies(if you enable that feature via script)?


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SeeYouAlways
post Mar 10 2008, 07:17 PM
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Why don't you read the documentation and try the script for yourself first?


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milo
post Mar 13 2008, 09:49 AM
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Hi, one small question. It doesn't seem to have been mentioned in the readme so I assume it's not possible, but I'm going to ask anyway.

I'd like pixel movement to be active on certain maps only (interiors). Could this script, by some means or other, be turned on and off at will?

This post has been edited by milo: Mar 13 2008, 09:50 AM
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The Tao
post Mar 21 2008, 12:33 AM
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Okay, I have a problem I get an Error when I use this script it comes up with

Anyone know why?!

This post has been edited by TwinnKilla: Mar 21 2008, 12:40 AM


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hegerp
post Mar 26 2008, 12:53 AM
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I'm wondering if it's possible (I think it is, but I cannot find anywhere) to tell the sprite (the 8 direction BIG one) to show a particular frame.

I mean I want to use this to animate him (like a door in normal mode). I hope this is understandable...

Sometimes I hate myself for my lame english...
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athenastar17
post Apr 7 2008, 03:22 PM
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Got the script, love it, everything works, looked at the demo, it's great. BUT. In the demo/readme it says you can add a charset with more than four directions. I looked at how it was done in the demo, but it still gets me.

Example, normal spriteset looks like this:
D D D D
L L L L
R R R R
U U U U

D is down, et al.

An eight-directional spriteset looks like this:
S LD LD LD LD
S D D D D
S RD RD RD RD
S L L L L
S R R R R
S UL UL UL UL
S U U U U
S UR UR UR UR

S is standing, LD is left-down, et al.

This is how it was done in the demo:
CODE
f = [2,3,4,5,6,7,8,9] # because this particular sprite had 8 walking frames, being a rag sprite
s = [1]
d = [1,2,3,4,5,6,7,8,9]
$pixelmovement.frame_order = f
$pixelmovement.stand_frame_order = s
$pixelmovement.direction_order = d


I made a quick test charset consisting only of arrows and attempted to use it as an eight-directional charset, but it ended up like this:


And then I imported the rag sprite from the demo and used the same script as the demo and it still looked like this:


I know about what it's doing, but I'm not sure why. Tried to be as specific as possible...anyone know what I can do?
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hegerp
post Apr 22 2008, 03:58 AM
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Please! I want to know how to animate poses with the 8 dir charset.

Tell the sprite to change into pos3 or pos2 of the left left facing line...
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Rukiri
post Jun 6 2008, 04:32 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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Needs to be re-uploaded, the links don't work anymore.


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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