Jumping off the map?

Acetonide

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First of all, please excuse me for not specifying which maker I am using, but as I'm posting in the RPG Maker VX Ace forum I figured it was obvious. (Rules here: http://forums.rpgmakerweb.com/index.php?/topic/24-creating-a-support-thread/)

Any how, onto my point.

Why can the player (using the "Set Move Route" in event commands on page 2) jump off the screen?

Of course I know I can probably fix this with other events that disallow the player from jumping up when they're in a certain area on a map or something, but I'm still wondering why the player can jump off the map and off the screen.

Perhaps this may make sense for events if you want them to go off the screen (although as far as I remember events and players cannot walk off the map), but why is it that events and players can jump off the screen? Is it just a programming oversight, or is there a purpose?
 

Espon

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Macho Hero: Oh no, our airship is going down! We have only one choice....

Useless Healer: You don't mean....

Macho Hero: Yes, we must jump!

Then the heroes leap off the ship off of the screen. They don't survive the fall though because this isn't your typical RPG.
 

deilin

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The "screen" and map are seperate item. The map dimensions cannot be broken by the screen, player, or events, however, you can make maps smaller then the boundries and make events seem like they jump off.

One method is to lock the window scroll uoon certain dimensions and have tnem move behond the screen.

Hope that helps a little.
 

Acetonide

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The "screen" and map are seperate item. The map dimensions cannot be broken by the screen, player, or events, however, you can make maps smaller then the boundries and make events seem like they jump off.

One method is to lock the window scroll uoon certain dimensions and have tnem move behond the screen.

Hope that helps a little.
I know the screen and map are different, which is why there's a data (which can be set as a variable) for both, but no.. I mean a player can jump off both the map and the screen. The boundaries I set for the map were the default, 17x13, and I only put a few squares which were passable for the character to walk in.

Next I set a parallel event that would make the player jump (as I said, using Set Move Route on page 2 of event commands in the event manager) depending on the direction button pushed. When I play test (or when I try the actual Game.exe) the player can (and will) jump off the map outside of the boundaries of the 17x13 rectangle, and depending on how far away you jump it will take that long to jump back. Of course as the map was restricted to 17x13 the camera will not follow so the player also goes off the screen.

Hopefully this better illustrates what I mean.
 
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