I'm using mmf2 and I figured out how to move left and right using 8 direction function, but I don't know how to make my character jump. Are there any good tutorials on a rpg based game?
To give the character the ability to jump, use the Platform movement instead of 8 directions, or (far better) try using the Platform Movement Object extension.
Thank you, I thought that might be useful. Any way, I was working mostly on a status bar with menus, but now I need to make a ground lol. I made a map using a bunch of pieces put together, but how do I turn it into the floor? My character just falls to the bottom of the screen and that's not very good at all. Soryy, but this is my first time using mmf2, and I want to figure this stuff out before I ever think about purchasing the full version.
Edit: Ok, well I sort have figured that out, but I want my chracter to have his feet sort of on the ground a few milimeters, not exactly on top because I'm using grass on the ground. I set an event saying if collision between character and grass character stops. Dont know if it's right but it;s a start. Also, I don't know how to turn my ladder into an object that can be climbed.
I normally use 8 direction movement for RPG/Zelda-style games. To jump, you do this little workaround:
Give the player a shadow, which always stays on the floor. Then, give this shadow the '8-dir movement' option. Then set the player's X position to the X pos of the shadow. Set his Direction to the Direction of the shadow.
Then set his Y position to:
Y("Shadow")-Alterable Value A("Player")
We use Alterable Value A as the player's jump height.
So basically, it's the shadow that moves, the player simply follows the position of the shadow. When he jumps, say, 5 pixels in the air, we simply put a 5 pixel vertical distance between him and the shadow he's following. As he falls, that distance becomes 4, 3, 2, 1 until he's back down on the shadow again.
What I would do for the grass is put it on a separate layer from the obstacles that you actually collide with - this way the player will collide with the "real" platforms on the layer behind/in front of any decoration that you put in.