Chaos Project

RPG Maker => Event Systems => Event System Requests => Topic started by: Chaze007 on February 25, 2009, 10:53:50 pm

Title: Jump Event System thiny.
Post by: Chaze007 on February 25, 2009, 10:53:50 pm
I R in need of a jump event, that also shows a jumping graphic..i got the sprite for the jump..i just need the event o.o. help pl0x?..

Z's link is down btw too.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 25, 2009, 10:57:15 pm
I am curious of this too...

I haven't had the free time to dick around with this particular feature, so I would be interested to hear if anyone has the solution...
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 25, 2009, 10:59:35 pm
haha..you said dick around...funny..
but yeah..i need this for sure or a script o.o
Title: Re: Jump Event System thiny.
Post by: Calintz on February 25, 2009, 11:12:42 pm
I think this might actually require a script.

**I never did fully understand why they eliminated the "Start Jump," and "End Jump" options. That made this a cinch...
Title: Re: Jump Event System thiny.
Post by: Aqua on February 25, 2009, 11:19:34 pm
Here's my rough, top-of-the-head eventing for this.
Hopefully it works... (Haven't evented in a LONG time)


Conditional Branch - Key Input = Z
  Conditional Branch - Player Direction = Down
    Set Move Route - Player (Ignore if Can't Move) > Change Graphic (Actor_jump)
                                                     Direction Fix On
                                                     Stop Animation On
                                                     Jump +0, +2
                                                     Stop Animation Off
                                                     Direction Fix Off
                                                     Change Graphic (Actor)


Then do the other direction branches but change the jump values.
You might need to add a little Wait command, but I'm not sure.
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 25, 2009, 11:23:11 pm
um...okay o.o...ill try that.

it it for common event?
Title: Re: Jump Event System thiny.
Post by: Calintz on February 25, 2009, 11:27:18 pm
That was basically the exact same route I was gonna take, but I wasn't sure if it would work.
**Please be sure to post whether or not it works Chaze.. .. ..

BTW:
Good job Aqua.
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 25, 2009, 11:34:20 pm
Aqua, do I put it as autorun or what?..
Title: Re: Jump Event System thiny.
Post by: winkio on February 25, 2009, 11:35:03 pm
probably parallel process
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 25, 2009, 11:39:10 pm
it stick in place, here is my event settings

Quote@>Conditional Branch: The Up button is being pressed
@>Conditional Branch:Player is facing Down
@>
:Else
@>
Branch End
@>
:Else
@>Set Move Route Player (Ignore IF Can't Move)
:     :$>Graphic: "Duck',0,2,0
:     :$>Direction Fix ON
:     :$>Stop Animation ON
:     :$>Jump: +0,+3
:     :$>Stop Animation OFF
:     :$>Direction Fix OFF
:     :$>Graphic:"Walk(2)'.0,2,0
@>
:Branch End
@>



something is probably wrong the way I put it
Title: Re: Jump Event System thiny.
Post by: Calintz on February 25, 2009, 11:42:53 pm
Look at Aqua's code, and then look at yours again. They don't even match buddy...

You seem to have organized your event wrong. You aren't even using a special key to jump with :???: and you have two conditional branches back to back that don't coincide.

As for Activation:
I would say common event as parallel process. Turn the controlling switch on when you wanna jump, and turn it off when you want jumping disabled...
Title: Re: Jump Event System thiny.
Post by: Aqua on February 25, 2009, 11:48:58 pm
It works for me...
And of course it's parallel process.

Mmm... only problem with it is that if you can't land on X squares in front of you, you jump in place instead of jumping to the nearest passable tile to your destination.
Of course, this can be easily fixed, but I should be going to bed.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 12:00:03 am
It didn't work properly for me.. .. ..
I have my own solution to this, Lol, but I need to get up at 6AM.

You simply need a custom jump sprite...
- change graphic(prepare for jump)
- wait 2frames
- change graphic(in the air)
- jump
- wait 4frames
- change graphic(landing)
- wait 2frames
- change graphic(normal sprite)

**May require some tweaks. I haven't tested it.
Title: Re: Jump Event System thiny.
Post by: Punn on February 26, 2009, 03:57:59 pm
Common event + Parallel Process after activating a switch, that should do for the rest of the game.
Nothing much to think about it, really..
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 04:09:56 pm
We aren't talking about the activation being the hard part Punn...
We are trying how to make the jump movement animated.

