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Can RMXP have pseudo 3d coordinates?

Like in the game, Zelda, it's a 2D game but it uses 3d coordinates. For example, a bad guy can throw rocks above you, and it will fall down onto the ground.

Or Zelda can jump up and down. This requires that in the world map, the sprite has a x, y, and Z coordinate.

Can you do that in RMXP?

Thanks!
 

Kraft

Sponsor

Just make the event that you want to go over the person "always on top" and "able to go through" things.

You could also make it change size as it is moving, to add to the effect.
 
You can do it thru events, variables really.
It all depends on what you need to do with the z coordinate though.
If it's make something fly overhead, you can fake it. :)
 
Don't understand the "jump" as a real jump. It's just an animation that when ran it changes the collision properties and stuff to give the illusion of jumping, it doesn't really go up in a Z axis.
Nope, I don't think you can add an extra coordinate, atleast, not in the 3 dimensional way (XYZ), rmxp has only support for 2D graphics as far as I know.
 

Khala

Member

Choose one, regular keys, or input
for both use the coditional branch
Example for default Keys
@>Coditional Branch: if [button] is being pressed
@>>Move Player:
>>>>Play SE: 'Jump'
>>>>Jump: (coords)
>>>>Wait: (time to stay in air, 10 frames = 1 secong)
>>>>Jump: (oppisite of last jump)
>>>>Play SE: 'Land'
@>Execute Movement
@>Wait for move completetion
@>End Branch
@>
Play SE is optional.

For the input script, it is the same thing except, you use the if script:
if (input::[key])

Over the head is ez.
 

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