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> Jump around, Jump, Jump
Senior_Muffin
post Jun 10 2011, 12:24 AM
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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


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Zinx10
post Jun 10 2011, 12:27 AM
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I don't see anything in bold.


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Oceans Dream
post Jun 10 2011, 07:21 PM
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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.
Image

It will look like that.

This post has been edited by Oceans Dream: Jun 11 2011, 09:36 AM


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Senior_Muffin
post Jun 10 2011, 09:02 PM
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So would I repeat the process for every direction I want to be able to jump?

edit* Nevermind, I got it down Dream. Thanks for the WAAY easier suggestion.
Lets say I want to do that to an item...like boots. Same process? Just with an Item?


This post has been edited by Senior_Muffin: Jun 10 2011, 09:12 PM


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Oceans Dream
post Jun 10 2011, 09:20 PM
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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.


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Vanit
post Jun 11 2011, 03:19 AM
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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.
Image

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.


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Oceans Dream
post Jun 11 2011, 09:18 AM
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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.


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Vanit
post Jun 11 2011, 09:34 AM
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Aye, because it made sense to recommend unchecking arrow keys in this example it seemed you were saying to uncheck them and shift. smile.gif


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Senior_Muffin
post Jun 11 2011, 11:15 AM
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Well it works the first way I tried it. I added two move forwards so that I could have my hero jump over an object, as much as I appreciate it I'm having some pass-ability problems, i.e. when I jump over an object tiles that are on top of the hero look funny when you jump over it.

I feel like a goober for asking these easy questions for you guys. ^.^ I do appreciate everyone's help on here. ^.^

edit* I was wondering if it was possible to slow down the hero's movement speed permanently?


This post has been edited by Senior_Muffin: Jun 11 2011, 11:28 AM


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Zinx10
post Jun 11 2011, 03:05 PM
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Yeah...
Move event...
Slow Movement Speed...
DONE!


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Oceans Dream
post Jun 11 2011, 06:04 PM
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It's not a design topic but please, don't lower the heros speed permanently. The default walking speed is just fine.


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Zinx10
post Jun 11 2011, 08:21 PM
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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.


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Senior_Muffin
post Jun 11 2011, 09:07 PM
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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.


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Vanit
post Jun 12 2011, 12:51 AM
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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


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Senior_Muffin
post Jun 12 2011, 10:35 AM
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QUOTE (Vanit @ Jun 12 2011, 02:51 AM) *
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.


Yeah, that's why I asked. My buddy was "testing" out what I had so far. He suggested that I should slow down the hero because he had trouble "aiming" to get inside a house, etc. Thanks Zinx and Ocean. I appreciate your help. :: goes to start a new help topic :: ;P


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Zinx10
post Jun 12 2011, 03:00 PM
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After the autostart event at the BEGINNING of the game, have it be deleted, then you should be good.


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