Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Large characters and walls

(It's kind of a discussion but does this belong in RM support?)

It's cool to have (more or less) realistic proportion between your RMXP RTP Arshes and his horse (unlike RMVX). That comes with an flaw, too, a kind of problem that actually happens a lot in 3D game also.

Flaw.png


Have you ever encountered this problem? Probably. On the left side, perfectly logical use of tiles. As you can see, the size of the tree-thingy makes it look pretty bad. You could mess with priorities and such to make it cut off, but it still looks bad (we assume the that vertical cliffs are straight). This happens with trees too, although for them you just don't map them next to cliffs. Characters, however, can go anywhere.

I was thinking of trying to make a tile based system with subdivisions (kinda as in Sims 3) one day, so it would happen to smaller characters also. Pixelmovement can get away with this easily, but with tile games, have you ever dealt with this? While inherent to RMXP, I don't think I've seen topics on this.
 

Jason

Awesome Bro

I see what you mean with the screenshots, however, the second doesn't seem right anyway, look how close he is to the wall, and look how much of his body is missing, it's as if the wall to the right is a bridge, lol.

Maybe you could just put some blank spaces (Not using the topleft) over the grass that you're stood on (The very right side though), so it stops you from walking that far ?
 
I've run into this problem working with larger characters in the Tactical Battle System. My solution so far has been to restrict the use of the bigger sprites. I suppose for NPCs you could set up barriers, passable to the player but not to the NPC, to keep them from tight spots like those.
 
Interesting conumdrum! :wink:

Sol_Fury":3ast2pvk said:
I suppose for NPCs you could set up barriers, passable to the player but not to the NPC...

How would you do that?


I think we'd need to modify the "passable?" method of Game_Character to check the sprite's width, and if wider than 32pixels also check the passability on the tile 2 spaces away. (when moving left & right). This would cover wide enemies, as well as wide player characters (e.g. Aluxes on a horse)
Would also need to set a 'width' attribute on the character class when the Sprite_Character changes character sets. (to read from the passable? method.)

I'll take a stab at this when I have time, but I have some other priorities to get to first. (i.e. website for this joint!)

Unless someone has a non-script method to do this, we should slide it over to Script Requests / Support.

Be Well
 

mawk

Sponsor

this is the sort of reason more projects could use pixelmovement. define the collision map for the tiles, go into the script and crank up the area occupied by the payer event, and boom, no more spilling over into occupied tiles.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top