That could definitely be useful for the player, no doubt. But perhaps a fireball can justifiably fly over a passable tile as long as it's passable from some direction. I tend to use the directional passibility to keep player from walking off cliffs of doing something that breaks illusion perspective. I dunno if a fireball would matter in that sense, and I also don't use the directional passage settings very often. I think I've figured it out well enough--at least to make it work--with the code above. That's for your reply though.
Ruby/RGSS3 questions that don't deserve their own thread
Posted 13 February 2015 - 11:11 PM
I'm guessing it's okay to double post here if I have a different question, since this thread is for multiple questions?
Is there any acceptable place to but a line break in this script call?
$game_map.events[$game_variables].animation_id = 120
Everything I try crashes. Or, is there a workaround?
Posted 14 February 2015 - 05:27 AM
If it's too long for the script call, you can do this.
v = $game_variables $game_map.events[v].animation_id = 120
Posted 18 February 2015 - 01:51 PM
EDIT: Figured it out.
Edited by Arin, 18 February 2015 - 02:03 PM.
"You may ask me what my purpose in my life is. And that is to instill courage among men. Courage and honor are the keys to persevering your strength. I live only for courage. So let me ask you this...how can you possibly hope to have strength, valor, or happiness, if you have no courage?"
Posted 18 February 2015 - 01:57 PM
Posted 19 February 2015 - 06:16 AM
Question that has been bugging me.
Say I have a tall character and I make the sprite so when you press down instead of walking down the character ducks i.e. like a platformer. I was wonder is there a way to change the collision from two high to one high so in essence the character is actually ducking?
Posted 19 February 2015 - 02:37 PM
You would first have to make the collision be more then one tile in the first place and probably need a pixel movment system or something. As far as I know, by default all character collisions are a single tile regardless of how bit the sprite actually is anyway, and multible tile collisions are not possible.
Posted 19 February 2015 - 06:47 PM
Well you can use this: http://www.rpgmakerv...aracter-sheets/ to get multitile characters...
I have no idea how that will work with any platformer aspects though and you'd need to do some tweaks to change it dynamically.
Current Projects: Scripting for The Prince and the Dragon
Posted 25 February 2015 - 10:03 AM
Is there a way to tie deaths to a variable? I thinking about taking out he game over part of my game and would like to count the times the player dies.
Posted 25 February 2015 - 10:33 AM
Where do you want it to be checked? On a particular scene?
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Posted 25 February 2015 - 11:20 AM
I mainly need it for achievement purposes and stats at the end of the game. I just need to know if I can tie it to a variable. I have a script that lets me display variables.
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