8 DIRECTIONAL MOVEMENT [RM2K3]
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I've studied some demos and games that use this, and I'm still yet to see an 8 dir pulled off smoothly. I just tried my hand at one, lots of key input press and fork conditions and it plays just like the ones I've seen before. Chunky and unresponsive. Just checking, patches are new to me, has there been anything like this created?
Or anyone confident of a way to pull it off well and feel like helping me out? Any help would be greatly appreciated.
and no, I don;t have any interest in switching to rmvx or xp or whatever, I realize its possible in other makers, but I've gone too deep into rm2k3 and am looking for a solution. help?
Or anyone confident of a way to pull it off well and feel like helping me out? Any help would be greatly appreciated.
and no, I don;t have any interest in switching to rmvx or xp or whatever, I realize its possible in other makers, but I've gone too deep into rm2k3 and am looking for a solution. help?
I used 8 directional movement for some mini-games in my game and it seemed to work pretty good! The only times it get clunky was when there was a lot of other events running simultaneously. This is the code I used:

Set as a parallel process in Common Events. The key inputs represent the Arrow key so "dirdown" is Down Key, "dirleft" is Left Key, etc.
Set as a parallel process in Common Events. The key inputs represent the Arrow key so "dirdown" is Down Key, "dirleft" is Left Key, etc.
except that having one or two loops doesn't seem to make a difference, and if I'm reading the code correctly, the loops aren't even used, because he's using the labels to loop instead.
the benefit of the added processing speed is pretty much lost because of the 0.0 wait in there as well, apart from whenever the hero is moving diagonally.
but once moving diagonally, he will move an entire tile before accepting new movements anyway, making any added responsiveness redundant
the benefit of the added processing speed is pretty much lost because of the 0.0 wait in there as well, apart from whenever the hero is moving diagonally.
but once moving diagonally, he will move an entire tile before accepting new movements anyway, making any added responsiveness redundant
post=149896
but I've gone too deep into rm2k3
I am in blood
Stepped in so far that, should I wade no more,
Returning were as tedious as go o'er
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