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CLIFFS THAT THE PLAYER CAN FALL OFF OF

This tutorial will explain how to allow the player to fall off of a cliff of any height without creating tons of events.

  • Seena
  • 10/28/2011 10:10 PM
  • 4020 views
Requirements: 1 Terrain, 3 Variables, and 1 Common Event.

The goal is to create cliffs that the player can fall off of when moving down on the screen. The results will be similer to the movement system in Illusion of Gaia where the character Will can jump off of a roof or other high place.

Basic idea:

1. Determine if the player is on a cliff tile.

2a. If the player is on a cliff tile, then the player moves down 1 square.

2b. If the player is not on a cliff tile, do nothing.

3. Repeat steps 1, and 2.

What to do:

1. Create a new terrain, and call it "cliff" (or whatever you want to call it).

2. Go through all tilesets you are using, and set the terrain of any tile you want to use as a cliff tile to "cliff".

3. Go through all your tilesets again and set the passability of all cliff tiles to passable (circle).

4. Go through all tilesets one more time and set the directional passability on all cliff tiles to up only.

5. Create three variables, and call them X, Y, and Terrain.

6. Create one common event and call it "fall" or "cliff". Make the trigger Parallel Process and don't use a trigger switch.

7. Here are the event commands that go in that common event in this order:

<>Variable Oper: Set, Hero X Coord.
<>Variable Oper: Set, Hero Y Coord.
<>Store Terrain ID: (V,V),
<>Branch if Var is 11
<>Move Event: Hero, Stop Animation, Phasing Mode ON, Move Down
<>
: Else Handler
<>Move Event: Hero, Start Animation, Phasing Mode OFF
<>
: End
<>

You are now ready to put cliffs on mountain levels or wherever you want!

Posts

Pages: 1
This works, but when I made this common event, teleport events won't work anymore.
Do you know any way to fix this?
It seems that with this common event running event on layers above or beolw the player won't interact with the player at all, regardless of the settings. my suggestion would be to set the teleport events to the same layer as the player, though this may not be practical in some situations.

Sorry.
I found at a way to make it work, although I had to change something in the event for it to work properly.
Pages: 1