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PIXEL MOVEMENT IN RPG MAKER 2003?

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Is pixel movement possible in RPG Maker 2003?

(pixel movement is when you move 1 pixel at a time with each step, instead of a whole 16 pixels.)

I know you can do this in XP and VX, but what about 2k3?

http://www.youtube.com/watch?v=f7SotgdE824

This video here has to be an rm2k3 game, and I'm highly certain that they're using pixel movement if you look closely. They're also using 8-way movement (which I would also like to learn, if possible.)

I heard a rumor from someone that it required you to use pictures to do this, and said it was very complicated... Well... if anyone knows, I'd really like to learn. (and 8-way movement if possible.) Thanks!
Just a theory: Charset tricks. Using the CharExpand-Patch (for 2k only), you can use bigger charsets. So you can create 256 different charsets for the hero (you could write a quick script to create those), where the hero is in all possible positions within a tile. Then put the real hero somewhere invisible and create a hero event with the new charsets. Then manage the graphics at the movements by yourself. Problem: Camera.
Just to note sphere has pixel movement by default.
It's clearly possible, and yes, it's fairly complicated.
What's normally done, is that the hero sprite is left transparent, and you use a picture to represent the hero instead, which you move around by adding or subtracting from some variables containing the coordinates for the picture, and where you use events to toggle between several pictures to animate the hero.

Among the many problems of doing this, is that you now need to use eventing to determine what tiles are passable, alternative ways of interacting with objects, like NPC's, and so on. Also, if you want the screen to scroll as it normally does, you'll have to calculate how much to push back the sprite when you pan the view, or you'll have to confine yourself to 20x15 maps (or pan lock it, and only show 20x15 at the time).

It's not just complicated, but it's also a lot of work. This is probably why you rarily see any rm2k3 games utilizing this apart from small games, or tech demos.

if this still doesn't scare you, you could take a look at the first level of Befuddle quest 5, which is a platformer with pixel movement in rm2k3. If you have questions about the code there, I can probably help you.
I also have an old Zelda tech demo lying around if you want to take a look at it. Can't help you as much with its code though, since I didn't make it.
author=Kazesui
It's clearly possible, and yes, it's fairly complicated.
What's normally done, is that the hero sprite is left transparent, and you use a picture to represent the hero instead, which you move around by adding or subtracting from some variables containing the coordinates for the picture, and where you use events to toggle between several pictures to animate the hero.

Among the many problems of doing this, is that you now need to use eventing to determine what tiles are passable, alternative ways of interacting with objects, like NPC's, and so on. Also, if you want the screen to scroll as it normally does, you'll have to calculate how much to push back the sprite when you pan the view, or you'll have to confine yourself to 20x15 maps (or pan lock it, and only show 20x15 at the time).

It's not just complicated, but it's also a lot of work. This is probably why you rarily see any rm2k3 games utilizing this apart from small games, or tech demos.

if this still doesn't scare you, you could take a look at the first level of Befuddle quest 5, which is a platformer with pixel movement in rm2k3. If you have questions about the code there, I can probably help you.
I also have an old Zelda tech demo lying around if you want to take a look at it. Can't help you as much with its code though, since I didn't make it.
@________@;;;;;;;;;;;

Yeah, I'm defiantly scared. >_<

Is the zelda demo the remake of Link's Awakening from GBC? If so, I have that demo already, but if not, sure I'll take a look at it.

Edit: Pan locking sounds interesting. I kinda don't like how the screen pans all the time in certain spots, so that would be useful, especially when you want the screen to pan when you reach the end of the screen (like teleporting to the next map zelda games)
the zelda tech demo is not the GB style one, it's a snes style one, but using the same way of travelling between maps as the gbc version due to simplicity reasons for handling the pixel style I suppose. This is the only panning ever done using the pan lock style btw.

anyway here's the tech demo:
Penguin's Zelda tech demo
Thanks, Kazesui. :D There might be lots of stuff in there that I can learn! ^_^

EDIT: This demo is amazing!!! Thanks! ^O^

EDIT: o_____o this is just like the real SNEZ zelda!! Okay, now I know that the only limit in RM2k3 is alpha transparency... and if it's not... then RM2k3 can do anything. <_<
author=Cherry
Just a theory: Charset tricks. Using the CharExpand-Patch (for 2k only), you can use bigger charsets. So you can create 256 different charsets for the hero (you could write a quick script to create those), where the hero is in all possible positions within a tile. Then put the real hero somewhere invisible and create a hero event with the new charsets. Then manage the graphics at the movements by yourself. Problem: Camera.


It would be possible to create a variable that built up as you pressed the left key, the right key, and so forth, and this variable could possibly scroll the map for you. It would however be extremely complicated but could indeed be done.
author=Kazesui
the zelda tech demo is not the GB style one, it's a snes style one, but using the same way of travelling between maps as the gbc version due to simplicity reasons for handling the pixel style I suppose. This is the only panning ever done using the pan lock style btw.

anyway here's the tech demo:
Penguin's Zelda tech demo


I remember this back when it was released, only problem you got is with NPCs or ai's moving around in all 8-dir.
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