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> Diagonal Movement (Eight Direction) and Smooth Jumping, Now it's easier to make a platformer!
SuperMega
post Jul 25 2009, 01:15 PM
Post #1


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Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled





Version: 1.0
Author: The Staff of RGSS2Dai Page
Translation: SuperMega

Introduction
This is a translation of a fantastic script from Dai Page. I AM NOT the creator of this script, so I don't deserve full credit. I only translated the script, in order to share it with the English community. The primary functions of the script are translated, but not everything is. If anyone would like everything to be translated, please let me know. Let me also mention I can only help with basic problems, and not ones that involve the script.


Features
-Diagonal (8 Direction) movement!
-Jump while standing, and moving
-High jump while moving
-Equipment that causes the jumping to work if equipped
-Switch functionality that will turn off the jump ability if neccessary
-Optional auto dash
-Change the jump button to your liking!
-Easy to use, user friendly!


Script
<div style="margin:20px; margin-top:5px"><div style="margin-bottom:2px">[Show/Hide] The script...</div><div style="margin: 0px; padding: 6px; border: 1px inset;"><div style="display: none;">
CODE
=begin
#-------------------------------------------------------------------------------
Move Diagonally and Jump Smoothly
Original Japanese Version From: RGSS2 DAIpage
English Translation By: SuperMega
--------------------------------------------------------------------------------

Script Features and Directions:

Move Diagonally + Optimization:
Proceed in an direction and input the jump button while holding a
directional button to jump.

In addition, you can optimize the controls by making the input button close or
comfortable for the player while using the arrow keys

There is no feature to jump while moving in a diagonal direction.

The High Jump Ability:
The original jump distance of two cells (spaces) can be increased to 3 cells
with the use of high jump.

You can also create equipment that will be able to use jump.  If you do not have
that equipment on, then the player won't be able to jump

If you do not want the player to be able to jump, you can deactivate it by a
script in the customization below.

If you want the player to be able to jump over something, make sure that the
player has enough space to do so.

Movement speed adjustment:
Change the default movement speed.

�€€NANAME_SPEED:
The jump speed.  Default is 4. The higher the number is, the faster.

Dash features all the time:
A dash to the state at all times regardless of input.

�€€AUTO_DASH:
The player will dash on their own.
true =  Enable    false = Disabled


This Script has redefined:
�€€Game_Character
�€€Game_Player < Game_Character

�€€Changing this script may result in compatability errors, so do so at your own
risk...

=end
#==============================================================================
# Begin Customization
#==============================================================================
module DAI

  # Set diagonal movement
  NANAME          = true     #Allow Diagonal movement (8 direction)?

  #Speed and Dash settings
  SPEED           = 4        #The player speed. Default is 4. 5 and 6 is the
                             #speed of light!
  AUTO_DASH       = false    # Allow Auto Dash?

  # Jump Settings
  JUMP            =  true    # Allow Jump? (2 cells)
  HIJUMP          =  true    # Allow High Jump (3 cells)
  JUMP_INPUT = Input::X      # Button used for jumping
  JUMP_SE    = RPG::SE.new("jump1", 60, 100)    # SE for jumping (Name,Pitch,Vol.)
  
  # Disable Jump Switch
  JUMP_OP         = 10        # Turn on this switch to disable jumping
  # Equipment Settings
  JUMP_ARMOR      = 31       #ID of the Equipment using jump.  
                             #If the number is 0, jump is always on.
  HIJUMP_ARMOR    = 32       # ID of the Equipment using high jump.  
                             #If the number is 0, high jump will always be on
end
#==============================================================================
# End Customization
#==============================================================================

