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Moving platforms

MGCaladtogel":cb4ygq4c said:
I will try to make it compatible with XAS (I'll keep XAS move system), but it will take some time (XAS is a quite complex script).

If that happens you'll be my hero. This script provides the opportunity for so many great puzzles =D
 
Link in Pink":2u1ncn3i said:
MGCaladtogel":2u1ncn3i said:
I will try to make it compatible with XAS (I'll keep XAS move system), but it will take some time (XAS is a quite complex script).

If that happens you'll be my hero. This script provides the opportunity for so many great puzzles =D

agreed!!!!!!!

=D
 

Taylor

Sponsor

When using this script, the Player stopped moving in an autostart event I had to control panning. Weird.
I would like to have moving platforms, but I'm finding a lot of my events have stopped responding for some reason - and they're ones that take the player between maps. o.o

Plus, the jumps are tiny as hell, like 3 pixels high - when not running of course. Are the jumps based on the size of the sprite? Because I use a script edit to make all sprites 2x size.

jbrist, care to share your evented version please maybe? :>
 
I've always longed for a flawless moving platform script, it should be standard in an rpg editor anyway.  So can you jump from platform to platform + mistime jumps falling to oblivion?
 
This... this is awesome. *gazes in awe*; Wow! THANK YOU! I needed something like this for such a long while now. I'm definitely going to use this in my game.

I'm going to credit you (whether you've asked for it or not, out of decency), but is there anybody else whom I need to credit for using this script?

Thanks again for this wonderful script! : D
 
Jirbytaylor -> events that stop responding... I will make some tests.

ChaosMaxima -> I made this script all alone. I didn't include existing scripts : 8-dir, jump and run mode in this script were entirely re-created.


I'm still working on a XAS compatibility. It's long because I don't have much time and I've got so many things to do (this script, mode7, a new complex script, my own RMXP project, etc.)
 
jbrist":1r1wet6j said:
Lol funny story...

I just made this with events.

Yeh, this script is useless.
Just go to events/tilesets/pick your landmass/ and then assign a moving path as it's objective.
 
MGCaladtogel":2iudc31q said:
Jirbytaylor -> events that stop responding... I will make some tests.

ChaosMaxima -> I made this script all alone. I didn't include existing scripts : 8-dir, jump and run mode in this script were entirely re-created.


I'm still working on a XAS compatibility. It's long because I don't have much time and I've got so many things to do (this script, mode7, a new complex script, my own RMXP project, etc.)

No hurry, man. We're just glad to know that you're working on it :wink:
 
MGCaladtogel":ol2o25q5 said:
Jirbytaylor -> events that stop responding... I will make some tests.

ChaosMaxima -> I made this script all alone. I didn't include existing scripts : 8-dir, jump and run mode in this script were entirely re-created.


I'm still working on a XAS compatibility. It's long because I don't have much time and I've got so many things to do (this script, mode7, a new complex script, my own RMXP project, etc.)


anything you can come with would be great.
 
Caesis":k8yepkwl said:
Yeh, this script is useless.
Just go to events/tilesets/pick your landmass/ and then assign a moving path as it's objective.

It's not as easy as it looks. Trust me, you have to do a lot more than just that. Including falling, jumping (w/ running and changing the distance of the jump depending on your speed), etc. Besides, what's the point of having a dozen extra events on your map (which can even make your game lag, WITH anti-lag scripts) when there's a script to do it?

I've coded out a KH battle system. I should know.  :wink:
 
Ok I finally got around to trying to implement this and at first it was a beautiful revelation, but a few minutes into testing and it's pretty unusable for the following reasons.

- The player seems to get stuck in various pieces of my map wherever I go... bookcases, beds, cliffs... and once he is stuck I can't get him back out... oddly even by holding down control.

- The script doesn't seem to react properly to "player touches event" condition.  I found that setting transfer events as event touches player solves this issue but for more complex puzzles later on in my game I fear it won't work.

Is there anyway of making the pixel movement only apply to a quarter of the space of a tile, maybe this would fix these.  The demo worked really well but there weren't many things in the way in that.

UPDATE:

I found getting stuck in objects happens less when 8 directional movement is on, however it still happens.  Even so I'd rather not have 8 directional movement anyway as it complicates matters in general.

I also noticed in your demo that if you select quit from the title screen it gives a script error.  I also created a save point in your demo.  If I hit F12 and went to continue it worked, if I closed the game and reopened it that save could no longer be opened - so that's another reason why it isn't usable in it's current form.  I really hope this can be bugless because it will be incredible.

UPDATE 2: I have discovered the getting stuck in objects error only occurs when the run button is being held down.  I tried turning it off and I had no issues however, it is pretty pointless not having it on because the jump button doesn't work properly without it on.
 
I don't now about anyone else, but if you try to save, you can't quit all the way and have the variables and switches stay, how do you do that?
 

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