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Hi, I am 99% sure i saw someday a script or way that the player would slighty slide when they move.. like roller skating.. There is a script named Slippery Tiles by Yanfly but this makes the player slide all over the map until it hits an event or tile.. Not what i need.. i need just a slight sliding movement when the player moves.
 

Andar

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and what is your definition of "slight"?
 

Bex

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What Andar asked.

And do you use the Grid Movement or did you implement a Plugin for Pixel Movement?
 

TheAM-Dol

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@Bex & @Andar If I had to take a guess at what RamenGirl is refering to would be something like inertia - at least, that's what I assume based of the reference to rollerskating. So basically, when the player let's go of the movement key, the actual player character might "slide" or "roll" one more tile before coming to a complete stop.
 
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@Bex & @Andar If I had to take a guess at what RamenGirl is refering to would be something like inertia - at least, that's what I assume based of the reference to rollerskating. So basically, when the player let's go of the movement key, the actual player character might "slide" or "roll" one more tile before coming to a complete stop.
Yep, i use Grid Movement
 

Bex

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Ok, but than you are moving 2 Map tiles minimum. Is that realy what you want?
 

Bex

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I tryed to Event it, but depending on the move timing its only working 50% of the cases.
I had that same problem with moving and slashing a sword in the past, same timing obstacle
which made the graphics not look correctly.
There was a workaround with using an Animation to hide the player in that second and playing
an animation which looks like the player sliding.
But moving 2 Grid Tiles at once was a gameplay horror in the testbuild i made, because i could not get infront of that treasure Chest, nor to the NPC.
So i believe i cant help you with this.
 

Roninator2

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I'm looking. I use to have a script in my project that did the rollerblade slide thing for movement (but not side to side), yet I'm having trouble finding it. I very much remember the effect but can't remember what the script was.
You press the direction arrow and you picked up speed then when you let go of the button you slowed down to the square you were in when you let go.
 
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I very much remember the effect but can't remember what the script was.
Yes i have the same feeling too.. I think have seen somewhere a way or script that does that..
You press the direction arrow and you picked up speed then when you let go of the button you slowed down to the square you were in when you let go.
That sounds perfect
 

Mattsuharu

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I found an (almost) solution to this. But we would need someone to modify an excisting script.

You can do this very easily with the region common event script
1660963516809.png
I made a mini map with ice on it, and filled the ice with the region 63
1660963551717.png

Then, as the script required, I put the note in the note box of the map: regevt: 63 on 123
and in the common event 123 I made the next defined movement route:

1660963621367.png

This made that the player move forward 2 steps without the walking animation, so it looks like is slippering, and slowing it speed.

THE PROBLEM:
The script call again for the common event if the player moves to a region even with the define movement route command, so if the entire ice is filled with that region, it will just go forward until it's out of the region.

1660963767909.png

the only provisional way I could find to do this, is to make just some tiny tiles to be slippery and to try that they don't connect between them.

If someone is skilled enough, maybe they could modify the script to not call for a common event if the movement was made by the "define movement route" command.
 
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You are genius! a script would be nice but even with your way its awesome!
I will try to think a solution to the problem you mentioned somehow and i will reply again
 

Mattsuharu

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You are genius! a script would be nice but even with your way its awesome!
I will try to think a solution to the problem you mentioned somehow and i will reply again
I tested a little more and finded a solution without modifiying the script!
You need to create 2 common events. The first one is the one of the movement. It's going to be active as long as a condition switch is on. Then, at the end of the movement, you will make that that switch turn off.
And the 2nd common event is the one you call with the script and turns on the switch.

1661021447636.png
You have the script to call for the common event 124 when step on.

1661021483987.png
All what common event 124 do is switch on the movement switch.
1661021520368.png
So when you walk over that tile, it will start sliding, but it will stop without repeating the movement!

1661021560773.png

I tested it in a full region and worked perfectly. I was in the middle of the ice and depending what face I walked to, the character is gonna slide that way.

If you want to make it more elaborated, you can make that the switch that make you slide, will only activate after you take 3 steps for example, to take in count momentum, and so the player can go step by step without sliding, and all kind of combinations.

Hope this helps.
 
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Thank you very much! it works good and nicely!!
personally no need script now but if someone want to make it anyway, they are welcome! :)
 

Roninator2

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if someone want to make it anyway
I tried to recreate the script.
It's not perfect. If you are in the square and not slightly in the next square, then the player just stops when letting the controls go. But the start up looks like it works fine.
Otherwise this seems to be good.
Ruby:
# ╔═════════════════════════════════════╦════════════════════╗
# ║ Title: Movement Delay               ║  Version: 1.01     ║
# ║ Author: Roninator2                  ║                    ║
# ╠═════════════════════════════════════╬════════════════════╣
# ║ Function:                           ║   Date Created     ║
# ║   The player is slow to start       ╠════════════════════╣
# ║   moving and slow to stop           ║    16 Sep 2022     ║
# ╚═════════════════════════════════════╩════════════════════╝
# ╔══════════════════════════════════════════════════════════╗
# ║ Plug and play                                            ║
# ╚══════════════════════════════════════════════════════════╝
# ╔═════════════════════════════════════╗
# ║ Terms of use:                       ║
# ║ Free for all uses in RPG Maker      ║
# ╚═════════════════════════════════════╝

module R2_MOVE_DELAY
  Delay_Move = 60
  Delay_Rate = 30
 #-----------------------------------------------------------
 # Note: works best when kept over 5 and under 10.
 #-----------------------------------------------------------
 SWITCH = 1 # turn script function on/off. Switch on == script on
end

class Game_Player
  alias :init_r2_public_data_movement :initialize
  def initialize
    init_r2_public_data_movement
    @move_original = @move_speed
    @slow_time = R2_MOVE_DELAY::Delay_Move
    @fast_time = 0
  end
  alias :update_r2_delay_move :update
  def update
    update_r2_delay_move
    update_delay_move if $game_switches[R2_MOVE_DELAY::SWITCH] == true
    @slow_time -= 1 unless @slow_time <= 0
    @fast_time += 1 unless @fast_time >= R2_MOVE_DELAY::Delay_Move
  end
  def update_delay_move
    if moving? && @slow_time > 0
      @move_speed = @move_original - (@slow_time / R2_MOVE_DELAY::Delay_Rate) unless @slow_time == 0
    elsif !moving? && @fast_time < R2_MOVE_DELAY::Delay_Move
      @move_speed = @move_original - (@fast_time / R2_MOVE_DELAY::Delay_Rate) unless @fast_time == R2_MOVE_DELAY::Delay_Move
    end
    if @slow_time <= 0 && Input.dir4 == 0 && @fast_time >= R2_MOVE_DELAY::Delay_Move
      @fast_time = 0
      @slow_time = R2_MOVE_DELAY::Delay_Move
    end
  end
  def update_original
    @move_original = @move_speed
  end
end
 
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If i understand the script right,
it makes the player build the movement speed by starting little slow and then speed up normal, every time?
i like it very much!! if you don't mind can you add a on/off switch? a switch is always nice detail in a script :)
 
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