Спойлер Скриншоты:
Эти?
Вид для печати
Спойлер Скриншоты:
Эти?
И к этим подходил, ничего. О, нет нашел, по ходу я пробовал всять их с краев, когда ничего не произошло думал атрибут локации, ладно, продолжу:)
Поиграл до конца демки, музыка хороша даже не включил свой треклист, лица меняются с эмоциями персов, это тоже хорошо, как же в такую маленькую уместилось столько еды:)? Единственное что нервирует, когда перс между предметами и не может двигаться быстрее, например тут я хочу повернуть налево, но пройдет 2 секунды прежде чем он это сделает, то же самое касается любого движения если ты в углу.
http://i63.fastpic.ru/thumb/2014/060...6a5f2a9f1.jpeg
Спойлер Проблема:#================================================= =============================
# ** Victor Engine - Rotational Turning
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
# v 1.00 - 2011.12.23 - First relase
# v 1.01 - 2011.12.30 - Fixed get on and off vehicle glitch
# v 1.02 - 2012.01.01 - Fixed initial event direction and added new tags
# v 1.03 - 2012.01.04 - Compatibility with Character Control
#------------------------------------------------------------------------------
# This scripts allows to set a different movement when the character changes
# the direction he is facing, instead of facing directly the new direction
# the character tunrs smoothly with a rotational movement.
#------------------------------------------------------------------------------
# Compatibility
# Requires the script 'Victor Engine - Basic Module' v1.05 or higher
# If used with 'Victor Engine | Multi Frames' paste this one bellow it.
#
# * Overwrite methods
# class Game_CharacterBase
# def set_direction(d)
#
# * Alias methods
# class Game_CharacterBase
# def init_private_members
# def update
#
# class Game_Event < Game_Character
# def clear_page_settings
# def setup_page_settings
#
# class Game_Player < Game_Character
# def initialize
#
# class Game_Interpreter
# def comment_call
#
#------------------------------------------------------------------------------
# Instructions:
# To instal the script, open you script editor and paste this script on
# a new section on bellow the Materials section. This script must also
# be bellow the script 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Comment calls note tags:
# Tags to be used in events comment box, works like a script call.
#
# <actor rotation on>
# <actor rotation off>
# These tags allows to turn the rotation move on or off for the player.
#
# <event i rotation on>
# <event i rotation off>
# These tags allows to turn the rotation move on or off for events.
# i : event ID
#
#------------------------------------------------------------------------------
# Comment boxes note tags:
# Tags to be used on events Comment boxes. They're different from the
# comment call, they're called aways the even refresh.
#
# <rotation move>
# This tag allows the rotation move for events if VE_ROTATE_EVENTS = false
# It enables the rotation move only for the page where the comment
# is located
#
# <block rotation>
# This tag disable the rotation move for events if VE_ROTATE_EVENTS = true
# It disable the rotation move only for the page where the comment
# is located
#
#================================================= =============================
#================================================= =============================
# ** Victor Engine
#------------------------------------------------------------------------------
# Setting module for the Victor Engine
#================================================= =============================
module Victor_Engine
#--------------------------------------------------------------------------
# * Set rotational turning for events
# If true, automatically all events will have rotational turning.
# If false, you must add the rotational turning manually by adding the
# comment tag for rotational turn on it.
#--------------------------------------------------------------------------
VE_ROTATE_EVENTS = true
#--------------------------------------------------------------------------
# * Set wait time between the frame change during rotation
#--------------------------------------------------------------------------
VE_ROTATION_WAIT = 2
end
$imported[:ve_roatation_turn] = true
#================================================= =============================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#================================================= =============================
class Game_CharacterBase
#--------------------------------------------------------------------------
# * Overwrite method: set_direction
#--------------------------------------------------------------------------
def set_direction(d)
@stop_count = 0
return if @direction_fix || d == 0
set_final_direction(d)
@rotation_wait = VE_ROTATION_WAIT
@clock_rotation = rotation_direction
@current_direction = @final_direction if !rotation_enabled?
end
#--------------------------------------------------------------------------
# * Alias method: init_private_members
#--------------------------------------------------------------------------
alias :init_private_members_ve_roatation_turn :init_private_members
def init_private_members
init_private_members_ve_roatation_turn
@final_direction = 0
@current_direction = 0
@rotation_wait = 0
end
#--------------------------------------------------------------------------
# * Alias method: update
#--------------------------------------------------------------------------
alias :update_ve_roatation_turn :update
def update
update_rotation if rotating?
update_ve_roatation_turn
update_direction
end
#--------------------------------------------------------------------------
# * New method: set_final_direction
#--------------------------------------------------------------------------
def set_final_direction(d)
diag = $imported[:ve_diagonal_move] && diagonal_enabled? && diagonal?
case d
when 2 then @final_direction = diag ? 1 : 0
when 4 then @final_direction = diag ? 3 : 2
when 6 then @final_direction = diag ? 7 : 6
when 8 then @final_direction = diag ? 5 : 4
end
end
#--------------------------------------------------------------------------
# * New method: rotation_direction
#--------------------------------------------------------------------------
def rotation_direction
clock = 0
nclock = 8
clock += 1 while @final_direction != (@current_direction + clock) % 8
nclock -= 1 while @final_direction != (@current_direction + nclock) % 8
clock < (8 - nclock)
end
#--------------------------------------------------------------------------
# * New method: rotation_enabled?
#--------------------------------------------------------------------------
def rotation_enabled?
@rotation_enabled
end
#--------------------------------------------------------------------------
# * New method: rotating?
#--------------------------------------------------------------------------
def rotating?
