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- Seen Dec 31, 2014
Alright, you've seen my name on this forum pop-up countless times before, and when you do, note that I do go through my problem for hours until I legitimately cannot come up with a way to fix it.
In this case, I am trying to move an NPC.
(TL;DR version is towards the end, in case you don't want to read all of this)
Of course, this sounds so simple: just use "Set Move Route" and call it a day, right? Not in this situation.
I have a scene where the player stops in their tracks while an NPC comes walking from the other side of the screen, towards the player, reminiscent of Blue in Pokemon Red and Blue. Now, I made a switch to activate when the player steps on the tile, where the player cannot move and turns on this switch. This switch makes my NPC appear.
What the most vexing part about this is that I set the move route for the NPC and the NPC just keeps going one direction. My ideal movement route is "Move Down, Move Down, Move Right, Move Right," as there are two open tiles below the NPC and two open tiles to the right of the last "down" tile in that route. I set the move route to the aforementioned route, and the NPC just keeps wandering into the wall below the second "down" tile, never going right.
I then eliminated some of the route, making it "Move Down, Move Right": Still kept walking into the wall. I then tested it on the player, selecting "Move Down, Move Right," and the player character goes well beyond ten open tiles down, hitting the wall and never going right.
I tried this out with the NPC again by setting its move route to be "Move Towards Player," which I don't want to do because I want the NPC to be next to the player, not in front of them. The NPC arbitrarily (yeah, that sounds dumb, but it sure felt like it was arbitrary) selected its path, going two tiles down, two tiles right, then going one tile right, one tile down to confront the player. I then tried fixing the NPC's route to "Move Bottom Right," and the NPC moved all the way diagonally down-right until they collided with the player, which it was only two diagonal spaces away from.
My question essentially is: Apparently I'm programming the move route incorrectly, so what is the proper way to plan a move route of the NPC moving ONLY two (unhindered, may I remind you) tiles down, and two tiles to the right, without the NPC going all the way into the end of the map?
TL;DR: I try making a move route to make an NPC only go a certain amount of steps, and the NPC keeps going all the way to the end of the map in only the first direction in the move route. How can I rectify this problem and get the NPC to only move one tile per command?
Additional information:
-I have the event on Parallel Process (every other method failed to either move the NPC or load the NPC's graphic)
-I tried using the drop-box feature above the Event Trigger menu to fix their movement, and it only fixes their movement to be like a roaming NPC outside of scenes like this.
-I have watched videos on movement routes for RMXP and their NPC's movement routes are one tile per command within the route, so I don't know why my NPC is "misbehaving."
Thank you very much for addressing this notice and possibly helping me out.
In this case, I am trying to move an NPC.
(TL;DR version is towards the end, in case you don't want to read all of this)
Of course, this sounds so simple: just use "Set Move Route" and call it a day, right? Not in this situation.
I have a scene where the player stops in their tracks while an NPC comes walking from the other side of the screen, towards the player, reminiscent of Blue in Pokemon Red and Blue. Now, I made a switch to activate when the player steps on the tile, where the player cannot move and turns on this switch. This switch makes my NPC appear.
What the most vexing part about this is that I set the move route for the NPC and the NPC just keeps going one direction. My ideal movement route is "Move Down, Move Down, Move Right, Move Right," as there are two open tiles below the NPC and two open tiles to the right of the last "down" tile in that route. I set the move route to the aforementioned route, and the NPC just keeps wandering into the wall below the second "down" tile, never going right.
I then eliminated some of the route, making it "Move Down, Move Right": Still kept walking into the wall. I then tested it on the player, selecting "Move Down, Move Right," and the player character goes well beyond ten open tiles down, hitting the wall and never going right.
I tried this out with the NPC again by setting its move route to be "Move Towards Player," which I don't want to do because I want the NPC to be next to the player, not in front of them. The NPC arbitrarily (yeah, that sounds dumb, but it sure felt like it was arbitrary) selected its path, going two tiles down, two tiles right, then going one tile right, one tile down to confront the player. I then tried fixing the NPC's route to "Move Bottom Right," and the NPC moved all the way diagonally down-right until they collided with the player, which it was only two diagonal spaces away from.
My question essentially is: Apparently I'm programming the move route incorrectly, so what is the proper way to plan a move route of the NPC moving ONLY two (unhindered, may I remind you) tiles down, and two tiles to the right, without the NPC going all the way into the end of the map?
TL;DR: I try making a move route to make an NPC only go a certain amount of steps, and the NPC keeps going all the way to the end of the map in only the first direction in the move route. How can I rectify this problem and get the NPC to only move one tile per command?
Additional information:
-I have the event on Parallel Process (every other method failed to either move the NPC or load the NPC's graphic)
-I tried using the drop-box feature above the Event Trigger menu to fix their movement, and it only fixes their movement to be like a roaming NPC outside of scenes like this.
-I have watched videos on movement routes for RMXP and their NPC's movement routes are one tile per command within the route, so I don't know why my NPC is "misbehaving."
Thank you very much for addressing this notice and possibly helping me out.