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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 19, 2017, 10:35:53 AM »
Oh, I see what you mean...
Yes it's intentional, because if I didn't do that, player will just pass through that impassable tiles like it didn't exist.
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by Kise on July 19, 2017, 08:53:04 AM »
That happens on both versions.
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 19, 2017, 08:47:50 AM »
Is that with new beta version or still previous version?
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by Kise on July 18, 2017, 10:34:20 AM »
Yeah, movement definitly feels less fluid and less intuitive with this version. Honestly, I'd rather disable passability on tiles like these, and stick to the previous version. There're not that many of them anyway.

@Edit - I noticed that player can't step into second half of the tile, if the next one is impassable - is it done on purpose? here's screenshot. https://image.ibb.co/iDfrFQ/bugornot.jpg
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 18, 2017, 01:38:32 AM »
I'll update pastebin later (after I fix new version).

Not recommended to use this:
(click to show/hide)

Unfortunately, to fix that I have to remove some step correction calculation.
You'll notice sometimes player will not dodge and stopped walking when faced unpassable tiles.
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 17, 2017, 01:09:44 PM »
I tried the script in clean project and have no problem with my pixel movement.
But I don't mind adjusting a little bit.

Update 1.15 (link same as post above).
Just put my pixel movement below modular passable script.
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by schmoggi on July 17, 2017, 12:20:59 PM »
Helloo,

thank you very much for your effort LittleDrago! I love 16px Tile Movement, specially for Games with Zelda Style Battle Systems (ABS). It doesn't feel blocky  like with the original 32px Movement and personally, i don't see the need for pixel Movement, not to mention that the need for collision maps is often present when using it. I've got one Question:

Is there a possibility, this Script can be made compatible with Heretics Modular Passable Script? I already made some Request one Year ago but sadly, didn't get an answer :/. Here is the Link
http://forum.chaos-project.com/index.php/topic,15436.0.html
Forget the mentioned Script in there, your Script is looking much better.

EDIT:
Woah .. i just thought "well, why not just test it anyway?". Guess what, i did not get any Errors *o*. It works pretty well actually, at least what i tested so far, i can't believe it. You are god.
Finally, it seems i can have 16px Movement and all the Advantages of Heretics Collection afterall!
Only the Moving Plattforms Script is buggy, but that was predictable. An easy Workaround would be, disable pixel Movement when entering/leaving a Plattform. Of course 16px Movement on a Plattform would be Cherry on the Cake!


greetz
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 17, 2017, 11:10:55 AM »
Update ver 1.14 : https://pastebin.com/U6AMbkwJ

Cleaned and aliased.
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by Zexion on July 17, 2017, 08:30:02 AM »
Thanks again. take another level+ lol
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RMXP Script Database / Re: [XP][VXA] Drago Pixel Movement
« Last post by LiTTleDRAgo on July 17, 2017, 01:40:38 AM »
ver 1.12c : *deleted*

Oh well, I had to overwrite passable? method this time....

(click to show/hide)

I already marked my change on passable? method.
If you have other scripts that aliases / overwrite that method, you should know what to do.
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