![]() Once again, thanks to you guys for the info, and I would love any further insight that anyone has as to how VX Ace understands a character's movement and direction. I'm guessing Event Touch and conditional "which way is the event facing" branches would be handled in the same way? ![]() but I have no idea what VX Ace would think about where they're "facing" if I had these enemies moving diagonally.)įrom what you guys have said, it sounds like while the foundation is there to change a bit of code and allow the game to determine whether the player is holding down multiple buttons (at least after it runs through the "step" once), some of the other handling (like collision detection, as Tommy Gun mentioned) is only handled in a crude 4-directional manner. (As one example of why I'm trying to understand this better, I'm developing an action battle system where enemies can shoot projectiles at you if they're facing you. I'm not specifically looking for scripts to do anything in particular, but trying to gain a better understanding of how VX Ace "interprets" a character (player or event) that is moving diagonally, since there are so many different event commands and script methods that rely on character direction just a few that let you set it diagonally. Thanks to all of you guys for the insight so far into how movement works. Conditional branches that check the direction a character/event is facing only have 4 options.Ĭan someone please explain what the purpose of diagonal movement might be (aside from a smoother look in cutscenes), and how passability/Event Touch detection/conditional branch "direction" checks operate when a character is moving diagonally? And while I know there are a few complete "diagonal movement" scripts out there, such as Victor's, would it be reasonably easy for me to script in the ability for the player to move diagonally whenever they're holding down two directional buttons?Īny clarity is much appreciated - thanks so much! Events set to approach (or move away from) the player will only move in 4 directions. After all, by default, the player can only move in 4 directions (outside of forced Move Routes). By character sprites, you can understand Events, Player, Follower, and Vehicles. For example, if you are running Steam RPG Maker, you will need to go here: C:Program Files (x86)SteamsteamappscommonRPGVXAce Just paste that into your Windows Explorer at the top. I took a second (okay, hundredth) glance at the "Move Route" editor and saw that, yeah, I'd missed the potential for setting diagonal movement this whole time.īut a few things still seem weird to me. Eli Character Manager - Change color and opacity of all characters on the map Author: Hakuen Studio Introduction This plugin has the intention to let you have more control over the character's sprites. Once the file has been downloaded, open the location in your computer where RPG Maker is. I've gotten so used to the 4-way movement in VX Ace that when I was looking through the default Character/Event scripts the other day, I was shocked to see methods specifically designed around diagonal movement and passability. Thread starter Orteller Start date Tags mv vx ace Generally speaking, which do you find better to use MV Votes: 2 50.0 VX Ace Votes: 2 50.0 Total voters 4 Orteller Warper.
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