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RPG RPG Revolution Forums > Game Engines > RPG Maker 2000 / 2003
mavsith
Hi people,

I think I have another difficult problem. I'm wondering if anyone knows how to fix this.
The problem is:
In a charset rpg maker 2003 only handles 3 posses of the character but sometimes the "stand still" pose combined when
walking with the charcater (hero) can look very stupid like the character is limping or whatever.

So the question is:
Is there a way that when you press one of directional keys you can change your character sprite with a better walking sprite and when the
key is "unpressed" the character sprite changes back to a standing stiil sprite. It's obvious you'll need 2 character sprites.

It's a little bit difficult to explain but if someone follows me do you know a way to fix this?
Looking forward for any comments.

Thanks in advance!
Shaddow
This is all hypothetical as I'm not too familiar with 2k3, but it seems you could set a common event that is triggered by pressing a certain key, which would allow it to swap out your character graphic. Simply set up a conditional branch for each direction, then on the 'else' have it swap back to it's normal sprite. I'd provide more details, but as I said, I'm unfamiliar with how eventing works in 2k3
mavsith
QUOTE (Shaddowval @ Sep 7 2012, 02:02 PM) *
This is all hypothetical as I'm not too familiar with 2k3, but it seems you could set a common event that is triggered by pressing a certain key, which would allow it to swap out your character graphic. Simply set up a conditional branch for each direction, then on the 'else' have it swap back to it's normal sprite. I'd provide more details, but as I said, I'm unfamiliar with how eventing works in 2k3


Thanks for your reply. Your option works but it seems that when your walking the event triggers so fast that the character rapidly changes from sprite now and then. It still needs some sort of "wait" option or something.

But we're a lot closer in finding the solution. Thanks.
Shaddow
There should be a wait option under events, each 1 wait is 1/60 of a second, so 60 wait is 1 second...I believe it's still that way it works in 2k3.
Zinx10
There are more ways to do this rather than charsets. You could also do pictures. I did this in a Sonic platformer. The only problem I found is that when the screen stops scrolling (hit the map edge), the picture lags according to your movement speed. I put part of the common event into a picture. It is a parallel process common event and the variables are:
Var 2 = Hero X
Var 3 = Hero Y

Part of the event (1 animation frame):
Rukiri
Here's a simple method, use labels.

Setup 2 labels, if no key is pressed set label to standing, if a key is pressed set it to walking.
You could also throw in running if you have a double tap or a key for extra functionality.
mavsith
QUOTE (Zinx_therpgmaker @ Sep 8 2012, 03:18 PM) *
There are more ways to do this rather than charsets. You could also do pictures. I did this in a Sonic platformer. The only problem I found is that when the screen stops scrolling (hit the map edge), the picture lags according to your movement speed. I put part of the common event into a picture. It is a parallel process common event and the variables are:
Var 2 = Hero X
Var 3 = Hero Y

Part of the event (1 animation frame):

Thanks. I'll take a look at it.

QUOTE (Rukiri @ Sep 9 2012, 09:59 AM) *
Here's a simple method, use labels.

Setup 2 labels, if no key is pressed set label to standing, if a key is pressed set it to walking.
You could also throw in running if you have a double tap or a key for extra functionality.


Thanks.
I've never used labels before. But I'll give it a try.
Zinx10
Within the picture I posted, I use labels in it. Basically a label is like a "page." Whenever you have a "jump to label" command with the value equal to the label value, it goes to that "page" and executes that "page's" code.
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