FIDCHELL'S PROFILE

My goal is to make good anthro games.
Death Proclaimed II - Va...
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[XP] Charset remaining idle while walking against wall.

Well actually I've come across a couple other problems, but it's really tough to explain and might be a little difficult to solve.

Firstly, I've implemented another common event that allows 8-direction movement. This means I assign a move event when two buttons are pressed. When I run into a wall holding two buttons, the original problem I was having comes up again. The only thing that the handlers execute is the move event. I wonder if putting the script in will solve it, but it seems like two common events are giving move commands to the player at the same time...inevitably causing issues.

The next issue is that the "idle animation" custom event seems to collide with the common event that detects if the player is moving. It happens when I stay still for about a second and then move again. My charset is stuck in a single idle frame for about another second before they're walking like normal again. It's ugly and very noticeable.

[XP] Charset remaining idle while walking against wall.

author=LockeZ
well, in my conditional branch script, replace "player" with "$game_player" and it should work. That's the global reference to the player sprite.


That does it! Thank you very much.

[XP] Charset remaining idle while walking against wall.

Well okay.



The problem is is that the charset seems to remain on the idle animation even while walking.

[XP] Charset remaining idle while walking against wall.

author=Link_2112
You can create a check to see if the player is moving by grabbing coordinates and comparing to a second set of current coordinates. If they are the same, then the player is stationary. If they are different in any way, the player is moving. You might have to alter the basic animation changing events, but it's doable.


Thank you for the suggestion. I've actually used this for another game of mine (for a different purpose, but still), but for some reason I can't get it to work with this idle animation problem I'm having.

[XP] Charset remaining idle while walking against wall.

author=LockeZ
...you're not doing the rest of this with scripts? You lunatic. An evented system won't work during cut scenes! Hopefully your game doesn't have many, because you'll have to manually change the sprite any time the player moves in a cut scene.


Hell no! I don't have the time or motivation to learn how to program in this language, unfortunately (hoping I can find someone to join my team to handle coding). It shouldn't be that much of an annoyance.

The script unfortunately doesn't seem to work. The error I get is: "Undefined local variable or method 'player' for #<Interpreter:0x416acb0>"

[XP] Charset remaining idle while walking against wall.

author=LockeZ
Make the condition for the walk charset:
(player.moving? == true || player.passable?(player.x, player.y, player.direction))


I'm sorry, is this meant to be a script? I hardly have any experience with RGSS and I'm just now getting into XP. How would I implement this to the event?

[XP] Charset remaining idle while walking against wall.

I'm currently trying to program idle animations but I'm running into only one problem: when I walk against a wall, my charset becomes stuck on a single walk frame.

This is how I programmed the events: I've set it to where if a button is being held down, the charset switches into a "walk charset," but if none are being held down, an else handler swaps it back into an "idle charset." I know what causes this problem...If I hold the arrows keys, even if I'm walking into a wall, it will swap the charset to the "walking" set.

Obviously I need to approach this in a different way, but I'm not sure how.

Don’t Throw Away That 2k3 Just Yet

RPG Maker 2003 still has a lot of life in it. Unfortunately, after Wild Wings 2, I'm going to be moving on. I can't say for sure if I'll ever get back to it in the future, but I've been stuck with these engines for so long. It's been a lot of fun, but I wish to direct myself to produce more ambitious games, finally free of the limits and frustrations of the 2k3 engine, and I'm really looking forward to it.

Wild Wings: First Flight

author=MorteTorment
author=Fidchell
author=MorteTorment
Was gonna start playing, but...I need to know this for sure. Is this game actually complete?
What are you on about? Of course it is! :D That's why the status says "Completed"!
Alright man, I'll start this today. Thanks.

Oh, and before I forget again. Can you give me a logical estimate on how many hours this will take to complete?


I'm not entirely sure, but the game is a decent length. Maybe 5-8 hours?

Wild Wings: First Flight

author=MorteTorment
Was gonna start playing, but...I need to know this for sure. Is this game actually complete?


What are you on about? Of course it is! :D That's why the status says "Completed"!