Paper mario style movement Graphics?

KillerPixEEL

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Wonder if anyone heard of a way to setup player movement like paper Mario? when you move left or right its normal but if you move up or down it retains the direction left or right facing unless you are traveling in a diagonal which the image would change to a left or right image toward the direction you were heading.

Video has some paper Mario gameplay if you don't know what I mean. (no up or down graphics)

 

Cormorant42

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Are you talking full 3D? Or just the graphic?

If it's just the graphic, that's pretty easy to do. Just swap out the up/down frames on the spritesheet with the left/right frames.

If it's full 3D, you'll need to combine the above with a plugin like MV3D or Super Mode 7.
 

KillerPixEEL

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Are you talking full 3D? Or just the graphic?

If it's just the graphic, that's pretty easy to do. Just swap out the up/down frames on the spritesheet with the left/right frames.

If it's full 3D, you'll need to combine the above with a plugin like MV3D or Super Mode 7.
just the graphic, but if I swap the up graphic for the right facing back praphic And run left then up, I’d be facing the wrong way. Maybe I didn’t quite explain it right. Essentially Thera are four directional graphic still. Up left, up right, left, and right. (When your moving down it just retains whichever direction you were last moving.
 

Cormorant42

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Then just use two sprites, and switch between them depending on which direction you're going with a parallel event.

Something like this:
Code:
variable control: myVar = facing direction of player
conditional branch if myVar = oldVar (
    
    conditional branch if myVar = 4 (
    
        change actor images (facing left)
    
    ) else (
    
        conditional branch if myVar = 6 (
        
            change actor images (facing right)
        
        )
    )
)
variable control: oldVar = myVar
 

KillerPixEEL

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I’ll try giving that a shot
 

Wavelength

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Try @Cormorant42 's solution first, but in case that's not working, I just wanted to leave my own scriptlet that I wrote in VX Ace to solve this problem. You'd still have to convert all the syntax to MV's, but it should at least lay out the entire base of what you need to do. (In MV you could probably get rid of the first and last line which are used for Ace's script-class system; also, this particular scriptlet allows behavior to be turned on/off using a Switch - which is the only reason for the line which checks $game_switches[26] and its corresponding End).

Code:
class Game_CharacterBase
 
  #--------------------------------------------------------------------------
  # * Change Direction to Designated Direction
  #     d : Direction (2,4,6,8)
  #--------------------------------------------------------------------------
  alias :set_dir_sometimes :set_direction
  def set_direction(d)
    if $game_switches[26] == true
      if (d == 3 or d == 6 or d == 9)
        @direction = 6 if !@direction_fix
        @stop_count = 0
      end
      if (d == 1 or d == 4 or d == 7)
        @direction = 4 if !@direction_fix
        @stop_count = 0
      end
    else
      set_dir_sometimes(d)
    end
  end
 
end
 

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