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[Quasi] Movement Version 0.8

by Quasi

 

What it does:

  Two things this script does.

   1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
   2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.

 

New  calls/Functions to know:

 Bounding boxes are set inside a comment in the event with the following format:

<bbox=width,height,ox,oy>

(ox and oy can be left blank, they can also be negative. )

 

Example:

 

 

g0Os2BQ.png

bbox was changed to be wrapped in <>'s

 

 

 

Bounding boxes can be shown in game by setting line 76 to true. (Only in play testing)

 

New move route function for less move calls.  You use this with a script call inside the move route with the following format:

q_move(direction,amount)

direction is set to 2,4,6,8 or diag 1,3,7,9

amount is how many times it should move forward in that direction.

 

Example:

 

 

leeDlQm.png

Event moves 64 times down, 224 times right, 64 times up, 224 times left then repeats.

 

Amount times are large since grid is set to 1, if it was at 32 the equivalent of that move would be:

q_move(2,2)
q_move(6,7)
q_move(8,2)
q_move(4,7)

 

 

 

Further Instructions:

 Read script header.

 

Other Notes:

 Once this is running smooth I will release my True view of sight script (Event's can't see through walls and big objects) since that script requires this script for it's bounding boxes.

 

 Report any bugs/issues/comments!

 

Links:

Script

- Demo

Edited by Quasi

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*Updated* 

-Made passable check better.  

-Added region boxes, regions support multiple bounding boxes. 

-Fixed move speed.

-Added sliding tiles ( Friction w.i.p. )

-Updated demo to show these changes.

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