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How to create a "Player Falls Down a Hole" animation

Tutorial How to create a "Player Falls Down a Hole" animation 1.0

Ulithium_Dragon

Trainer
Member
Posts
52
#1
Ulithium_Dragon submitted a new resource:

How to create a "Player Falls Down a Hole" animation - This tutorial will show how to simulate the effects of a pokemon-style hole falling animation.

This tutorial will go over how to simulate the effects of the standard pokemon-style fall down a hole animation (i.e. exclaim, scene transition, then fall with a thud).



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Foreward:
The method used to accomplish this is much the same as what is done in my Warp Tiles tutorial, albeit a lot simpler because we do not need to use dummy player events.

------------...
Read more about this resource...
 
L

Logica Defeituosa

Guest
#2
Well...

(I don't know if you can see the image)

The event doesn't work well on ice paths
 

Ulithium_Dragon

Trainer
Member
Posts
52
#3
Well...

(I don't know if you can see the image)

The event doesn't work well on ice paths
Hmm... Ok, try this:

In the scripts, go to the section "PField_Field" and find "def Kernel.pbSlideOnIce". Add this on a new line below "return if !event":
Code:
return if $falldownhole_ice
Then, in your event, add these two Script Commands like so:



That should fix the problem.

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(Also if you take the "v" off of the end of your GIF URL the preview would work. Imgur has this dumb "gifv" thing, and all it does is staple the imgur logo to the bottom of the GIF, which ruins embedding compatibility.)
 
Last edited:
L

Logica Defeituosa

Guest
#4
(Sorry for my broken English)
It actually locks your characters from sliding on the ice.
I used "return if $falldownhole_ice" in the script instead

(I'll try to change my RPG Maker language later)
and then "$falldownhole_ice = true" at the event start and "$falldownhole_ice = false" at the end.

The character will slide on the ice normally before and after this event
 
L

Logica Defeituosa

Guest
#6
Sorry if I'm being rude by sharing it:

Well, I made a version for Overworld Shadows utilizing the jump movement(So the shadow can be smoother):


I used the fade so the jumping animation won't take so long in our time perception.

English version:
>Wait: 2 frame(s)
>Show Animation: Player, [Exclaim bubble]
>Wait: 10 frame(s)
>Play SE:'Sleep', 100, 100
>Change Transparent Flag: Transparency
>Wait: 4 frame(s)
>Change Screen Color Tone: (-255,-255,-255,0), @6
>Wait: 8 frame(s)
>Transfer Player[],(),,
>Scroll Map: Down, 6, 6
>Wait: 3 frames(s)
>Wait: 3 frames(s)
>Change Transparent Flag: Normal
>Script: $falldownhole_ice = true
>Set Move Route: Player
:Through ON
:Direction Fix ON
:Change Frequency: 6
:Change Speed: 6
:Jump: +0,+6
:Wait: 2 frames
:SE: "break_01, 80, 100
:Change Frequency: 3
:Change Speed: 3
:Direction Fix OFF
:Through OFF
>Change Screen Color Tone: (0,0,0,0), @40
Wait: 8 frame(s)
Wait for Move's Completion
Wait: 2 frame(s)
>Script: $falldownhole_ice = false

Also, you can do other things with your event...
 

MadDeodorant

Insert internet reference here
Member
Posts
58
#7
Sorry if I'm being rude by sharing it:

Well, I made a version for Overworld Shadows utilizing the jump movement(So the shadow can be smoother):


I used the fade so the jumping animation won't take so long in our time perception.

English version:
>Wait: 2 frame(s)
>Show Animation: Player, [Exclaim bubble]
>Wait: 10 frame(s)
>Play SE:'Sleep', 100, 100
>Change Transparent Flag: Transparency
>Wait: 4 frame(s)
>Change Screen Color Tone: (-255,-255,-255,0), @6
>Wait: 8 frame(s)
>Transfer Player[],(),,
>Scroll Map: Down, 6, 6
>Wait: 3 frames(s)
>Wait: 3 frames(s)
>Change Transparent Flag: Normal
>Script: $falldownhole_ice = true
>Set Move Route: Player
:Through ON
:Direction Fix ON
:Change Frequency: 6
:Change Speed: 6
:Jump: +0,+6
:Wait: 2 frames
:SE: "break_01, 80, 100
:Change Frequency: 3
:Change Speed: 3
:Direction Fix OFF
:Through OFF
>Change Screen Color Tone: (0,0,0,0), @40
Wait: 8 frame(s)
Wait for Move's Completion
Wait: 2 frame(s)
>Script: $falldownhole_ice = false

Also, you can do other things with your event...
Huh. Agora parece que a lógica não é propriamente defeituosa.
 

Ulithium_Dragon

Trainer
Member
Posts
52
#8
Sorry if I'm being rude by sharing it:

Well, I made a version for Overworld Shadows utilizing the jump movement(So the shadow can be smoother):


I used the fade so the jumping animation won't take so long in our time perception.

English version:
>Wait: 2 frame(s)
>Show Animation: Player, [Exclaim bubble]
>Wait: 10 frame(s)
>Play SE:'Sleep', 100, 100
>Change Transparent Flag: Transparency
>Wait: 4 frame(s)
>Change Screen Color Tone: (-255,-255,-255,0), @6
>Wait: 8 frame(s)
>Transfer Player[],(),,
>Scroll Map: Down, 6, 6
>Wait: 3 frames(s)
>Wait: 3 frames(s)
>Change Transparent Flag: Normal
>Script: $falldownhole_ice = true
>Set Move Route: Player
:Through ON
:Direction Fix ON
:Change Frequency: 6
:Change Speed: 6
:Jump: +0,+6
:Wait: 2 frames
:SE: "break_01, 80, 100
:Change Frequency: 3
:Change Speed: 3
:Direction Fix OFF
:Through OFF
>Change Screen Color Tone: (0,0,0,0), @40
Wait: 8 frame(s)
Wait for Move's Completion
Wait: 2 frame(s)
>Script: $falldownhole_ice = false

Also, you can do other things with your event...
Looks good! I made my version to emulate how it looks in FrLg, but your version is nice, too! ;3
 
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