#==============================================================================
# �–� Game_Player
#------------------------------------------------------------------------------
# �€€�ƒ—�ƒ��‚��ƒ��ƒ��‚’�‰���†�
‚��ƒ��‚�で��™�€‚�‚��ƒ™�ƒ��ƒˆの
�‹•�ˆ���š�‚„�€��ƒ
ž�ƒƒ�ƒ—の�‚��‚��ƒ��ƒ��ƒ�などの
# ��Ÿ�ƒ��‚’�Œ�って��„ま��™�€‚��“
�‚��ƒ��‚�の�‚��ƒ��‚��‚��ƒ��‚
は $game_player で��‚�…���•�‚Œま��™�€‚
#==============================================================================
  #--------------------------------------------------------------------------
  # �—� �–���‘�ƒœ�‚��ƒ��…��Š›に�‚ˆ�‚‹
�‹•�‡���†��ˆ�†���š義��‰
  #--------------------------------------------------------------------------
class Game_Player < Game_Character
  def move_by_input
    if @jump_Reservation && jump_movable? # �‚��ƒ��ƒ��ƒ—��ˆ��„中で�‚��ƒ��ƒ
�ƒ—��Œ可�ƒ���Ÿ
      unless $game_map.interpreter.running? or jumping?
        jump_down  if @direction == 2
        jump_left  if @direction == 4
        jump_right if @direction == 6
        jump_up    if @direction == 8
        return
      end
    end
    unless movable?
      if Input.trigger?(DAI::JUMP_INPUT) && in_vehicle? == false &&
      @jump_Reservation == false && dai_jump_possible?
        @jump_Reservation = true          # �‚��ƒ��ƒ��ƒ—��ˆ��„
        return
      else
        return
      end
    end
    if jumping? or $game_map.interpreter.running?
      @jump_Reservation = false           # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™�
      return
    end
    if DAI::NANAME
      mood = Input.dir8
    else
      mood = Input.dir4
    end
    speed = DAI::SPEED
    @move_speed = speed if $game_player.vehicle_type == -1 # ��’歩な�‚‰�€Ÿ度��‰�›�
    if Input.trigger?(DAI::JUMP_INPUT) && dai_jump_possible? && in_vehicle? == false
      case mood
        when 0 then jump(0, 0)
                    DAI::JUMP_SE.play
                    @jump_Reservation = false
        when 2 then jump_down
        when 4 then jump_left
        when 6 then jump_right
        when 8 then jump_up
        when 1 then jump_down  if @direction == 2
                    jump_left  if @direction == 4
        when 3 then jump_down  if @direction == 2
                    jump_right if @direction == 6
        when 7 then jump_left  if @direction == 4
                    jump_up    if @direction == 8
        when 9 then jump_right if @direction == 6
                    jump_up    if @direction == 8
      end
    else
      case mood
        when 2 then move_down
        when 4 then move_left
        when 6 then move_right
        when 8 then move_up
        when 1 then move_lower_left
        when 3 then move_lower_right
        when 7 then move_upper_left
        when 9 then move_upper_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # �—� ��ˆ��„�‚��ƒ��ƒ��ƒ—の�ˆ�御�ˆ���š
��ˆ追�Š���š義��‰
  #--------------------------------------------------------------------------
  def jump_movable?
    return false if @move_route_forcing         # 移�‹•�ƒ��ƒ��ƒˆ強�ˆ�中
    return false if @vehicle_getting_on         # ��—�‚‹�‹•��œの�€”中
    return false if @vehicle_getting_off        # �™��‚Š�‚‹�‹•��œの�€”中
    return false if $game_message.visible       # �ƒ��ƒƒ�‚��ƒ��‚�表示中
    return false if in_airship? and not $game_map.airship.movable?
    return true
  end
end
#==============================================================================
# �–� Game_Character
#------------------------------------------------------------------------------
# �€€�‚��ƒ��ƒ��‚��‚��ƒ��‚’�‰�
�†�‚��ƒ��‚�で��™�€‚��“の�‚��ƒ
�‚�は Game_Player �‚��ƒ��‚�と Game_Event
# �‚��ƒ��‚�の�‚��ƒ��ƒ‘�ƒ��‚��ƒ�
‚�と��—て使�”���•�‚Œま��™�€‚
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  # �—� 移�‹•�™‚の�›��–���ˆ�†���š義��‰
  #--------------------------------------------------------------------------
  def update_move
    distance = (2 ** @move_speed)   # 移�‹•�€Ÿ度��‹�‚‰移�‹•距�›�に��‰�
�›
    if DAI::AUTO_DASH
      distance *= 2                 # �‚��ƒ��ƒˆ�ƒ€�ƒƒ�‚��ƒ�ONな�‚‰常に�
�に
    else
      distance *= 2 if dash?        # �‚��ƒ��ƒˆ�ƒ€�ƒƒ�‚��ƒ�OFF�™‚�€��
ƒ€�ƒƒ�‚��ƒ��Š��…‹な�‚‰�€�に
    end
    if @x * 256 != @real_x and @y * 256 != @real_y  # �–œ�‚�移�‹•�™‚は�€Ÿ度調�•�
      distance = (distance / 1.4).to_i
    end
    @real_x = [@real_x - distance, @x * 256].max if @x * 256 < @real_x
    @real_x = [@real_x + distance, @x * 256].min if @x * 256 > @real_x
    @real_y = [@real_y - distance, @y * 256].max if @y * 256 < @real_y
    @real_y = [@real_y + distance, @y * 256].min if @y * 256 > @real_y
    update_bush_depth unless moving?
    if @walk_anime
      @anime_count += 1.5
    elsif @step_anime
      @anime_count += 1
    end
  end
  #--------------------------------------------------------------------------
  # �—� �‚��ƒ��ƒ��ƒ—可�ƒ��ˆ���š��ˆ追�Š�
�š義��‰
  #--------------------------------------------------------------------------
  def dai_jump_possible?
    return false unless DAI::JUMP
    return false if $game_switches[DAI::JUMP_OP]
    return true if DAI::JUMP_ARMOR == 0
    b = []
    for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��…
‚™��Œ��‚�‚‹��‹��œ索
      actor = $game_party.members[i]
      b.push(actor.armors.include?($data_armors[DAI::JUMP_ARMOR]))
    end
    if b.include?(true)
      return true
    else
      c =[]
      for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��…
‚™��Œ��‚�‚‹��‹��œ索
        actor = $game_party.members[i]
        c.push(actor.armors.include?($data_armors[DAI::HIJUMP_ARMOR]))
      end
      if c.include?(true)
        return true
      else
        return false
      end
    end
  end
  #--------------------------------------------------------------------------
  # �—� �ƒ��‚��‚��ƒ��ƒ��ƒ—可�ƒ��ˆ���š�
�ˆ追�Š���š義��‰
  #--------------------------------------------------------------------------
  def dai_hi_jump_possible?
    return false unless dai_jump_possible?
    return false unless DAI::HIJUMP
    return true if DAI::HIJUMP_ARMOR == 0
    b = []
    for i in 0...$game_party.members.size # �ƒ‘�ƒ��ƒ†�‚��ƒ��†…に�Œ‡��š��…
‚™��Œ��‚�‚‹��‹��œ索
      actor = $game_party.members[i]
      b.push(actor.armors.include?($data_armors[DAI::HIJUMP_ARMOR]))
    end
    if b.include?(true)
      return true
    else
      return false
    end
  end
  #--------------------------------------------------------------------------
