MORE SPRITE SCRIPTING QUESTIONS
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In my quest to create a flexible and easy to use sprite-cinema class(to enable complex animation playback for cool looking cutscenes and to get around the limitation built into RPGmaker xp) I've run into a bit of a snag. It seems I can make sprites appear on screen in relation to the current screen/window(ie, if I type in a x or y coordinate that is within the current screen/window resolution it appears visible. If it is outside the screen/window resolution then it is of course off screen and not visible).
However I can't seem to place a sprite in relation to my position on the map itself(ie I can't tell it to put a sprite one map grid ahead of the current game player). This matters because I can't tell it to create a sprite on a portion of the map that is currently not being displayed. Aside from assigning the sprite to an event or placing it on the map in the editor, is there any way to place sprites in relation to the map so that when your character can see that portion of the map he can also see the sprite? I am assuming that since a sprite must be assigned a viewport then it has to be displayed in relation to the screen/window resolution, but I'd like to be wrong in this instance :)
If not then that's cool, I just have to create an event that would display the initial image and then when I want the cutscene sprite to take over I can just tell the event to go invisible and place the cutscene sprite exactly where the even used to be. It's just a pain in the ass that way.
However I can't seem to place a sprite in relation to my position on the map itself(ie I can't tell it to put a sprite one map grid ahead of the current game player). This matters because I can't tell it to create a sprite on a portion of the map that is currently not being displayed. Aside from assigning the sprite to an event or placing it on the map in the editor, is there any way to place sprites in relation to the map so that when your character can see that portion of the map he can also see the sprite? I am assuming that since a sprite must be assigned a viewport then it has to be displayed in relation to the screen/window resolution, but I'd like to be wrong in this instance :)
If not then that's cool, I just have to create an event that would display the initial image and then when I want the cutscene sprite to take over I can just tell the event to go invisible and place the cutscene sprite exactly where the even used to be. It's just a pain in the ass that way.
Nvm I might have overcomplicated things and after a lunch break I think I know what I need to do. For some reason I completely overlooked the fact that I could use the pre-existing game_character class a basis for what I am trying to do which makes much of my question kind of a moot point. Disregard.
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