How do I make the player (and NPCs) move in grid movement, much like Rpg maker type movement?
How do I make the player (and NPCs) move in grid movement, much like Rpg maker type movement?
all the answers to the mystery of movement, combat, inventory, battle and more for an rpg can be answered here.
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=56169#Post56169
paul boland wrote a rocking tutorial on making an rpg
I couldn't find anything about grid movement in there. I'm also not making an RPG, I just want the kind of walking movement used in Rpg maker, block by block instead of pixel by pixel.
Well the main problem is that I don't really understand any of the mmf2 language. I have no idea how to check if the player is blocked, nor do I know what you mean by "modify the parameters". I have found out how to make the player move in a grid, using position action. However, I need it to be smooth, with an animation in between. I am very good at drawing animations, but I have no idea how to make one. Sorry for being so noob, I purchased the product a while ago and still havent made any games with it.









Chezzy
Try this
Notes:
1. We will be using a different Alt Value for each direction for the Player, plus an Alt value to tell if the Player is moving or not.
2. 2. We will only be doing the Right Direction.
3. This is based on a 16x16 grid with the player 16x 16 in size.
4. Place 4 detectors 16 pixels from the player for each direction.
Code:
*Repeat While Right Arrow is Pressed
+Alt Value A of Player = 0
+Alt Value B of Player = 0
+Alt Value C of Player = 0
+Alt Value D of Player = 0
+Alt Value F of Player = 0
+ X Right Detector is Overlapping Backdrop
Player: Set Alt Value A to 17
Set Alt Value F to 1
Set Direction to Right
*Alt Value A of Player > 0
Player: Subtract 1 From Alt Value A
*Alt Vlue A of Player > 0
Player: Set X Position to ("Player")+1
*Alt Value A of Player = 0
Player: Set Alt Value F to 0
nivram
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm
How do I make a detector? As I said, I really dont know any of the mmf2 language, sorry.









Make 4 active objects. For the right and left make them something like 10 pixels in height and 2 pixels wide. For the top and bottom of the player make them 2 pixels in height and 10 pixels wide. Make each one a different color so you will know where to place them in relation to the player.
Place these 16 pixels from your player. Now when these detectors are overlapping an obstacle, your player will not move through the obstacle. Hope this helps
Nivram
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm