THEGOWANS'S PROFILE

Search

Filter

Rpg maker 2003 ABS charset sprites

Whoa explain a little, are you using rtp or custom sprites or ones from around the net?

For simple testing purposes I recommend a simple battle animation of the zelda sword for all 4 directions (assuming its a sword style abs). For guns try colt's ptei website, has a tutorial and examples of how you could make sprites for a shooter abs. (although I think he has stated he doesn't want anyone actually using his ones, could be wrong)

As for making one, I'm not too sure which tool to use, paint always gives me errors when I try importing images made in it.

Change my control key

Are the switches preset or can I choose which switch number I want to use for each key? Might add this to my game if it doesn't mean moving all my cbs stuff.

[Dragonstar] Game Maker Help Needed: Player Collision

Alright no problem, If you want help with slopes or anything I can give it a shot.

Also for knowing what sprite to show here is my method:
obj_player created event:
player_movement = 'idle'

player_facing = 'r'

facing shows which direction and movement is the action, eg/ walk jump fall and idle.

To check for the walk pose. Go to the movement bit and change it a bit:
if keyboard_check(vk_right) && place_free(x+4,y)

{
x += 4
if player_movement != 'jump' || player_movement != 'fall'
{
player_movement = 'walk'
}
player_facing = 'r'
}

if keyboard_check(vk_left) && place_free(x-4,y)
{
x -= 4
if player_movement != 'jump' || player_movement != 'fall'
{
player_movement = 'walk'
}
player_facing = 'l'
}


For falling put this at the bottom of the step event:
if vspeed < 0

{
player_movement = 'jump'
}
if vspeed > 0
{
player_movement = 'fall'
}


For idle, make new events for release left and right keys and put this in both:
if player_movement != 'jump' && player_movement != 'fall'

{
player_movement = 'idle'
}


In the endstep event you can then check these variables and change the sprite accordingly.

[Dragonstar] Game Maker Help Needed: Player Collision

It should work for any size, so long as both sizes are divisible by 4 (or whatever number you set in your movement bit. The player doesn't necessarily have to be the same size as the wall either, if the player mask is bigger than the sprite though you could end up with some odd collisions (in terms of colliding before the visible sprite has)

Makerscore

Heh, 3.5 star game, I see what you did there.

Steel Spirit SaGa

I see, I'll play further tomorrow, could you confirm the forest is where I should be? Or should I look harder/talk to more people first?

Dark Age

This sounds sick. I'm gonna go round murdering people, then having a party with the demon (make this an ending please).

Steel Spirit SaGa

Ahhh that makes alot more sense now, is that the only state in which Zach can access his special moves? Or does he get some weaker ones for when uncharged?

[Dragonstar] Game Maker Help Needed: Player Collision

Ah snap thats not good.

I'll try and give a brief overview of the basics of the vid for you then.

It's not explained in the video what everything does so I'll explain each bit for you aswell.

Make 2 objects:
obj_solid - simple 16x16 black box for sprite/no mask tick solid in object options
obj_player- use a 16x16 other colour block for the mask (and sprite for now)


Player step event: (code)
if place_free(x,y+1)

{
gravity = 0.5
}
else
{
gravity = 0
}
gravity_direction = 270

This checks if you are in the air or not and sets gravity accordingly then sets gravity direction no matter what.

Benath that put:
if vspeed > 10

{
vspeed = 10
}

This stops you going too fast (can sometimes be the cause of going through blocks)

Now onto left/right movement, beneath the above:
if keyboard_check(vk_right) && place_free(x+4,y)

{
x += 4
}
if keyboard_check(vk_left) && place_free(x-4,y)
{
x -= 4
}

This checks for left and right arrows being pushed as well as for a place to move, then moves if it can.

Now your jumping code:
if keyboard_check(vk_up) && !place_free(x,y+1)

{
vspeed = -7
}

Checks if jump is pressed and that the place below you is NOT free (that's what the ! means) so you can't repeatedly jump. Then it changes your vspeed, and gravity will kick in due to the first bit of code we made.

Now make a collision event in obj_player for when it touches obj_solid and put this code.
if vspeed > 0 && !place_free(x,y+vspeed)

{
move_contact(270)
}
vspeed = 0

This makes it so that if you touch the floor from above whilst falling, you will be place back on top of it without getting stuck in it, then changes your vspeed back to 0.


And there you go, I think move_contact was the one I meant to say in the first place :/

Hope this helped you.

Steel Spirit SaGa

Edit 2: Ah makes alot more sense now, was a really sick looking intro regardless

Edit 3&4: Oright fair dos again, would be nice if it was possible to have multiple fonts but not too much of a problem.

Edit 5: Ah so the forest was the right place then? It seemed a little bit crazy that the enemies were pounding me though and I had no skills or abilities to use on either character. How do you mean save the charge? It seemed I could use it in every fight.