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[Review]DoubleX RMVXA Pixel Movement

DoubleX

Just a nameless weakling
Member

Purpose
Lets users set the smallest number of pixel covered per move command

Configurations
Code:
    # Sets the global minimum pixel covered per move command as MIN_PIXEL_MOVE

    # It must return a natural number

    # If an object moves faster than MIN_PIXEL_MOVE per frame, that object's

    # original speed will be used instead

    # If MIN_PIXEL_MOVE_VAR_ID is a natural number, the value of variable with

    # id MIN_PIXEL_MOVE_VAR_ID will be used instead of using MIN_PIXEL_MOVE

    MIN_PIXEL_MOVE = 1

    MIN_PIXEL_MOVE_VAR_ID = 0

 

    # (v1.01a+)Sets the key to set the player's x and y positions as their

    # nearest integers as NEAREST_TILE_KEY

    # It must return a symbol and should return a keymap binding symbol

    # Using a custom keymap binding script might help setting NEAREST_TILE_KEY

    # If NEAREST_TILE_KEY_VAR_ID is a natural number, the value of variable with

    # id NEAREST_TILE_KEY_VAR_ID will be used instead of using NEAREST_TILE_KEY

    NEAREST_TILE_KEY = :X

    NEAREST_TILE_KEY_VAR_ID = 0

Games Using This Script
None so far

Prerequisites
Abilities:
1. Little RGSS3 scripting proficiency to fully utilize this script

Terms Of Use
You shall keep this script's Script Info part's contents intact
You shalln't claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his aliases

Instructions
1. Open the script editor and put this script into an open slot between Materials and Main, save to take effect.

Authors
DoubleX

Changelog
Code:
#    v1.01a(GMT 1600 14-8-2015):                                               |

#    1. Lets users set a key/script call to set a char to have integer coors   |

#    2. Fixed event triggered by player touch not triggering bug               |

#    3. Fixed encounters simply not working bug                                |

#    4. Fixed the bullet through paper problem when moving diagonally          |

#    5. Found the origin of the starting map not passable bug with either      |

#       vehicle's starting positions being uninitialized by users              |

#    6. Increased this script's correctness, effectiveness and efficiency      |

#    7. Little RGSS3 scripting proficiency's needed to fully utilize the script|

#    v1.00a(GMT 1600 12-8-2015):                                               |

#    1. 1st version of this script finished                                    |

#    v1.00a(GMT 1600 12-8-2015):                                               |

#    1. 1st version of this script finished                                    |

Download Link
http://pastebin.com/RPF8dDDR
 

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