I made a simple jumping event system for my contest entry
it was a parallel process common event.
pseudocode:
if button A is pressed
if facing up
jump up 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing right
jump right 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing left
jump left 2 squares, skip if cannot move, wait for completion
wait 15 frames
else
if facing down
jump down 2 squares, skip if cannot move, wait for completion
wait 15 frames
end
end
end
end
end
the jumping itself works fine, however, it ignores the 'skip if cannot move' part, and allows the character to land on walls and even outside the map. The passibilities are set right, because walking normally, you can't access either spot, and if you're on one of the impassible tiles, you can't move.
anyone else run into this?
I've run into this problem as well.
I used Woratana's Improved & Special Move Commands (http://rmrk.net/index.php/topic,25528.0.html) script to fix that bug.
Anyway, if your jumping plays a sound, it will still play the sound while you remain in your normal position.
@Jcys, the contest doesn't allow scripts only events :P
Well nam, I'll check it later
you know there's something wrong with a system when people are writing scripts to fix built in events.
? SAFE JUMP:
Don't Jump if its destination is OUT OF THE SCREEN (or) NOT PASSABLE.
(Old jump will not check before jump)
damn you enterbrain!
VX is like the Vista of RPG Makers -_-
I suppose I'll either have to figure out a way to manually check passibility with a call script, or just not use jumping :/