Maybe someone can help me find out what I missed?Įdit: Sorry, I found what was going on. Any idea why it would be doing that suddenly? This is in the note tags for the machete. The player will swing the machete a few times, and then the error will occurs. And it's kinda weird, because in the game. Once again, thanks to you guys for the info, and I would love any further insight that anyone has as to how VX Ace understands a character's movement and direction.I don't know what I could've missed. I'm guessing Event Touch and conditional "which way is the event facing" branches would be handled in the same way? but I have no idea what VX Ace would think about where they're "facing" if I had these enemies moving diagonally.)įrom what you guys have said, it sounds like while the foundation is there to change a bit of code and allow the game to determine whether the player is holding down multiple buttons (at least after it runs through the "step" once), some of the other handling (like collision detection, as Tommy Gun mentioned) is only handled in a crude 4-directional manner. (As one example of why I'm trying to understand this better, I'm developing an action battle system where enemies can shoot projectiles at you if they're facing you. I'm not specifically looking for scripts to do anything in particular, but trying to gain a better understanding of how VX Ace "interprets" a character (player or event) that is moving diagonally, since there are so many different event commands and script methods that rely on character direction just a few that let you set it diagonally. Thanks to all of you guys for the insight so far into how movement works.
Conditional branches that check the direction a character/event is facing only have 4 options.Ĭan someone please explain what the purpose of diagonal movement might be (aside from a smoother look in cutscenes), and how passability/Event Touch detection/conditional branch "direction" checks operate when a character is moving diagonally? And while I know there are a few complete "diagonal movement" scripts out there, such as Victor's, would it be reasonably easy for me to script in the ability for the player to move diagonally whenever they're holding down two directional buttons?Īny clarity is much appreciated - thanks so much! Events set to approach (or move away from) the player will only move in 4 directions. Falcaos OWN INTERACTIVE SCRIPT does not work with Pearl Its ludicrous I want to use that script for the simplicity of the Picking Up/Throwing items and smashing them like in Zelda, which then reveals an item. After all, by default, the player can only move in 4 directions (outside of forced Move Routes). There are many, many script incompatibilities with Falcao Pearl ABS that I have no clue how to bypass. I took a second (okay, hundredth) glance at the "Move Route" editor and saw that, yeah, I'd missed the potential for setting diagonal movement this whole time.īut a few things still seem weird to me. For RPG Maker MV users if you own either RPG Maker VX or RPG Maker VX Ace, you can use my materials in RPG Maker MV (and also in RPG Maker XP), but if you do not own either of these engines, my material cannot be used in RPG Maker MV due to its EULA restriction.
I've gotten so used to the 4-way movement in VX Ace that when I was looking through the default Character/Event scripts the other day, I was shocked to see methods specifically designed around diagonal movement and passability. Celianna’s MV Tiles are available for any game engine.