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Perfect Chests

So you create a dummy hero for each map that has chests? That seems like more of a wasted space than simply using switches.

Making your Custom Menu System

I realize this tutorial is fairly old, but there's a fatal flaw here. You use a Move Event command with a repeated Wait to halt the player's movement, but this doesn't affect other potential moving events on your map. So if you have, say, moving enemies on your map that start a battle when they touch you, and you're in the menu, shit goes wrong.

I feel like making the menu Auto Start is the best way to resolve this, but some people have indicated lag. I'll do some experimenting.

Introduction to pixel movement in rm2k3

Thank you, that works. Finally I have near-perfect working movement and collisions.

If anything comes to mind or you have any more suggestions regarding to the upper layer tiles, please let me know. I'll ponder on it myself for a while and see what I can come up with.

Introduction to pixel movement in rm2k3

But then I'd have to make duplicates of a lot of tiles, and with the chipset size limit that's not easy to pull off...

I don't have an "Event End ID" by the way, and I can't find anything about that in your sample or the tutorial. I only got "Even Start ID" and "Obstacle Start ID". "Event Start ID" is set to 4, but I can still walk through event ID 4.

Introduction to pixel movement in rm2k3

But... That's virtually impossible, right? I mean, since you can't put transparent blank tiles on lower layer, how would I accomplish that?

That might be it, where do I set those variables?

Introduction to pixel movement in rm2k3

Wow, that actually works :D

However, I can still walk through events, and I can't set the terrain for upper layer chips, so I can walk through those as well. Is there a fix for that?

Introduction to pixel movement in rm2k3

What do you mean? What should I set them to?

Introduction to pixel movement in rm2k3

Alright, well since I'm using an RTP character too my pictures are the same size as yours. I've replicated your collision event to the letter, but my character still keeps walking through everything.

Do you have any idea what could be the problem? I've done everything, made the running event, added the pages and switches to the MapRef event, etc.

Introduction to pixel movement in rm2k3

But why 7 pixels to the left? You said the picture size of your sprites is 24x32. So the center is at 12x16, right? Then shouldn't the lower left corner be 12 pixels to the left, 16 pixels down?

Introduction to pixel movement in rm2k3

Thanks for that explanation. It clears things up a bit, but this stuff is still confusing for me. I've never been good with X and Y coordinates, for some reason I just can't make sense out of it. You're dividing by 16, subtracting 7, adding 15, I know this probably sounds dumb but I keep scratching my head and thinking "Why is he doing this?".

I could copy and paste all of this stuff and switch up the variables, it might work but I still won't get it, which is the most important to me. Like with that movement thing, after puzzling for a while it finally clicked in my head and now I understand how it works. Unless I understand it, I won't be able to use it effectively.

I'm sorry if I'm not pin-pointing a specific problem, there really isn't one. It's just the stuff with the collisions and the coordinates that's confusing me.
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