  # �—� 左��‹に移�‹•��ˆ1��‰追�Š���š義
  #--------------------------------------------------------------------------
  def move_lower_left                  # �–���‘�‚��ƒ���Œ左��‹に�…��Š›�
•�‚Œて��„�‚‹場��ˆの�‡���†
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    pa = passable?(@x, @y +1)          # ��‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x -1, @y)          # 左��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x -1, @y +1)       # 左��‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    if pa && pb && pc                  # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ�
�‚‰左��‹に移�‹•
      @x = $game_map.round_x(@x -1)
      @real_x = (@x +1) * 256
      @y = $game_map.round_y(@y +1)
      @real_y = (@y -1) * 256
      increase_steps                   # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���—
    else
      if @direction == 2               # ��‹�‚’��‘��„て��„�‚‹場��ˆ
        if pb; move_left              # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹•        
        else
          move_down if pa              # ��‹��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹•
        end
      elsif @direction == 4            # 左�‚’��‘��„て��„�‚‹場��ˆ
        if pa; move_down              # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹•
        else
          move_left if pb              # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹•
        end
      end
    end
   if not moving?
     @move_failed = true
     @direction = Input.dir4
   end
  end
  #--------------------------------------------------------------------------
  # �—� 右��‹に移�‹•��ˆ3��‰追�Š���š義
  #--------------------------------------------------------------------------
  def move_lower_right                 # �–���‘�‚��ƒ���Œ右��‹に�…��Š›�
•�‚Œて��„�‚‹場��ˆの�‡���†
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    pa = passable?(@x, @y +1)          # ��‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x +1, @y)          # 右��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x +1, @y +1)       # 右��‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    if pa && pb && pc                  # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ�
�‚‰右��‹に移�‹•
      @x = $game_map.round_x(@x +1)
      @real_x = (@x -1) * 256
      @y = $game_map.round_y(@y +1)
      @real_y = (@y -1) * 256
      increase_steps                   # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���—
    else    
    if @direction == 2                 # ��‹�‚’��‘��„て��„�‚‹場��ˆ
      if pb; move_right               # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹•
      else
        move_down if pa                # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹•
      end
      elsif @direction == 6            # 右�‚’��‘��„て��„�‚‹場��ˆ
        if pa; move_down              # ��‹��Œ�€š��Œ可�ƒ�な�‚‰��‹に移�‹•
        else
          move_right if pb             # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹•
        end
      end
    end
    if not moving?
      @move_failed = true
      @direction = Input.dir4
    end
  end
  #--------------------------------------------------------------------------
  # �—� 左��Šに移�‹•��ˆ7��‰追�Š���š義
  #--------------------------------------------------------------------------
  def move_upper_left                  # �–���‘�‚��ƒ���Œ左��Šに�…��Š›��
•�‚Œて��„�‚‹場��ˆの�‡���†
    unless @direction_fix
      @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    pa = passable?(@x, @y -1)          # ��Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x -1, @y)          # 左��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x -1, @y -1)       # 左��Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    if pa && pb && pc                  # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ�
�‚‰左��Šに移�‹•
      @x = $game_map.round_x(@x -1)
      @real_x = (@x +1) * 256
      @y = $game_map.round_y(@y -1)
      @real_y = (@y +1) * 256
      increase_steps                   # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���—
    else
    if @direction == 8                 # ��Š�‚’��‘��„て��„�‚‹場��ˆ
      if pb; move_left                # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹•
      else
        move_up if pa                  # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹•
      end
    elsif @direction == 4              # 左�‚’��‘��„て��„�‚‹場��ˆ
      if pa; move_up                  # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹•
      else
        move_left if pb                # 左��Œ�€š��Œ可�ƒ�な�‚‰左に移�‹•
      end
    end
    end
    if not moving?
      @move_failed = true
      @direction = Input.dir4
    end
  end
  #--------------------------------------------------------------------------
  # �—� 右��Šに移�‹•��ˆ9��‰追�Š���š義
  #--------------------------------------------------------------------------
  def move_upper_right                 # �–���‘�‚��ƒ���Œ右��Šに�…��Š›��
•�‚Œて��„�‚‹場��ˆの�‡���†
    unless @direction_fix
      @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    pa = passable?(@x, @y -1)          # ��Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x+1, @y)           # 右��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x+1, @y -1)        # 右��Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    if pa && pb && pc                  # ��Š��˜��‰�–���‘��Œ�€š��Œ可�ƒ�
�‚‰右��Šに移�‹•
      @x = $game_map.round_x(@x + 1)
      @real_x = (@x - 1) * 256
      @y = $game_map.round_y(@y - 1)
      @real_y = (@y + 1) * 256
      increase_steps                   # �–œ�‚�移�‹•�™‚の歩�•��‚’�Š���—
    else
      if @direction == 8               # ��Š�‚’��‘��„て��„�‚‹場��ˆ
        if pb; move_right             # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹•
        else
          move_up if pa                # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹•
        end
      elsif @direction == 6            # 右�‚’��‘��„て��„�‚‹場��ˆ
        if pa; move_up                # ��Š��Œ�€š��Œ可�ƒ�な�‚‰��Šに移�‹•
        else
          move_right if pb             # 右��Œ�€š��Œ可�ƒ�な�‚‰右に移�‹•
        end
      end
    end
    if not moving?
      @move_failed = true
      @direction = Input.dir4
    end
  end
  #--------------------------------------------------------------------------
  # �—� ��‹へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義�

