Game Development Reference
In-Depth Information
Below the checkerboard, you have a list of four
Options .
1.
Walking Anim. is short for “Walking Animation” and displays character movement.
If you turn off Walking Anim. and have an NPC that moves, the character will appear
to be sliding on the ground.
2.
Stepping Anim. is short for “Stepping Animation.” When the check box is ticked,
the NPC will walk in place. A neat use of Stepping Anim. is if you want to simulate
gesturing during conversations.
3.
Direction Fix . As the option implies, clicking this check box will cause the event to
be unable to switch directions. You could use this for a shooting gallery-type of mini-
game, in which you want the player to face forward no matter what arrow key he/she
presses.
4.
Through . The player character can pass through an event that has this option toggled
on. Logically, the event can also pass through the player character (in the case of a
mobile event such as an NPC). This is cool for ghosts and other such apparitions.
Autonomous Movement is divided into three functions.
1.
Type . Defines what kind of movement the event uses. There are four types of
movement.
Fixed : An event with this type of movement will remain in its starting location. This is
perfect for the many kinds of immobile things that you will need for your RPG.
Random : Events with a random movement type will wander wherever they feel like,
with no rhyme or reason. I'd use this movement type sparingly, as it can cause some
annoying situations if you have thin corridors in your game.
Approach : An event with this movement type will try to approach the player
character. It is good for making a scene involving enemies chasing your players.
Custom : This allows the Move Route button to be clicked, which, in turn, lets you set
a movement pattern for the event in question.
2.
Speed . This sets how quickly the event executes its movement pattern. The higher
the speed, the quicker the event will step.
3.
Freq . Short for “Frequency.” Sets how frequently the event executes its movement
pattern. The higher the frequency, the more often the event takes a movement
action.
Priority defines what graphical layer an event is rendered on, relative to the player character.
1.
Below Characters . Means that the event is located beneath the player character's
feet. This is good for floor switches and staircases.
2.
Same As Characters . Means that the event is located on the same graphical layer as
the player character. This is perfect for NPCs and inanimate objects, such as cabinets
and trees.
3.
Above Characters . Means that the event is located over the player character's head.
This is useful for chandeliers and ceilings, among other things.
 
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