So i can confirm that the scripts for 8 way movement for events, pixel based movement, and CharFrameCountSet are conflicting with a script somewhere in xasabs, i inserted these in a fresh game and the sprite walks just like in PZE, but in xasabs the sprites is doubled, meaning a script is preventing it from working as it should, so Night will need to fix that after he gets the hud and menu screens added, since xasabs is a transition it could be that we will need to recreate the sprites since xasabs uses suffixes, but won't we still need a 8 way movement script any how? a bit confused here, since link uses a 6X4 sprites instead of the standard 4X4, we will need these scripts anyway, correct?
Swim:
To use this function you’ll need an image of your character swimming. This image should have the suffix: _Swim
Throw & Carry:
To use this function you’ll need two images of your character, one in which they are carrying and another in which they are throwing. These images should have the suffixes: _Carry and _Throw respectively
I'll post a video showing the differences
I am pretty sure there is an way around for the pixel movement and sprite frames to work properly.
The _Carry and _Throw and _Swim are excellent ideas. I love that. I am pretty sure they will provide a
in the Image folders and cause less confusion to the users.
Guys I got a helpful mail from Baffou about the way the Map Limit Breaker script works (Thank you Baffou for your highly welcomed investigation)
Hello Silent, i have tested the Map limit breaker and it seems to work correctly,
I will try to explain but it will be a little difficult :
The best thing to do is to have 2 projects, they must have an identical database, to be sure no error could occur.
go to the data folder, you take the Map020.rxdata, and you copy to the project you want to transfer, and
you rename it by let's say for example Map2000.rxdata in the other project, you don't have to copy the maps since you can't add anymore, the maps are here virtually,
but you don't have access and can't retouch them in the editor. That's why the use of 2 projects is the best for the map
limit breaker. To access to these maps you need to use a line of code in the event :
teleport(map ID, X , Y, Direction, fade transition)
=========================================
map id: the ID of the map
X = map X
Y = map Y
Direction = 0 - retain Facing, 2 - down, 4 - left, 6 - right, 8 - up
fade transition: true - Fade, false - No Fade
=================================================
exemple : teleport(2000, 5 , 9, 2, true)
To tell you the truth, it's a little tricky scripts, and the best thing to know if it works well is to
make some tests.
I hope i was clear enough.
