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Author Topic: Making Jumping the RIGHT way  (Read 3724 times)

Offline Dragoon de Sol

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Making Jumping the RIGHT way
« on: July 30, 2007, 02:54:43 AM »
Go to common event, key input processing, move event, hero begin jump, forward, forward end jump. Also, ignore impossible move.

The above is not a good way.

First, go into the common events tab and create a new event called Jump.
Make a key input process, and include only the shift key, and name the variable Jump.
Next, create a conditional branch, have the condition

If [Jump] is equal to 7

Then choose the move event command, and input Jump Up, then Jump Down. Then check the box that says Ignore Impossible Moves.

For directions, place the desired movement between the Jump Up and Jump Down commands. An example being Jump Up, Move Forward, Jump Down.

This will allow your character to jump in any direction, or just jump up.

The Ignore Impossible Moves keeps you from jumping into the wall by keeping the character from jumping at all, should something obstruct the event in the least.

Do not forget to place an event on your map that is activated via parallel process that calls the common event.
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Offline Linkizcool

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« Reply #1 on: July 30, 2007, 04:16:49 AM »
Wow! Never thought of it that way. Good job!
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Offline SaiKar

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« Reply #2 on: July 30, 2007, 04:23:10 AM »
Quote
Originally posted by Dragoon de Sol
The Ignore Impossible Moves keeps you from jumping into the wall by keeping the character from jumping at all, should something obstruct the event in the least.


You speak truth, but in that case, what is the point of jumping if something obstruct your normal movement in the least? Why not just walk the distance instead of jumping it?
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Offline Bluhman

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« Reply #3 on: July 30, 2007, 04:30:07 AM »
Quote
Originally posted by SaiKar
Quote
Originally posted by Dragoon de Sol
The Ignore Impossible Moves keeps you from jumping into the wall by keeping the character from jumping at all, should something obstruct the event in the least.


You speak truth, but in that case, what is the point of jumping if something obstruct your normal movement in the least? Why not just walk the distance instead of jumping it?[/B]


Alright. Say there is a... 3 tile map. 2 passable blocks, and a single impassible block inbetween them. By using the following type of jump:

Begin Jump
Move Foward
Move Foward
End Jump

You can clear the impassible block and get to the other side. Without having to care for impossible moves.
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Offline SaiKar

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« Reply #4 on: July 30, 2007, 04:33:31 AM »
Quote
Originally posted by Bluhman
Quote
Originally posted by SaiKar
Quote
Originally posted by Dragoon de Sol
The Ignore Impossible Moves keeps you from jumping into the wall by keeping the character from jumping at all, should something obstruct the event in the least.


You speak truth, but in that case, what is the point of jumping if something obstruct your normal movement in the least? Why not just walk the distance instead of jumping it?[/B]


Alright. Say there is a... 3 tile map. 2 passable blocks, and a single impassible block inbetween them. By using the following type of jump:

Begin Jump
Move Foward
Move Foward
End Jump

You can clear the impassible block and get to the other side. Without having to care for impossible moves.[/B]


I always had tons of problems trying to do things like that. I'll take your word that it works like that. But wait, how does the game know the third block is passable? If you do this into a wall, won't you clear the first impassable block (the wall's edge) and maybe the second, but be stuck there?
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Offline Dragoon de Sol

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« Reply #5 on: July 30, 2007, 05:56:40 AM »
Honestly, I dunno. I made this for the simple fact that lilsniffs sucked.
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Offline Bluhman

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« Reply #6 on: July 30, 2007, 03:56:26 PM »
Quote
Originally posted by SaiKar
I always had tons of problems trying to do things like that. I'll take your word that it works like that. But wait, how does the game know the third block is passable? If you do this into a wall, won't you clear the first impassable block (the wall's edge) and maybe the second, but be stuck there?[/B]


Nope. The move will be ignored and you won't jump.

Unless you're talking about jumping through a 1-tile thick vertical wall, which is possible with that kind of jump... And poses a very strange problem to game makers.
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Offline drenrin2120

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« Reply #7 on: August 01, 2007, 06:14:33 PM »
Quote
Originally posted by Bluhman
Quote
Originally posted by SaiKar
I always had tons of problems trying to do things like that. I'll take your word that it works like that. But wait, how does the game know the third block is passable? If you do this into a wall, won't you clear the first impassable block (the wall's edge) and maybe the second, but be stuck there?[/B]


Nope. The move will be ignored and you won't jump.

Unless you're talking about jumping through a 1-tile thick vertical wall, which is possible with that kind of jump... And poses a very strange problem to game makers.[/B]


Yes it does indeed. Controlling the common event via switch is also very helpful but a ton of extra, annoying, work.
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Offline Desimodontidae

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« Reply #8 on: August 01, 2007, 08:50:38 PM »
This is the only way I've ever known to do it. However, I normally set it as a map event parallel processed.
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Offline thepsynergist

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« Reply #9 on: August 02, 2007, 04:37:19 AM »
Besides, why walk when you can jump through the whole game.
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