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allow you to jump by button

A J

Member

ok first of all set a common event where ever you like

then set
@>Conditional Branch: The A button is being pressed # it can be any button.

then insert under it
@>Conditional Branch: Player is facing Down
@>Set Move Route: Player (Ignore If Can't Move)
:$> Jump: -0,+2
@>

then insert under Else
@>Conditional Branch: Player is facing Up
@>Set Move Route: Player (Ignore If Can't Move)
:$> Jump: +0.-2
@>

next insert under Else
@>Conditional Branch: Player is facing Left
@>Set Move Route: Player (Ignore If Can't Move)
:$> Jump: -2.+0
@>

You know what to do next insert under Else
@>Conditional Branch: Player is facing Right
@>Set Move Route: Player (Ignore If Can't Move)
:$> Jump: +2.+0
@>



then set at the end

@Wait For Move's Completion


then you'll end up having an event like this

@>Conditional Branch: The A button is being pressed
@>Conditional Branch: Player is facing Down
@>Set Move Route: Player (Ignore If Can't Move)
: :$> Jump: -0,+2
@>
:Else
@>Conditional Branch: Player is facing Up
@>Set Move Route: Player (Ignore If Can't Move)
: :$> Jump: +0.-2
@>
:Else
@>Conditional Branch: Player is facing Left
@>Set Move Route: Player (Ignore If Can't Move)
: :$> Jump: -2.+0
@>
:Else
@>Conditional Branch: Player is facing Right
@>Set Move Route: Player (Ignore If Can't Move)
: :$> Jump: +2.+0
@>
: Branch End
@>
: Branch End
@>
: Branch End
@>
: Else
@>
: Branch End
@>

@Wait For Move's Completion
@>



then name it what ever you want and set the Trigger: Parallel
and select a condition switch

then set an auto event on the map to switch to the condition switch you've selected then when you play it just press the Z button or what ever you selected and the actor will jump.

Edit: Ok like everyone was saying use the command "erase event" or a self switch to stop the process of the map event
 
then set an auto event on the map to switch to the condition switch you've selected then when you play it just press the Z button or what ever you selected and the actor will jump.

Well... he has said to put a auto event on the map... is this right?
 
right sorry. I can't do my screen shots right now because I the computer with the program doesn't have working internet right now.
THere should be NO conditions [what you checked on the left side]. Leave it as an autorun event like you have. Now make a new command that under page one on the right side it says "control switches". Use that to turn your jumping switch on. Then make another command "erase event" on page one. Erase event is important because if you don't put it the event will keep looping and you won't be able to do anything else when you play.
 
You can use that tut also for abs
the short an easy way with sprites
like if z is pressed you change graphic atleast 3 poses of the punching from the char movment thingy then thats basicly it dont froget to put it back to normal:yes:
 
ToriVerly;147017 said:
Then make another command "erase event" on page one. Erase event is important because if you don't put it the event will keep looping and you won't be able to do anything else when you play.

Ok, that's weird. I didn't use Erase Event, and it works just fine for me.
 
devonm0;148734 said:
Ok, that's weird. I didn't use Erase Event, and it works just fine for me.

Really? WHen I don't erase event on parallels you get serious lagging and on auto runs I find I can't move.
 

A J

Member

When I use this, I jump through dungeon bars. "Ignore" is on, so how can I stop this?

really It not suppose to jump there, make sure that you can't walk on it in the database so it can't jump on it. if the problem not from there than make sure that you didn't put a blank tilesets that alow you to move on it to see that you have to right click it so you can know which tileset you used if you want it blank for that layout make sure you use the first one on the left the blank not any other coz others might make it walkable.
 

Anonymous

Guest

I can use this same process to change Hero's graphic and speed also, right
 

A J

Member

Yeah sure alot of thing can be done by the common event I'll try to post huge tutorials about using common event and variables

here is an example of ABS using only eventsthis is the first time I show it in public :)
I wan't planing to show it now not before I post my tutorials but I'm kinda busy to post that tutorials anyway we don't wanna get out of the topic here do we ;)
 
A J;237747 said:
really It not suppose to jump there, make sure that you can't walk on it in the database so it can't jump on it. if the problem not from there than make sure that you didn't put a blank tilesets that alow you to move on it to see that you have to right click it so you can know which tileset you used if you want it blank for that layout make sure you use the first one on the left the blank not any other coz others might make it walkable.

You can't walk through it, only jump through it.
I don't understand what you mean by "blank" tileset. It's the standard castle dungeon tileset. You cannot walk through the bars, but you can jump through them. It almost seems like you're jumping over them, but the graphic passes through them.
 

A J

Member

ok you mean the jail bar sorry my bad :|

in the picture you'll see on the top left that what I mean with blank anyway there is another one with an arrow will use it soon

anyway the reason is that the top part of the bar can be walked through so there come your job as a game desiner to fix it sample here is way that could help you it might seem long but it will take you five minute

ok first but in the map event the tileste that I pointed at with the arrow (the second one make it not through from the database) put it where the actor go through (top part of the jail bar) lest us make 4 (do as much as you need I'm sure you won't need a lot) and call it tileset1 tileset2 tileset3 tileset4 and set the options through on the four map events don't make any sense right? just wait

ok now set a parallels process map event in the map that gose like this

http://www.rmxp.org/forums/attachment.php?attachmentid=2250&stc=1&d=1183752232

ok the numbers 9 the Y value when you don't want to allow you actor to jump 5 and 8 are the the X value where you don't want you actor to jump

also you have to do it in the other way so he can't jump not up to down through the bars or down to up through the bars and now your are done

remaber don't put it in a common event just the map and don't erase it
 
A J;239397 said:
ok you mean the jail bar sorry my bad :|

in the picture you'll see on the top left that what I mean with blank anyway there is another one with an arrow will use it soon

anyway the reason is that the top part of the bar can be walked through so there come your job as a game desiner to fix it sample here is way that could help you it might seem long but it will take you five minute

ok first but in the map event the tileste that I pointed at with the arrow (the second one make it not through from the database) put it where the actor go through (top part of the jail bar) lest us make 4 (do as much as you need I'm sure you won't need a lot) and call it tileset1 tileset2 tileset3 tileset4 and set the options through on the four map events don't make any sense right? just wait

ok now set a parallels process map event in the map that gose like this

http://www.rmxp.org/forums/attachment.php?attachmentid=2250&stc=1&d=1183752232

ok the numbers 9 the Y value when you don't want to allow you actor to jump 5 and 8 are the the X value where you don't want you actor to jump

also you have to do it in the other way so he can't jump not up to down through the bars or down to up through the bars and now your are done

remaber don't put it in a common event just the map and don't erase it

Thank you very much! I'll give it a try!
 

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