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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.

Introduction to pixel movement in rm2k3

Well I guess that makes sense, but I took a look at the collision event in your sample, and on the page for obstacles below, it subtracts from y, and for the obstacles above, it adds to x... I don't fully understand this.

Introduction to pixel movement in rm2k3

I noticed in your tutorial you don't really mention the remaining three pages for the collision event, you only really talk about the first page. This kinda leaves me confused as to what to put on the other pages.

Introduction to pixel movement in rm2k3

Alright, well I set the variable to 2 in an Auto Start event (the ID of my animation event), and while I get no more error, I'm still experiencing the bug where sometimes the character is standing still while displaying the "stepping" picture.

Edit: No, wait. I accidentally put the Call Event in an older common event. Now I've put it in the one I'm using, but once again I get an error even though I set the variable ID to 2 (the ID of my animation event).

Edit2: Alright, I did what you said an set Direction Hero to 1 as well in my auto start event. Now I get no more errors and the walking bug is gone. Yay! Gonna wrestle with the collisions now.

Introduction to pixel movement in rm2k3

It says "0", but I'm not sure what to do now

Introduction to pixel movement in rm2k3

Well, I have that branch in my Movement event, I just don't have the Call Event in there. Because whenever I put Call Event with event number stored in variable Animation Event, when I testplay it says I'm referencing to an event that does not exist.

Introduction to pixel movement in rm2k3

Alright, I'm taking it step by step. So far I'm up to animation and I've run into one problem:

- Sometimes when I take a few steps, and then release the button, the character picture is stuck on one of the "walking" pictures instead of the "idle" picture. Even though I have the Conditional Branch that says "If Animation Frame is 4, show idle picture".

Introduction to pixel movement in rm2k3

It just didn't work, at all. Did the common events, did the collision, did the animator event, did the mapref event, nothing happens when I test play. I skipped the treasure chest and the interactactable NPC though, so maybe that's why.

Introduction to pixel movement in rm2k3

Nah, I walked through the tutorial again and I'm still not getting it. All this stuff is just so complicated, I can't figure out what's wrong. I think I'll just merge the switches / variables / events from your sample into my own project.

Introduction to pixel movement in rm2k3

Well not in the tutorial, but you had an auto start event set up in the first map that executed show picture. So I figured that was how to do it. It's still a bit confusing if you didn't download the sample project.