Lycan ABS + GPlats?
#1
Would it be possible to implement the GPlat Platformer system into Lycan ABS? I've already manage to combine them but since they both have movement systems, one of them is getting in the way of sprinting, and jumping, (I really want the player to run but I haven't figured it out yet.) I've already had to change some stuff just to make him jump correctly. The player can hit enemies on the map, as well as the enemies hitting him back. You can check out the test I made with this system here, however it includes no enemies because I didn't make any sprites for it yet:


If undertaking such a request is too hard or something let me know, I'm sure I can try to find another alternative for fighting on the map.
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#2
GPlats? Neer heard of the system. I cannot say how easy or hard it would be to do such a merger, but if one could merge Lycan with an Isometric map system, why not with a platformer and make their own version of Castlevania? Winking

Now, I worked dilligently to subdivide the methods of Lycan into itty bitty pieces. Most of the movement system in Lycan is controlled within Game_Player itself. But then again, that's how the default system worked..... just not as sliced-n-diced as mine.

I don't have time (today) to look into it. Mebby I'll have time to grab it tomorrow??? Or would you have a WIP demo? Just the basics of course.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#3
Heyoo...

This works so far. Paste it below both systems:

Code:
#==============================================================================
# ** The Lycan ABS / GPLAT Pixel Platformer Patch
#------------------------------------------------------------------------------
#    version 1.0
#    by DerVVulfman
#==============================================================================
#
#
#==============================================================================
module Lycan
  JUMP_KEY          = nil  # Force the Lycan Jump to be nil...
end


#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Movement decision
  #    pixelcheck : if performing pixelmovement check
  #--------------------------------------------------------------------------
  def moving?(pixelcheck=false)
    unless @dot_m
      result = super()
      return result
    end
    # If move route is forced
    if @move_route_forcing
      return false if @move == false
      super()
    # Usually the time when present coordinate differs from real coordinates
    else
      return (@old_real_x != @real_x or @old_real_y != @real_y) if pixelcheck
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
end

A few things:
1) All I did to fix jump was 'nil' out the configurable jump in Lycan
2) Dash in GPLAT does not exist. You have a configurable value for it, but it goes nowhere
3) I copied my version of 'moving?' for this patch, so the Dash/Sneak for Lycan to use.

NOTE: You can still jump OVER too-tall enemies. Actual enemy events are still a 32x32 tile, it's just that a larger-than expected sprite is being shown. The jumping code used by GPLAT has no allowance (yet) to check if the player is trying to jump over an event that is too tall to jump over.

The update method in Game_Player, though just about as long as the default, is still too long and clunky. That's why I subdivided the version in Lycan. A sorta prelude of how modular things will be in ReGaL. I'll prolly attack that method later to deliver a better jump system so you can make events you cannot jump over.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#4
Revision.......

Code:
#==============================================================================
# ** The Lycan ABS / GPLAT Pixel Platformer Patch
#------------------------------------------------------------------------------
#    version 1.1
#    by DerVVulfman
#    09-15-2014
#    RGSS / RPGMaker XP
#==============================================================================
#
#  INTRODUCTION:
#
#  This little script ammends the GPLAT Pixel Platformer system to work with
#  the Lycan ABS, so both jumping and dash/sneak systems can co-exist.
#
#
#------------------------------------------------------------------------------
#
#  INSTALLATION:
#
#  It is recommended to be placed above Main and below both the Lycan ABS and
#  the GPLAT Pixel Platformer Script. The Pixel Platformer script needs to be
#  set below the ABS script itself.
#
#  After that, just activate/deactivate the JUMP_HEIGHT_FAIL value within the
#  Lycan_GPlat module to determine  if you wish the player to be able to jump
#  over events with the 'Tall' flag as mentioned in the Lycan ABS code.
#
#  Optional values are available for altering.
#
#
#==============================================================================
#
#  CREDITS AND THANKS:
#
#  Thanks to swickster who suggested the idea.
#
#
#==============================================================================
#
#  COMPATABILITY:
#
#  Only designed for use with The Lycan ABS by DerVVulfman and the GPLAT Pixel
#  Platformer by G@MeF@Ce.  Both of these being solely RPGMaker XP scripts.
#
#
#==============================================================================
#
#  TERMS AND CONDITIONS:
#
#  Free for use, even within commercial products.  Only due credit is required.
#
#
#==============================================================================



module Lycan_GPlat
  
  JUMP_HEIGHT_FAIL      = true    # Whether jump checks for 'Tall' comments
  
  JUMP_LEFTRIGHT_CHECK  = 1       # How far away in tiles to check events
  
  JUMP_UPDOWN_CHECK     = 2       # How far below to test events
    
end



#==============================================================================
# ** Game_ABS
#------------------------------------------------------------------------------
#  This class deals with the Action Battle System and controls all Player,
#  Enemy and Companion Actions on the map.
#==============================================================================

class Game_ABS
  #--------------------------------------------------------------------------
  # * Update Jump
  #--------------------------------------------------------------------------
  def update_jump
  end
end


#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias lycan_gplat_game_player_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If currently pressing a working jump key
    if Input.press?(JUMP_BUTTON) and not $game_switches[GPLAT_DISABLE_SWITCH]
      # If Jump height failure is being checked
      if Lycan_GPlat::JUMP_HEIGHT_FAIL
        # Return if a jump height check has failed
        return if jump_height_impassible? == true
      end
    end
    # Perform the original call
    lycan_gplat_game_player_update
  end
  #--------------------------------------------------------------------------
  # * Movement decision
  #    pixelcheck : if performing pixelmovement check
  #--------------------------------------------------------------------------
  def moving?(pixelcheck=false)
    unless @dot_m
      result = super()
      return result
    end
    # If move route is forced
    if @move_route_forcing
      return false if @move == false
      super()
    # Usually the time when present coordinate differs from real coordinates
    else
      return (@old_real_x != @real_x or @old_real_y != @real_y) if pixelcheck
      return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
    end
  end
  #--------------------------------------------------------------------------
  # * Jump Height Checking System
  #--------------------------------------------------------------------------
  def jump_height_impassible?
    diff_x  = Lycan_GPlat::JUMP_LEFTRIGHT_CHECK
    diff_y  = Lycan_GPlat::JUMP_UPDOWN_CHECK
    case @direction
      when 9,6,3;
      for x in 0..diff_x.to_i
        for y in 0..diff_y.to_i
          return true if too_tall?(@x+x, @y+y)
        end
      end
    when 7,4,1;
      for x in 0..diff_x.to_i
        for y in 0..diff_y.to_i
          return true if too_tall?(@x-x, @y+y)
        end
      end
    end
    return false
  end
end
  • It has its own config module now.
  • Rather than change the 'JUMP_KEY' in lycan, I removed the jumping method itself. No confusion that way
  • I added an attachment to the platformer's update method to see if the player is encountering a too-tall event.
  • The too-tall event system can be turned on/off and calibrated*

* The Too-Tall-To-Jump system may not be the best, but it can prevent SOME jumping over tall events if calibrated correctly. BUT it isn't the best. Technically, the added code to Game_Player's update method in the platformer script could have been made more modular to allow better coding.

Still.... How's this for getting em to work? Laughing
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#5
This is AWESOME dude! You've certainly made my platformer dream a possibility, thanks a ton :D
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#6
Now go and code CastleVania ! Laughing + Tongue sticking out
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


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