Have you tried my method yet Chaze?
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 26, 2009, 05:26:42 pm
I'm simple minded..the only way I'd completely get it is if I got the full lines of event, like i showed you mine.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 08:10:43 pm
Haha ok, maybe I will have some time to try it myself tonight...
Title: Re: Jump Event System thiny.
Post by: Punn on February 26, 2009, 09:14:37 pm
Might be impossible, try the long annoying way...
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 09:22:50 pm
I think this event would be optimized at 4frames/character...

This would allow 4separate characters to be placed onto one charasheet, allowing one charasheet to be used for all four main characters. This would create very easy accessibility in the coding, all the while, compacting space as you won't need anymore than one sheet for your jump graphics...

**A more high detailed jumping animation would be optimized at 5frames, but doing so would disrupt the flow of the 4characters/sheet, reducing it to three, while creating an empty space on your charasheet...

P.S.
Will you send me the graphic, so I can experiment??
Title: Re: Jump Event System thiny.
Post by: Landith on February 26, 2009, 09:34:05 pm
I currently am working on his graphic, so I can send it to you. With his permission when he gets back online. So we will have to wait for his permission.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 09:37:30 pm
That is 100% okay!!
**I would like to solve this problem now, as I will be using this same system in WITW(Well in the Woods).
Title: Re: Jump Event System thiny.
Post by: Landith on February 26, 2009, 09:45:03 pm
Alright, I'll go ahead and send it to you as long as you don't use it. Because I don't know his terms.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 09:46:16 pm
Lol, of course I won't use it!!
I am 100% original Landith!! You know this!!
Title: Re: Jump Event System thiny.
Post by: Landith on February 26, 2009, 09:47:24 pm
Of course! Just making sure :)
Check your Messages in a little bit, it's in there.
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 09:49:49 pm
I got the sprite, it made me burs out!! HAHA it is awesome!!
Title: Re: Jump Event System thiny.
Post by: Landith on February 26, 2009, 09:57:00 pm
Yeah, I like it to.
But Chaze ripped it and customized it, I just aligned it :)
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 10:14:45 pm
LMAO!!
I can't do it captain!!

I can't construct a perfectly working "animated" jump system.. .. .. =|
Title: Re: Jump Event System thiny.
Post by: Landith on February 26, 2009, 10:18:13 pm
Hmm... I'll give it a shot but idk if I can do it...
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 26, 2009, 11:34:50 pm
Wow O.o

WTF MAN YOU GAVE MY GRAPHIC AWAY!!!
Spoiler: ShowHide
Naw jk Idc :]



Well the best of luck to anyone O.o
Title: Re: Jump Event System thiny.
Post by: Calintz on February 26, 2009, 11:43:18 pm
...LMAO, oh well...
Maybe I don't understand the mario sprite well enough.

It's for a platform?? What does that actually mean!?
Title: Re: Jump Event System thiny.
Post by: Chaze007 on February 27, 2009, 12:40:38 am
Sidescroller Example would be...Super Mario Brothers NES.
Title: Re: Jump Event System thiny.
Post by: Landith on February 27, 2009, 01:36:32 am
Technically, a platform doesn't have to be a sidescroller, it could be any 2d game that uses 2 directional sprites and can jump on platforms. But the mario sprite we gave you cal, only uses the left and right direction. :)
Title: Re: Jump Event System thiny.
Post by: G_G on March 01, 2009, 02:16:03 pm
Chaze send me graphics I have actually fully implemented the jump system. To make it animated I need the graphics.

Heres a video I made to show its the real thing!!! http://www.youtube.com/watch?v=330TVLBFiwk
Title: Re: Jump Event System thiny.
Post by: Calintz on March 01, 2009, 03:58:53 pm
Very good job.
I will await the tutorial...
Title: Re: Jump Event System thiny.
Post by: G_G on March 01, 2009, 04:02:51 pm
I'm waiting for Chaze007's graphics so I can implement the animation

Okay chaze you got the system now I'm here to show you how to setup a level!!!! :)
Make your level kinda like so
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/jump.jpg)


Then make go to tilesets and set an emtpy square to terrain 1 like so
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/jump2.jpg)


Then go to the level again and all teh squares in teh red rectangle cover them in the terrain one square like so
Spoiler: ShowHide
(http://i307.photobucket.com/albums/nn318/bahumat27/jump3.jpg)


and thats how you setup levels!!!! Be sure to credit!!!