  #--------------------------------------------------------------------------
  def jump_down
    pa = passable?(@x, @y +1)          # 1 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x, @y +2)          # 2 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x, @y +3)          # 3 �ƒž�‚���‹��Œ�€š��Œ可�ƒ���‹��Ÿ
    DAI::JUMP_SE.play                  # SEの��”奏
    @jump_Reservation = false          # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™�
     if dai_hi_jump_possible? && pc    # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位
へ�‚��ƒ��ƒ��ƒ—
      jump(0, +3)
      return
    end
    if pb
      jump(0, +2)
      return
    end
    if pa
      jump(0, +1)
      return
    else
      jump(0, 0)
    end
  end
  #--------------------------------------------------------------------------
  # �—� 左へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義��‰
  #--------------------------------------------------------------------------
  def jump_left
    pa = passable?(@x -1, @y)          # 1 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x -2, @y)          # 2 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x -3, @y)          # 3 �ƒž�‚�左��Œ�€š��Œ可�ƒ���‹��Ÿ
    DAI::JUMP_SE.play                  # SEの��”奏
    @jump_Reservation = false          # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™�
    if dai_hi_jump_possible? && pc     # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位
へ�‚��ƒ��ƒ��ƒ—
      jump(-3, 0)
      return
    end
    if pb
      jump(-2, 0)
      return
    end
    if pa
      jump(-1, 0)
      return
    else
      jump(0, 0)
    end
  end
  #--------------------------------------------------------------------------
  # �—� 右へ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義��‰
  #--------------------------------------------------------------------------
  def jump_right
    pa = passable?(@x +1, @y)          # 1 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x +2, @y)          # 2 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x +3, @y)          # 3 �ƒž�‚�右��Œ�€š��Œ可�ƒ���‹��Ÿ
    DAI::JUMP_SE.play                  # SEの��”奏
    @jump_Reservation = false          # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™�
    if dai_hi_jump_possible? && pc     # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位
へ�‚��ƒ��ƒ��ƒ—
      jump(+3, 0)
      return
    end
    if pb
      jump(+2, 0)
      return
    end
    if pa
      jump(+1, 0)
      return
    else
      jump(0, 0)
    end
  end
  #--------------------------------------------------------------------------
  # �—� ��Šへ�‚��ƒ��ƒ��ƒ—��ˆ追�Š���š義��

