Hi, I'm developing an RPGVX Ace game and have come up with a simple solution for enabling Sidescroller (gravity / jumping) on a per map basis.
There is 3 parts to this, see images.
1.
Map tiles: (Sidescroller_Tiles.png)
a. Light grey: Not passable (walls and floor).
b. Dark grey: Passable (background).
c. Ladder: Passable (can walk off the ladder at any point).
2.
Regions: (Sidescroller_Regions.png)
a. 1 - Ground level, can jump in this region.
b. 2 - In the air, pressing up will act like a jump and fall back down.
c. 3 - Fall zone, touching this region while not jumping will make the player fall.
3.
Event: (Sidescroller_Event_P1.png, P2, P3, P4, P5)
a. Place onto a map to enable sidescroller mode.
b. Images show each event page.
c. Page 1 - main page that determines which action to take and checks if playing hits the jump key. Also handles region 2.
d. Page 2 - Jumping up (Looking up or down)
e. Page 3 - Jump right (Look right when jumping)
f. Page 4 - Jump left (Look left when jumping)
g. Page 5 - Falling (touch a fall region while not jumping)
4.
Description: Allows a single map to be played like a sidescroller. The character can jump forward over a single block or over the gap of a single block. Can also jump up 1 block. The ladders allow players to walk off the side at any point and they will fall down. Simply design the map with passable tiles as the background, non-passable tiles for floor/walls, and passable tiles (set to ladder for effect) for climbing up and down. Place the event somewhere on the map. Set your regions where 1 is the walking area, the character can jump when he is standing on a 1 region. Set the 2 region for any area right above the player jump zones, this is similar to the drop zone. Set 3 for the drop zones, if the player enters this region and is not jumping they will fall, note in the event there is 6 move down in the route, any extra steps will be skipped, but this prevents the playing from moving in the air, you can adjust it to 1 move down and the player could move over 1 block for every block they fall.
5.
Improvements: I am planning to add climb and hide. Climb can let a player go up 1 block if standing next to it, where jump will skip over the block preventing the player from landing on it. Hide can be used by setting a region for nooks they player can hide in to let enemies pass. I have experimented with adding a fall sound or player scream in the falling event page. Also I plan to explore fall damage by adding a variable that stores "blocks fallen" and will need to check the player's current Y before falling and then after landing and multiply that by a fall damage variable. I will update this post once making those changes.
Enjoy! ~tcb2086