I am trying to do something similar with Jump, Strafe and Slide but the problem with the Conditional Branch in this editor is that you can't check whether a specific button is RELEASED. Or "not pressed". The else of "if pressing button Z" doesn't really mean "if button Z is released" - it means "if ( button Z is not pressed ) or ( any other button is pressed )". And that is horribly complicated (at least for me!)
... although, I could create one big common event for all ... *mumble, mumble*
I used to use "Erase Event" rather than Self-Switches, too, the problem is that the event re-appears if you leave and re-enter the map. (well, here it is not really a problem but inelegant)
Automatically activating switches might work with an autorun event if you always start on a certain map and that map only but (at least for debug purposes) I'd say it's better to set Autoswitches directly via the script editor. Independant on the map.
@WoodrowShigeru This is why i made it a common event rather then just a event on the map, it only needs to be activated once in the game, then it works until its deactivated again.. as far as i know.. Oh and also i tried making a kingdom hearts battle system with events once.. i never really finished it but a lot of stuff is possible with common events
@ayyauchiha you also do that via Set Move Route: there's a button "Change Graphic" - the only catch is that you have to create a little Conditional-Branch-fest (when Player is facing X) in order to keep the graphics direction proper.
Also the editor doesn't supply a running animation so you'd have to create your own sprites. Which is possible.
@WoodrowShigeru Actually it should work if you just change the graphics.. cause it changes the whole character set.. the problem though is you would need a branch to see if your standing still or not since it would change the graphics as fast as you hit the button even if you arent moving
Really awesome tutorial, I tried how to do a walk/run script on my own and I was SO close.. I tried it the same way you did (common event with parallel process over switch with a conditional branch) I just made a mistake and put the "walk" script in the "End" Case instead of "Else" case and wondered why it didn´t work -.- though it was obvious... so you really saved my day, thx! :) 5/5 !!!!
Thank you
MrVerzetti 8 months ago
Thats Pretty cool. well i kno the scipt how to JUMP! :D
XxJonathanxXify 1 year ago
is that german, or swedish, or sweedish cuz i live in denmark and it is very close to danish
fubbyquacker 1 year ago
I am trying to do something similar with Jump, Strafe and Slide but the problem with the Conditional Branch in this editor is that you can't check whether a specific button is RELEASED. Or "not pressed". The else of "if pressing button Z" doesn't really mean "if button Z is released" - it means "if ( button Z is not pressed ) or ( any other button is pressed )". And that is horribly complicated (at least for me!)
... although, I could create one big common event for all ... *mumble, mumble*
WoodrowShigeru 1 year ago
great vid but here are a few things:
I used to use "Erase Event" rather than Self-Switches, too, the problem is that the event re-appears if you leave and re-enter the map. (well, here it is not really a problem but inelegant)
Automatically activating switches might work with an autorun event if you always start on a certain map and that map only but (at least for debug purposes) I'd say it's better to set Autoswitches directly via the script editor. Independant on the map.
(cont.)
WoodrowShigeru 1 year ago
@WoodrowShigeru This is why i made it a common event rather then just a event on the map, it only needs to be activated once in the game, then it works until its deactivated again.. as far as i know.. Oh and also i tried making a kingdom hearts battle system with events once.. i never really finished it but a lot of stuff is possible with common events
Seph976 1 year ago
@Seph976 i made a entire veicle system using common events
rokstar234 1 year ago
really good. but i have one question. how do you change the sprite when the guy is running?
ayyauchiha 1 year ago
@ayyauchiha you also do that via Set Move Route: there's a button "Change Graphic" - the only catch is that you have to create a little Conditional-Branch-fest (when Player is facing X) in order to keep the graphics direction proper.
Also the editor doesn't supply a running animation so you'd have to create your own sprites. Which is possible.
WoodrowShigeru 1 year ago
@WoodrowShigeru Actually it should work if you just change the graphics.. cause it changes the whole character set.. the problem though is you would need a branch to see if your standing still or not since it would change the graphics as fast as you hit the button even if you arent moving
Seph976 1 year ago
Just what i'm looking for... THANKS A LOT!!! ^_^
deloxd3 2 years ago
Really awesome tutorial, I tried how to do a walk/run script on my own and I was SO close.. I tried it the same way you did (common event with parallel process over switch with a conditional branch) I just made a mistake and put the "walk" script in the "End" Case instead of "Else" case and wondered why it didn´t work -.- though it was obvious... so you really saved my day, thx! :) 5/5 !!!!
Dizmaniac 2 years ago
Nice!
MadeInPivot 2 years ago
5 stars it works also by rmvx
thekillerwom 2 years ago
this is pretty old but its is good ,
good job man
Urwaythrough 2 years ago
5 Stars, this video is great. Good music nice video quality and helps a lot. I am definitely subscribing.
devildude71 2 years ago
haiya,
I really gonna try this out:D
But there's something else,
How can you let Characters talk without walkting at them or pressing the action button??? Or is that not possible in this version???
greetz
MasterJiet
MasterJiet 2 years ago
Thanks for the show how. there's still alot more I'd like to know but this is a good starter.
Bouserthedog 2 years ago