  #--------------------------------------------------------------------------
  def jump_up
    pa = passable?(@x, @y -1)          # 1 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    pb = passable?(@x, @y -2)          # 2 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    pc = passable?(@x, @y -3)          # 3 �ƒž�‚���Š��Œ�€š��Œ可�ƒ���‹��Ÿ
    DAI::JUMP_SE.play                  # SEの��”奏
    @jump_Reservation = false          # �‚��ƒ��ƒ��ƒ—��ˆ��„解�™�
    if dai_hi_jump_possible? && pc     # �‚��ƒ��ƒ��ƒ—可�ƒ�な�œ€�‚‚遠��„位
へ�‚��ƒ��ƒ��ƒ—
      jump(0, -3)
      return
    end
    if pb
      jump(0, -2)
      return
    end
    if pa
      jump(0, -1)
      return
    else
      jump(0, 0)
    end
  end
end
</div></div></div>


Compatibility
Untested with other scripts. Should work fine, with the exception of other jumping scripts and eight direction scripts.

Screenshot
I think you know what it looks like when someone jumps...It's too hard to capture it.

DEMO
I highly recommend playing the demo to get a good idea of how it can work. Besides, it's probably one of the best demos you'll ever play!
Demo


Installation
Practically Plug 'n Play, with the exception of customization that you might want to look at.


FAQ
Q.Help!!! This script is giving me an error!
A.Sadly, I can't help with that. I merely translated this script, and have a weak scripting ability. You may want to contact the script makers, to see what you can do to get it to work properly. If there's something you don't understand about the script, then those kind of questions are ones I can answer.


Credits
RGSS2DaiPage Staff-The script
SuperMega-Translation
(Please credit both! Don't leave RGSS2Daipage Staff out of your credits! You know they did a great job!)


__________________________
Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
Need a script translated? Come talk to me, and I'll see what I can do.
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Hawaiihola
post Feb 6 2012, 06:55 AM
Post #2



