• Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[RMXP] Jump Tutorial

  • 2,243
    Posts
    20
    Years
    Hello all! Another tutorial by moi! Lol. So let's get started.

    Jumping Tutorial

    Now, in case you do not know how, here is an effective way to make a jumping system.

    Step one: Make the ledges so they have no passibility. (The X)

    Step two: Make three new events. (We will be using variables. Make 2 and name them "LedgeEnable" and "LedgeDisable"{Don't use the quotation marks})
    ~Event one goes like this:
    Code:
    <>Switch: [XXXX: LedgeDisable] = Off
    <>Switch: [XXXX: LedgeEnable] = On
    -Make sure to make it a Hero Touch trigger.

    [PokeCommunity.com] [RMXP] Jump Tutorial


    ~Event two goes like this:
    Code:
    <>Move Event:: Player
    :           :(+X,+Y)
    -X & Y are the number of spaces you move. Set it to 0,2 for forward, 2,0 for the right, and -2,0 for the left. As said above, make it a Hero Touch trigger. Also, make it activate by the variable "LedgeEnable" you made earlier. Also, the ledges have to be non-passable.

    [PokeCommunity.com] [RMXP] Jump Tutorial

    [PokeCommunity.com] [RMXP] Jump Tutorial


    ~Here is how event three is:
    Code:
    <>Switch: [XXXX: LedgeDisable] = On
    -And, yet agin, make the trigger as Hero Touch.

    [PokeCommunity.com] [RMXP] Jump Tutorial


    The events go in this order (You are facing "forward" or south in the game):

    GGGG1GGGGGGGG
    LLLLL2LLLLLLLLLLL
    GGGG3GGGGGGGG

    G=Grass
    L=Ledge
    1=Event 1
    2=Event 2
    3=Event 3

    Edit: I have prepared a short demo, showing you that it works.
     
    Last edited:
    This could be helpful but i'm using a much simpler version
    make an event at th ledge
    conditional branch : player is facing down,left or right depending where the ledge is going.
    move event: player
    change speed: 2
    jump : +0,+2
    change speed : 4
    end conditional branch
     
    Just do what glitchking said, place it on the ledge so that you can have the GBA effect, ledges must be passable (except for the corner pieces) and when you try to enter the ledge, your hero will jump down, so whatever you do, you will always end up at the bottom of the ledge.
     
    If you put it on the ledge and make the ledge passable, you will be jumping 1 more space than neccessary. You should make the ledge non-passable. Also, you had no need to be harsh. By the way, at the edge does not mean on the edge.

    (Check the Jump Tutorial thing I posted and switch the ledge to passable. You will go one more space than neccessary.)
     
    Not really, just the terrain would be non passable. Even if you did make the ledge non passable, the event there would block you from going up it unless its phased.

    Very nice job Don Patch! Never thought of it that way... I just made an event for every ledge saying jump in that direction... :P
     
    He meant to say that if they are passable, you could walk right up them.

    Oh, and thanks for the compliment!
     
    Yes, That is true. It would be easier to just make them not passable like he said, but this works just as well. Some people dont like editing thigns like that...
     
    Back
    Top