@final_direction != @current_direction
end
#--------------------------------------------------------------------------
# * New method: update_rotation
#--------------------------------------------------------------------------
def update_rotation
@pattern = @original_pattern
return @rotation_wait -= 1 if @rotation_wait > 0
@rotation_wait = VE_ROTATION_WAIT
add = $imported[:ve_diagonal_move] ? 1 : 2
dir = @current_direction
dir = (dir + add) % 8 if @clock_rotation
dir = dir - add if !@clock_rotation
dir = $imported[:ve_diagonal_move] ? 7 : 6 if dir < 0
@current_direction = dir
end
#--------------------------------------------------------------------------
# * New method: update_direction
#--------------------------------------------------------------------------
def update_direction
case @current_direction
when 0 then @direction = 2; @diagonal = 0
when 1 then @direction = 2; @diagonal = 1
when 2 then @direction = 4; @diagonal = 0
when 3 then @direction = 4; @diagonal = 7
when 4 then @direction = 8; @diagonal = 0
when 5 then @direction = 8; @diagonal = 9
when 6 then @direction = 6; @diagonal = 0
when 7 then @direction = 4; @diagonal = 3
end
end
end
#================================================= =============================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#================================================= =============================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Alias method: clear_page_settings
#--------------------------------------------------------------------------
alias :clear_page_settings_ve_roatation_turn :clear_page_settings
def clear_page_settings
clear_page_settings_ve_roatation_turn
@rotation_enabled = false
end
#--------------------------------------------------------------------------
# * Alias method: setup_page_settings
#--------------------------------------------------------------------------
alias :setup_page_settings_ve_roatation_turn :setup_page_settings
def setup_page_settings
setup_page_settings_ve_roatation_turn
@rotation_enabled = VE_ROTATE_EVENTS || note =~ /<ROTATION MOVE>/i
@rotation_enabled = false if note =~ /<BLOCK ROTATION>/i
set_final_direction(@direction)
@current_direction = @final_direction
end
end
#================================================= =============================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#================================================= =============================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias method: initialize
#--------------------------------------------------------------------------
alias :initialize_ve_roatation_turn :initialize
def initialize
initialize_ve_roatation_turn
rotation_on
end
#--------------------------------------------------------------------------
# * Alias method: get_on_off_vehicle
#--------------------------------------------------------------------------
alias :get_on_off_vehicle_ve_roatation_turn :get_on_off_vehicle
def get_on_off_vehicle
return if rotating?
get_on_off_vehicle_ve_roatation_turn
end
#--------------------------------------------------------------------------
# * New method: rotation_on
#--------------------------------------------------------------------------
def rotation_on
@rotation_enabled = true
@followers.rotation_on
end
#--------------------------------------------------------------------------
# * New method: rotation_off
#--------------------------------------------------------------------------
def rotation_off
@rotation_enabled = false
@followers.rotation_off
end
end
#================================================= =============================
# ** Game_Follower
#------------------------------------------------------------------------------
# This class handles the followers. Followers are the actors of the party
# that follows the leader in a line. It's used within the Game_Followers class.
#================================================= =============================
class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * New method: rotation_on
#--------------------------------------------------------------------------
def rotation_on
@rotation_enabled = true
end
#--------------------------------------------------------------------------
# * New method: rotation_off
#--------------------------------------------------------------------------
def rotation_off
@rotation_enabled = false
end
end
#================================================= =============================
# ** Game_Followers
#------------------------------------------------------------------------------
# This class handles the followers. It's a wrapper for the built-in class
# "Array." It's used within the Game_Player class.
#================================================= =============================
class Game_Followers
#--------------------------------------------------------------------------
# * New method: rotation_on
#--------------------------------------------------------------------------
def rotation_on
each {|follower| follower.rotation_on }
end
#--------------------------------------------------------------------------
# * New method: rotation_off
#--------------------------------------------------------------------------
def rotation_off
each {|follower| follower.rotation_off }
end
end
#================================================= =============================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#================================================= =============================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias method: comment_call
#--------------------------------------------------------------------------
alias :comment_call_ve_roatation_turn :comment_call
def comment_call
call_change_actor_rotation
call_change_event_rotation
comment_call_ve_roatation_turn
end
#--------------------------------------------------------------------------
# * New method: call_change_actor_rotation
#--------------------------------------------------------------------------
def call_change_actor_rotation
if note =~ /<ACTOR ROTATION (ON|OFF)>/i
$game_player.rotation_off if $1.upcase == "OFF"
$game_player.rotation_on if $1.upcase == "ON"
end
end
#--------------------------------------------------------------------------
# * New method: call_change_event_rotation
#--------------------------------------------------------------------------
def call_change_event_rotation
if note =~ /<EVENT (\d+) ROTATION (ON|OFF)>/i
$game_map.events[$1.to_i].rotation_off if $2.upcase == "OFF"
$game_map.events[$1.to_i].rotation_on if $2.upcase == "ON"
end
end
end
Проблема скорей всего в этом...
Думал так красивей будет.
Опа, используешь викторский скрипт, у него в скриптах не мало багов, хотя он их и старается исправлять, послд. обнов. делал в октябре 2013, не бери не исправленные.
Ничего красивого в том что перс тормозит в переулках.
Когда ждать новую демку?
Скрипт исправлю. (или нафиг его?)Цитата:
Демка будет где-то через неделю (может два, у меня сейчас экзамены... сегодня 5 получил по гражданскому праву:D:D:D:D
Так я вышел с универа: http://www.youtube.com/watch?v=192ZPtBMr-U).
Сначала учеба, потом игры, поздравляю с 5-ой:)
Скрипт, если можешь, исправь.
У тебя на аве случаем не Реборн?
Одному лишь Богу...
А помню, помню, 1-ые два сезона быстро пошли, 3-ий как-то не.