Original Source
- Original title: [Ace] Victor Engine - Character Control + Jumping
- Original author: Majora
- Original date: July 15, 2013
- Source thread: https://forums.rpgmakerweb.com/threads/ace-victor-engine-character-control-jumping.15381/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
So I tried google searching the site first and couldn't find anything. And victor is pretty bad at documenting his scripts, to add insult to injury even refuses to at least make a demo of the character control script. So! My conundrum is that I am unable to trigger a jumping animation even though I have it imported. My spritesheet naming conventions are thus $[f6]character.png $[f6]character[wlk].png
Archived First Post
My conundrum is that I am unable to trigger a jumping animation even though I have it imported. My spritesheet naming conventions are thus
$[f6]character.png
$[f6]character[wlk].png
$[f6]character[dsh].png
$[f6]character[jmp].png
And well dashing seems to work, but not jump. The [f6] is because I'm also using the multi-frames script. Dashing seems to have worked without me doing anything at all which is weird because I assumed I would need the <actor change pose> stuff.
Yes I have the basic module installed. Despite mentioning how dashing works I'm sure it was inevitable someone would ask if I have the basic module.
I also have zero idea of where I should put the <actor change pose> stuff because again, poorly documented. I did create an auto-run event (cleverly disguised as a sign) that has <enable jump> in it, and then turning self-switch A on which seems to have done the trick so now I can jump. But I can't animate the jump.
https://dl.dropboxusercontent.com/u/10691609/VictorCharControl.txt
https://dl.dropboxusercontent.com/u/10691609/VictorJump.txt
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