ISSUES CREATING A SONIC SYSTEM
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So yeah, after reading some topics here and on other forums on how Sonic would work as an RPG I tried to see if I could make a more 'old school' Sonic system in 2k3. Everything worked fine until I added the spin dashing. Now the spin dashing works perfectly but none of the other keys respond so I can't sprint or jump anymore.
I've tried having the input keys in seperate variables - that didn't work, I tried doing the spin dash differently and, while everything worked, Sonic could only spin dash for one tile at a time.
Here's the common events, maybe some of you guys have some tips? I'm trying to prove this can be done.








I've tried having the input keys in seperate variables - that didn't work, I tried doing the spin dash differently and, while everything worked, Sonic could only spin dash for one tile at a time.
Here's the common events, maybe some of you guys have some tips? I'm trying to prove this can be done.








have you unchecked the keys in the key inputting process irrelevant to the event you're working on?
if not then that "input of spin" event of yours will keep triggering either the spin or stop spin move event, which overwrites any other move event which might have been executed before that, since the rpg maker only allows for 1 active move event per event at any time.
In case you have the "wait until key is pressed" this would also be the case. I guess you ought to add another branch for the input for spin to check whether it's already spinning or if it's not, and only have it process the "stop spin" if the switch "spin" is on.
I think this topic belongs in the "help & request" forum though
if not then that "input of spin" event of yours will keep triggering either the spin or stop spin move event, which overwrites any other move event which might have been executed before that, since the rpg maker only allows for 1 active move event per event at any time.
In case you have the "wait until key is pressed" this would also be the case. I guess you ought to add another branch for the input for spin to check whether it's already spinning or if it's not, and only have it process the "stop spin" if the switch "spin" is on.
I think this topic belongs in the "help & request" forum though
Wait Until Key Is Pressed is unchecked for both Input Events...
I've tried putting all the inputs into one common event, and now spritning and jumping works, but dashing now doesn't =/
Here's a link to the project fiole in case anyone wants to have a play around with it.
http://www.sendspace.com/file/fify6v
I've tried putting all the inputs into one common event, and now spritning and jumping works, but dashing now doesn't =/
Here's a link to the project fiole in case anyone wants to have a play around with it.
http://www.sendspace.com/file/fify6v
please use your locker next time
now all 3 are working. There's a minor issue with him using the walking graphic right after jumping while dashing, but if you tweak it, you should probably be able to fix it
http://rpgmaker.net/users/Kazesui/locker/Sonic.zip
now all 3 are working. There's a minor issue with him using the walking graphic right after jumping while dashing, but if you tweak it, you should probably be able to fix it
http://rpgmaker.net/users/Kazesui/locker/Sonic.zip
I just don't understand...why you wouldn't use like...game maker...for this. Or some system not restricted to buggy tile-based movement. Wouldn't that be more fun, more "shits" in your parlance?
Or some system not restricted to buggy tile-based movement.
A hilarious notion, why you might as well suggest the cure for cancer if you were to suggest that! *scoffs with rich wine in hand*
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