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Draygone
10-30-2005, 10:51 PM
Out of curiosity, has anybody figured out how to enable 8-way movement yet? I haven't searched any other RMXP sites, so I wouldn't know if someone's already posted such a thing. I figured out how to do it myself, and destryed the tile-movement. Unfortunately, getting rid of the tile-movement has thrown collision detection out of whack. Seems that even though each object seems to take a space, it's position without tile-movement is actually on the bottom-right corner of the graphic.

Well if anybody had figured out how to get collision detection to work better, don't tell me, I'd rather figure it out on my own. I was just curious if I was the first around here, though I kinda doubt it.

Oh, and in case it isn't obvious, 8-way movement with tile-movement is very much like movement in RPGM2. Except since there aren't any diagonal-facing sprites, if you're moving up-right, they'll either be facing straight up or straight right as they walk, kinda like in the SNES and Game Boy Zeldas.

dragaron
10-31-2005, 04:49 PM
There is a way to make the 8 way movement script work in combination with an 8 way sprite sheet (to simulate full 8 directional isometric movement). It's alot more work than just the ability to move 8 ways, though.

Draygone
10-31-2005, 07:55 PM
Yeah as I was fiddling around with some of the scripts, I saw a few intersting things that altered the character in different ways.

I got collision detection with objects mostly done. Problem is, it's too easy to "glitch" yourself into an object and get permanently stuck. Along with that, it seems that I can completely pass through character events with free-roam 8-way movement.