Victor's Pixel Movement Script support

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Started by Dawn of Dark 5 posts View original ↗
  1. I'm having a bit of an issue with Victor's Pixel Movement Script. Basically, the script allow you to move 4 pixels at a time (counted as 1 step) as opposed to the default engine which moves the character one tile (32 pixels) each time the key is pressed. By default settings in the script, if you set move route in events, it will move 8 steps each move command (1 tile). In the script instruction, adding the notetag <move steps: x> in the comment box will alter the move command, in which x is the number of steps the event/character will take per a move command.

    The problem is: it doesn't work at all. the character still move one tile each move command, no matter what number I put in the notetag. I personally think the script is at fault here, because I can use the other notetags in the instruction just fine, somewhat difficult though.

    I added some screenshots for you guys to see if it was really me who made a mistake:

    This set-up

    Spoiler
    has the same effect with this set-up:

    Spoiler
    I tried it on a experiment project with only the Pixel Movement script and Victor's Basic Module script, since it's required to use Victor's scripts. So I want to ask you guys' a favor to look into it for me. I have included Victor's scripts below, because his scripts links are currently down.

    Basic Module.txt

    Pixel Movement.txt
  2. The move steps apply to the event as long as that specific page is active. That means the event can move 4px at a time, not the player. As far as I know, the player cannot be moved manually per 4px. I haven't tested out myself if the player can be moved in a similar manner, I'll have to give it a try.
  3. Hmmmm, if it's like that, I guess I misunderstood the script's function.

    Still, please look into it whether the player can move 4px per move command.
  4. I've gotten around it by using a placeholder NPC in the players place for cutscenes while the player is transparent and through. What's nice is the script allows you to transfer the player to a very specific point. Use this script call:

    $game_player.moveto($game_map.events[22].x, $game_map.events[22].y)

    This will teleport to the decoy events (ID of 22) exact coordinates whenever you need to switch them back out. Just don't forget the event direction.

    You can also teleport anything to more specific coordinates, just divide the base unit (1 tile, in our case) by 8 since that's what the pixel movement has done. Haven't tested any smaller denominations however. If you have a specific purpose for moving the player in a very specific way, would you mind sharing? Perhaps I can offer an alternate solution.
  5. Thanks for your concern on this problem of mine.

    The truth is, I made this topic because a minor annoyance shows up in a simple transition event. Since it is very minor and doesn't affect anything gameplay at all, I have decide to leave it like that and focus on other important stuffs. I'll put up a experiment project when I need your help with this problem later.

    I'm very interested about the thing about specific pixel coordinates, though. Can you elaborate on how to use it? I mean, how do you input the x,y coordinates in the script call, can you give me an example? I actually have read another topic on this site discussing a problem involving pixel movement with you contributing in it and talk about adding a script call, too, but I'm still not sure how it works.