Group Icon

Group: Member
Posts: 4
Type: Developer
RM Skill: Skilled




SuperMega.. THIS IS AN TOTALLY AWESOME SCRIPT!!!!!!! smile.gif
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Posts in this topic
- SuperMega   Diagonal Movement (Eight Direction) and Smooth Jumping   Jul 25 2009, 01:15 PM
- - FauxMask   Omg.. that was THE best demo Ive ever played ever....   Jul 25 2009, 02:27 PM
- - Benmybob   It looks great, but there is a syntax on line 4......   Jul 25 2009, 02:37 PM
|- - SuperMega   QUOTE (Benmybob @ Jul 25 2009, 05:37 PM) ...   Jul 25 2009, 02:47 PM
- - Khev   I think you forgot the "=" before ...   Jul 25 2009, 04:03 PM
|- - Benmybob   QUOTE (Khev @ Jul 25 2009, 05:03 PM) I th...   Jul 25 2009, 04:06 PM
- - buny   it can't jump when i press c   Jul 25 2009, 05:22 PM
|- - SuperMega   QUOTE (buny @ Jul 25 2009, 08:22 PM) it c...   Jul 25 2009, 05:55 PM
- - Xarak   *ahem* The "C" button in VX is the A but...   Jul 25 2009, 09:27 PM
|- - SuperMega   QUOTE (Xarak @ Jul 26 2009, 12:27 AM) *ah...   Jul 25 2009, 09:34 PM
- - reijubv   the demo is quite big... but BTW, great script ^^   Jul 26 2009, 01:55 AM
- - Octople Threat   Hey Supermega I was wondering... Do you plan of tr...   Jul 26 2009, 03:40 AM
|- - SuperMega   QUOTE (Octople Threat @ Jul 26 2009, 06:4...   Jul 26 2009, 08:36 AM
- - Sparrowsmith   Hey, thanks so much for the script. It's been ...   Aug 9 2009, 01:54 PM
|- - SuperMega   QUOTE (Sparrowsmith @ Aug 9 2009, 04:54 P...   Aug 9 2009, 04:06 PM
- - rgangsta   I want to make the player only jump 1 cell. How do...   Aug 9 2009, 02:34 PM
- - Sparrowsmith   Well I tested it on your demo and it isn't pos...   Aug 10 2009, 05:27 AM
|- - SuperMega   QUOTE (Sparrowsmith @ Aug 10 2009, 08:27 ...   Aug 10 2009, 08:27 AM
- - Sparrowsmith   yeah, the problem isn't repeated jumping thoug...   Aug 10 2009, 09:20 AM
|- - SuperMega   QUOTE (Sparrowsmith @ Aug 10 2009, 12:20 ...   Aug 10 2009, 05:22 PM
- - BioDioxyde   Hey SuperMega, is there anyway to remove the 8-dir...   Aug 10 2009, 10:44 PM
|- - SuperMega   QUOTE (BioDioxyde @ Aug 11 2009, 01:44 AM...   Aug 11 2009, 07:42 AM
- - BioDioxyde   Yes, i have disabled NANAME and placed this script...   Aug 11 2009, 02:37 PM
|- - SuperMega   QUOTE (BioDioxyde @ Aug 11 2009, 05:37 PM...   Aug 11 2009, 05:37 PM
- - icecold49   This is easily one of my favorite scripts of all t...   Aug 25 2009, 12:44 PM
|- - SuperMega   QUOTE (icecold49 @ Aug 25 2009, 03:44 PM)...   Aug 25 2009, 02:59 PM
- - Ziack   Hi there... I'm really new to this and to be ...   Aug 25 2009, 07:04 PM
|- - SuperMega   QUOTE (Ziack @ Aug 25 2009, 10:04 PM) Hi ...   Aug 25 2009, 07:08 PM
|- - Ziack   Cool, thanks so much for the help. Just one other ...   Aug 25 2009, 08:06 PM
|- - icecold49   QUOTE (Ziack @ Aug 25 2009, 09:06 PM) Coo...   Aug 25 2009, 10:11 PM
|- - Narruc   QUOTE (Ziack @ Aug 25 2009, 11:06 PM) Coo...   Dec 13 2009, 02:11 PM
- - Narruc   Is there any modification I can make to it to make...   Dec 12 2009, 06:48 AM
- - Pinky   When I click on the demo link it says invalid or d...   Dec 12 2009, 08:30 AM
|- - SuperMega   QUOTE (Pinky @ Dec 12 2009, 10:30 AM) Whe...   Dec 12 2009, 12:03 PM
- - Zero2007   Hey SuperMega great script man, but i have a quest...   Dec 22 2009, 04:31 PM
|- - SuperMega   QUOTE (Zero2007 @ Dec 22 2009, 06:31 PM) ...   Jan 18 2010, 10:39 AM
- - JEHINC.   Nice script, no doubt about it.   Dec 22 2009, 06:09 PM
- - Scriptless   It's proto call my butt!! WHY SUPERMEG...   Dec 22 2009, 07:07 PM
- - The Frontera   Cool ! Great script, SuperMega !   Jan 18 2010, 08:33 AM
- - press336   Great script! but How do change the jump butto...   Mar 17 2011, 05:25 AM
- - Kread-EX   In the config part, you have to find this: CODEJUM...   Mar 17 2011, 09:06 AM


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