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f0tz!baerchen Pixel Movement - Printable Version

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+--- Thread: f0tz!baerchen Pixel Movement (/thread-1766.html)

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[Resolved] f0tz!baerchen Pixel Movement - MusicalSwordsman - 11-02-2009

Got it! The code you point out in this lat post is for the caterpillar which is turned off already, but since you said the config section is at the bottom i looked around and messed with these numbers here..

# The shift of the player in x direction
$pixelmovement.player_shift_x = -12

which let me change how close and far they get to each other, Y is giving me a problem but i'll continue to mess with the numbers.
If anything i will get back to you again, much thanks for the help friend ^^

E-Okay i was testing this out more and i see that changing the shift means i can close in less from one side but i can pass right through the other (right side) of the character..

Got it.
The answer lay in here, i did not need to change the other numbers.
Just a bit more tweaking.

# Size of Player Event:
-------> $pixelmovement.player_size = [37, 18] <--------

# The shift of the player in x direction
$pixelmovement.player_shift_x = 0

# The shift of the player in y direction
$pixelmovement.player_shift_y = 0

# Correction of the Event Sizes:
$pixelmovement.event_size_add = 0

The guy may have set this script up in a strange way, but people looking to use smaller sprites can't complain now.
Hopefully i wont need to call on you anymore DerVVulfman, i know you have other things to do, again i appreciate your help, after a bit more testing i will add this script as the standard for using the small tyke template on xp.


[Resolved] f0tz!baerchen Pixel Movement - Jaberwocky - 11-03-2009

Shift_X and Shift_Y shift the graphic. They're for centering the collision area on the middle of the sprite's feet/bottom/whatever.

game_party_actors (the class that handles the caterpillars) have -no- collision at all. They don't need to, since they'll only step where the player has stepped. In other words, they're entirely unaffected by any of the event settings, since they're not events.

Also this is like right at the bloody top:
Code:
#-------------------------------------------------------------------------------
#
# Importance:
# This script has many more features than only Pixelmovement. Information for
# the options can be found at the end of the script. There you can also change
# the settings Sometimes you have to add a comment in an event to activate
# special features for this event. The Script checks every line for such
# comments until it finds a non comment line.
#
#-------------------------------------------------------------------------------



[Resolved] f0tz!baerchen Pixel Movement - DerVVulfman - 11-03-2009

Well, I guess this has been resolved.

Stay tuned for a new support topic.