PIXEL MOVEMENT AND TERRAIN COLLISSION ON RPG MAKER 2003
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Hello, i was wondering if there is a tutorial about pixel movement for rpg maker 2003. Also can anyone tell me how to make the collission with the terrain?
Thanks!
Thanks!
i've already seen that but i have another problem.For instance when my character is front of an npc , that npc appears to be above the hero due to the number id of his picture. The same happens if i make a higher picture id for the hero when he is facing down and at his front is an npc the hero appears above the npc. Do you know a way how to solve that, 'cause i cant think of something.
Well you're always gonna have that problem because of how RM handles priority. Anything above the hero needs to be a higher number picture. I'd suggest making the NPCs charasets like how Kazesui did in his example demo. The whole point of the system is that the pictures can still interact with events.
The scope of the tutorial was limited to give more of an introduction to pixel based movement and it's implications for doing the most simple and necessary stuff, i.e. terrain collision and event interaction. There are of course lot more issues to address for a proper implementation of pixel based movement.
As for your particular issue, a couple of methods come to mind as to what you can try to resolve it:
a) Combine charsets and pictures. Use charsets for the lower 16x16 pixels of an event, which will never overlap that of the hero anyway, and use pictures for anything above.
b) Make all event graphics into pictures, and change the ID of the pictures according to their y coordinates. This should be done using the PicPointerPatch from cherry too not make a branch hell making the system (event with lowest y coordinate also has the lowest picture ID value, and constantly checking this over a parallel process and switching ID's when one event or hero has gone above another).
option a) is potentially easier to implement, but going to be more tedious, while b) can be more complicated to implement (depending on your skills with pointers), but quite less tedious (preferable I'd say). Either way, you more or less limit the amount of graphics you can use to whatever upper limit of picture ID's you have.
As for your particular issue, a couple of methods come to mind as to what you can try to resolve it:
a) Combine charsets and pictures. Use charsets for the lower 16x16 pixels of an event, which will never overlap that of the hero anyway, and use pictures for anything above.
b) Make all event graphics into pictures, and change the ID of the pictures according to their y coordinates. This should be done using the PicPointerPatch from cherry too not make a branch hell making the system (event with lowest y coordinate also has the lowest picture ID value, and constantly checking this over a parallel process and switching ID's when one event or hero has gone above another).
option a) is potentially easier to implement, but going to be more tedious, while b) can be more complicated to implement (depending on your skills with pointers), but quite less tedious (preferable I'd say). Either way, you more or less limit the amount of graphics you can use to whatever upper limit of picture ID's you have.
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