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Pixel movement using pictures - need help!

I want to make a pixel movement using events only. I want to use pictures to do it.
The problem is that I don't know how to create the movement (That it will change the foot with every step I take).
What I've done so far is this:
http://img210.imageshack.us/img210/9914/helpploxmf0.jpg[/img]
But it's moving the legs way too fast.
I've tried to put a wait command, but then I move too slowly.
I hope you'll help me, thank you very much, and sorry for my not-proper English.
 
Evented pixelmovement with pictures instead of charsets? That doesn't sound kosher, and I don't see how this system would even properly work for all of the characters and events. If you've at least got it half working though, you should supply a demo we could mess with because it's hard to duplicate all that and get the result you're getting.

Offtopic:

BTW great job with the English! :thumb:

Everything down to your sentence structure is pretty proper English, you're doing fine!
 
Well I have tried to do an evented pixel movement with charsets in RM2K3, but with no success.
I'll try it in RMVX later, maybe it will work.
Well, the character is able to move 4 pixels per step (one pixel per step is just way too slow).
When the character stops, it changes it's graphics to a standing character, and when it moves, it changes it's graphics to a character with his right foot/leg (is there a difference?) up, but I can't make the character change the foot with every step he takes.
 
If you want him to change feet, you could try this.

In a new Parallel Common Event, have two variables check the number of steps every other frame.
Ex:
Code:
@>Control Variables: [0006:Steps 1] = # of Steps
@>Wait: 1 frame
@>Control Variables: [0007:Steps 2] = # of Steps
@>Wait: 1 frame

Then in the first Parallel Processing where you define graphics, use a Conditional Branch that checks if the variables are equal. If they are not, that means the player has taken a step, and you change pictures to a different foot.

There's probably an easier way to check if the player takes a step, but this is the first thing I thought of.

Good luck with it Hurricane :thumb:
 
You can assign variables to the number of steps, like in my example above. By using two variables every other frame, you can check if they are different; if so, that means the player has just taken a step.

There's probably an easier way in RGSS to check, but you'll have to ask a scripter about that.
 
Okay so let's just say that I've made it.
Whenever I press an arrow key, it adds 1 to the variable step1, wait 1 frame, and then adds 1 to the variable step 2 and then wait another frame.
Now I compare the variables and if they aren't equal, the player has just taken a step.
It will be equal every 2 frames, which is just way too fast.
I can't change it to another value because the wait command makes the player move slowly.
 
No, it doesn't add 1 to the variable step1 and step2. It sets the variables step1 and step2 to the number of steps the player has taken.

So if the player has taken 96 steps, variable step1 will = 96. 1 frame later, variable step2 will = 96.

But if the player takes a step, lets say variable step1 is still 96. Variable step2 will be 97 the next frame. They will be unequal, which will tell you the player has taken a step. There, you can change graphics accordingly and do whatever you want. After that frame, variable step1 will be 97 and they will be equal again.

Get what I'm saying?
 

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