HELP WITH REALISTIC MAPPING EFFECTS/ANIMALS FLYING OVERHEAD
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I'm making a Pokémon RPG and I wanna know if it's possible to make an effect similar or identical to this:
Invalid YouTube URLhttp://www.youtube.com/watch?feature=player_detailpage&v=Oub2MEAeK68#t=50s
(00:51)
I want to make birds/Pokémon fly over the map. I tried to do it myself although I'm kinda new to the program, but the events kept getting stuck in the trees/caves
Any help?
Invalid YouTube URLhttp://www.youtube.com/watch?feature=player_detailpage&v=Oub2MEAeK68#t=50s
(00:51)
I want to make birds/Pokémon fly over the map. I tried to do it myself although I'm kinda new to the program, but the events kept getting stuck in the trees/caves
Any help?
I would think it'd be as easy as setting a move route for some events with whatever bird sprite you need to use.
Is there some type of tutorial or guide for this? Can someone tell me how to do this?
What trigger condition do I set it to? What event layer?
What trigger condition do I set it to? What event layer?
Event Layer - Above Hero
Speed - Depends on how fast you want it to go
Movement - Custom
Custom:
Begin Jump
Move Right (a lot)
End Jump
No commands. However, I'm not sure how to get it to go off the screen.
Speed - Depends on how fast you want it to go
Movement - Custom
Custom:
Begin Jump
Move Right (a lot)
End Jump
No commands. However, I'm not sure how to get it to go off the screen.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If your only problem is that it gets stuck on trees and caves, the only thing you need to do is set the bird event as "through" and "above hero." Those are just checkboxes in events. If you need a tutorial to check the checkboxes, you're in luck, because I've just written one:
1) Open the event properties of the bird event by double-clicking on it on the map.
2) Check the box that says "through" and change the height to "above hero" in the lower left, where the event properties are.
3) Repeat step 2 for each page of the event.
1) Open the event properties of the bird event by double-clicking on it on the map.
2) Check the box that says "through" and change the height to "above hero" in the lower left, where the event properties are.
3) Repeat step 2 for each page of the event.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh right, Above Hero by itself is enough in RM2K3.
Just make sure you don't check the "allow event overlap" box, because it's actually a mistranslation and should read "disallow event overlap".
Just make sure you don't check the "allow event overlap" box, because it's actually a mistranslation and should read "disallow event overlap".
I already tested that. It doesn't change anything. Also, it doesn't say allow/disallow. The box reads Forbid Event Overlap.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, then what it actually means is Allow Event Overlap. I couldn't remember what it said, but I knew it actually did the opposite. Check that box and see if it fixes it.
If not, I think there's a "Through ON" command in the movement screen, the screen where you list what directions to move.
If not, I think there's a "Through ON" command in the movement screen, the screen where you list what directions to move.
OK, I found it. SO instead of my previous plan, do this:
- Above Hero
- Custom Movement
- Phasing Mode
- Move right (repeat)
The phasing mode is what makes it not hit stuff. It can be turned on and off in the movement screen as LockeZ said.
- Above Hero
- Custom Movement
- Phasing Mode
- Move right (repeat)
The phasing mode is what makes it not hit stuff. It can be turned on and off in the movement screen as LockeZ said.
So if my player walks through a forest, birds will randomly fly overhead based on this tutorial, right?
Danny, my recommendation is to apply a little critical thinking to your problem. Come up with a general goal, which you've already done: Birds fly randomly overhead.
Now think about what needs to happen for this to occur, before you even start thinking about RPG Maker. There needs to be a random time interval which decides how often birds spawn. Birds will spawn either above, below, or to the sides of the player. The birds need to travel across the screen and despawn. This process needs to repeat. Etc, etc.
If you can come up with a process that details how random birds spawn and fly across the screen, now you can start applying that method in RPG Maker terminology. Now that you know you need to spawn birds relative to the player's location, how do you get the player's location in RPG Maker? How do you setup a random time interval using RPG Maker variables? How do you assign a flight path to a sprite object in RPG Maker? Etc, etc.
Now think about what needs to happen for this to occur, before you even start thinking about RPG Maker. There needs to be a random time interval which decides how often birds spawn. Birds will spawn either above, below, or to the sides of the player. The birds need to travel across the screen and despawn. This process needs to repeat. Etc, etc.
If you can come up with a process that details how random birds spawn and fly across the screen, now you can start applying that method in RPG Maker terminology. Now that you know you need to spawn birds relative to the player's location, how do you get the player's location in RPG Maker? How do you setup a random time interval using RPG Maker variables? How do you assign a flight path to a sprite object in RPG Maker? Etc, etc.
Oh, no, I already have all the spawning details set up, I just wanna know how to have them fly over, that's it.
I tried the "Jump, then Move Off=screen" thing... They zip over the trees in a fraction of a second...
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