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Slamman
Posted: Oct 13 2005, 01:16 PM
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...to make 8 direction jumping in the 8 direction movement without programming a static engine?

Thanks.

This post has been edited by Slamman on Oct 13 2005, 01:46 PM


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RelmM
Posted: Oct 13 2005, 02:48 PM
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That's impossible; There isn't a "jump" feature in the 8 Direction Movement menu, and to harness it is to make X and Y values work together.


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Slamman
Posted: Oct 13 2005, 02:51 PM
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QUOTE (Nexues @ Oct 13 2005, 02:48 PM)
That's impossible; There isn't a "jump" feature in the 8 Direction Movement menu, and to harness it is to make X and Y values work together.

On another forum they said it was possible with counters. They didn't say how to use them in this situation for some reason


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RelmM
Posted: Oct 13 2005, 02:53 PM
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the counters have to represent the X and Y values.. and the direction you're going.

This post has been edited by Nexues on Oct 13 2005, 02:54 PM


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Slamman
Posted: Oct 13 2005, 02:58 PM
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QUOTE (Nexues @ Oct 13 2005, 02:53 PM)
the counters have to represent the X and Y values.. and the direction you're going.

Can you explain it step by step please? I'm not very good at using the X and Y values unless I'm trying to make something appear a certain place.


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Xgoff
Posted: Oct 13 2005, 04:22 PM
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are you talking about something like MarioRPG?


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Slamman
Posted: Oct 13 2005, 04:29 PM
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QUOTE (Xgoff @ Oct 13 2005, 04:22 PM)
are you talking about something like MarioRPG?

yes


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Retriever II
Posted: Oct 13 2005, 05:01 PM
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It could possibly be done, but not without a lot of work.


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Banana Head
Posted: Oct 13 2005, 08:40 PM
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It would be simpler to just do a static engine ;P


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Retriever II
Posted: Oct 13 2005, 08:49 PM
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Still would be a lot of work.


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Companion_Cube
Posted: Oct 14 2005, 07:36 PM
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It's possible. You need two objects. A shadow and the character. The shadow has 8-directional movement and the character has 8-directional movement with the same speed. Now we need two counters. Call the first one "Jump" and make the maximum value the jump height you want. Next, name the second one "Fall" and also make this the same maximum amount as "Jump". Events.

"Jump" Is 0, "Fall' is 0: Position Character on shadow

Shift is pressed, Jump is 0: Set "Jump" to (maximum value of "Jump" counter)

"Jump" is greater than 0: Position Y of character to Y of character - "Jump" value subtract 1 from "Jump"

(Negate) Character is overlapping shadow, "Jump" is 0: Add 1 to "Fall"

"Fall" is greater than 0: Position Y of character to Y of character + "Fall" Value

Collision between Character and shadow: Set "Fall" to 0

I'm going to test this.

This post has been edited by Super Shroom on Oct 14 2005, 11:43 PM


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Retriever II
Posted: Oct 14 2005, 10:18 PM
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I had something roughly of that calibur in the original Pocket Mario.

However, if you're looking for true isometric movement like SMRPG, where you jump to platforms of different height, walk under and behind things etc, it's orders or magnitude more difficult.


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