|
  |
Jump around, Jump, Jump |
|
|
|
|
Jun 10 2011, 12:24 AM
|

Level 2

Group: Member
Posts: 29
Type: Writer
RM Skill: Beginner

|
Hey all, I found this on charas-project and I'm having some trouble. it's supposed to make your hero jump when ever. I believe this will do it. Common event named Jump set on Parallel Process. Key Input processing called Jump, use all arrow keys and shift. If SONIC is facing down >If Jump is 1 >> Move Event: Begind Jump, Move Down, End Jump >>>Else > Else >If SONIC is facing Left >>If Jump is 2 >>>Move Event: Begind Jump, Move Left, End Jump >>>>Else >> >>If SONIC is facing right >>>If Jump is 3 >>>>Move Event: Begind Jump, Move Right, End Jump >>>>>Else >>> >>>If SONIC is facing up >>>>If Jump is 4 >>>>>Move Event: Begind Jump, Move Up, End Jump >>>>> >>>> >>> >> > End I cant figure out how to do whats in bold.
edit, sorry. cause why would code work in a code box. derr. xP
This post has been edited by Senior_Muffin: Jun 10 2011, 12:29 AM
__________________________
|
|
|
|
|
|
|
|
|
Jun 10 2011, 07:21 PM
|

efffortt

Group: Revolutionary
Posts: 5,592
Type: Developer
RM Skill: Advanced

|
Ignore that, this is simpler: Key Input process: Make sure the shift key is checked. Store key code in whatever variable you want. For this purpose I'll call it 0081: JumpKey (Make sure wait until key pressed is on too, but don't have that sub-option under it checked) Using a Conditional branch: Branch if variable [0081: JumpKey] (Or whatever you use) is 7 Move event: Hero: Begin Jump, Move Forward, End Jump End That's it. In the move event, just have "ignore impossible moves" checked off. I would put the whole thing in a parallel process event. It will look like that.
This post has been edited by Oceans Dream: Jun 11 2011, 09:36 AM
__________________________
 Ocean's Dreams blog! Contains RPG Design topics, Game updates and others! Also check out my tumblr for smaller but more frequent updates! http://oceansdreams.tumblr.com/
|
|
|
|
|
|
|
|
|
Jun 10 2011, 09:20 PM
|

efffortt

Group: Revolutionary
Posts: 5,592
Type: Developer
RM Skill: Advanced

|
If you want to only jump when you have an item on, then yeah just add a conditional branch around the whole thing saying that you need it equipped. If it applies to any character who can equip it, just do something like this:
Switch: Has boots = Off If x is in the part x character has boots equipped Switch: Has boots = On repeat for all characters
Then have the conditional branch for if that switch is on and have the jump code be in it.
__________________________
 Ocean's Dreams blog! Contains RPG Design topics, Game updates and others! Also check out my tumblr for smaller but more frequent updates! http://oceansdreams.tumblr.com/
|
|
|
|
|
|
|
|
|
Jun 11 2011, 03:19 AM
|
Level 15

Group: Revolutionary
Posts: 291
Type: Developer
RM Skill: Undisclosed

|
QUOTE (Oceans Dream @ Jun 11 2011, 01:21 PM)  Ignore that, this is simpler: Key Input process: Make sure arrow keys and shift key is checked off. Store key code in whatever variable you want. For this purpose I'll call it 0081: JumpKey (Make sure wait until key pressed is on too, but don't have that sub-option under it checked) Using a Conditional branch: Branch if variable [0081: JumpKey] (Or whatever you use) is 7 Move event: Hero: Begin Jump, Move Forward, End Jump End That's it. In the move event, just have "ignore impossible moves" checked off. I would put the whole thing in a parallel process event with a wait 0.0 sec at the very end. It will look like that. Just thought I'd pitch in here and say that this particular example wouldn't work as you said to disable shift and then you assigned it as your jump key (you may have known this, but I'm just clarifying for people reading along who may have followed your instructions to a T and got confused). Additionally, because you've left Wait Until Key Pressed as on, the 0.0 wait is unnecessary.
__________________________

|
|
|
|
|
|
|
|
|
Jun 11 2011, 09:18 AM
|

efffortt

Group: Revolutionary
Posts: 5,592
Type: Developer
RM Skill: Advanced

|
I didn't say disable shift, I said to have it checked. Actually, having the arrow keys checked is unnecessary in that case cuz all you need is shift. I guess "checked off" is a bad way of putting that.
__________________________
 Ocean's Dreams blog! Contains RPG Design topics, Game updates and others! Also check out my tumblr for smaller but more frequent updates! http://oceansdreams.tumblr.com/
|
|
|
|
|
|
|
|
|
Jun 11 2011, 06:04 PM
|

efffortt

Group: Revolutionary
Posts: 5,592
Type: Developer
RM Skill: Advanced

|
It's not a design topic but please, don't lower the heros speed permanently. The default walking speed is just fine.
__________________________
 Ocean's Dreams blog! Contains RPG Design topics, Game updates and others! Also check out my tumblr for smaller but more frequent updates! http://oceansdreams.tumblr.com/
|
|
|
|
|
|
|
|
|
Jun 11 2011, 08:21 PM
|

Master of Darkness

Group: Revolutionary
Posts: 1,196
Type: Developer
RM Skill: Advanced
Rev Points: 5

|
QUOTE (Oceans Dream @ Jun 11 2011, 06:04 PM)  It's not a design topic but please, don't lower the heros speed permanently. The default walking speed is just fine. I personally prefer to have it slower a great walking speed, and having the "normal" speed possibly be running speed.
__________________________
|
|
|
|
|
|
|
|
|
Jun 11 2011, 09:07 PM
|

Level 2

Group: Member
Posts: 29
Type: Writer
RM Skill: Beginner

|
QUOTE (Zinx_therpgmaker @ Jun 11 2011, 05:05 PM)  Yeah... Move event... Slow Movement Speed... DONE! So that gonna be a common event. Would it be an auto start because that's what I did and it just completely stops my hero.
__________________________
|
|
|
|
|
|
|
|
|
Jun 12 2011, 12:51 AM
|
Level 15

Group: Revolutionary
Posts: 291
Type: Developer
RM Skill: Undisclosed

|
Just do it once at the start of the game (and adjust later if you need to increase speeds in cutscenes etc, then slow it again). If you do it in a loop it continually decreases movement speed, its always permanent so once is enough (unless you want something to go even slower, then do it twice etc).
Also I will say lowering the movement speed is appropriate sometimes. Traditionally RM games have wide open areas with spread out buildings etc so the normal walking speed suits that, but if you design in a minimalist sense with small spaces it becomes too fast and people can zoom through the game if left unchecked.
This post has been edited by Vanit: Jun 12 2011, 12:54 AM
__________________________
|
|
|
|
|
|
|
|
  |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
RPG RPG Revolution is an Privacy
Policy and Legal
|
|