I need to have a sprite follow the player’s sprite like in the original SNES game. I’ll put your name in the credits :3
I have never play dragon quest so I don’t know how to help and I cant help since I helping this guy with a pokemon game so I might after I helped him
@Justasmallcoder here’s some sample code for ya! there are comments inside the code that explain what it does, but let me know if you have any questions.
Thank you so much . Is there a way to make work for grids? And is there a way to make sprites move along a grid smoothly instead of teleporting each time the player uses the D-Pad?
but I have some code to use for you its for health bars for multiple enemies
Thank you very much, but the battling system will be more turned based that Open field combat… I might use this code is a different project though… And I will give proper credit!
@Justasmallcoder are you using the grid extension? that extension is pretty old, i wouldn’t recommend using it
Oh, yea, I am. What should I use instead?
@Justasmallcoder hmmmm… what exactly are you trying to do? dragon quest isn’t really grid based
The original NES and SNES ones are. I’m just trying to figure out how to get the player sprite to move along a grid-like space rather than free movement.
the snes ones definitely aren’t… i just checked. but still, if you want to have that sort of movement, you could do something like this:
this example uses the jwunderl/arcade-sprite-util
extension by the way
I’m not going to start an argument, so I’ll admit I was wrong, but anyways, Is there a way to make the following sprites match the way the Hero moves? Sorry for be so dependent, I’m not good at complicated coding
https://makecode.com/_4yfb4WVH6Ea1
@Justasmallcoder i think you just need to increase the “followSteps” variable and you should get something close to what you want
If this were used in a turn based game is there anyway for the code for the part following to happen after a battle?
@richard Is there a way to animate the sprites separately?
@zef to do something like that, i would just use two separate sets of sprites. in other words, when a battle starts you would:
- hide all of the sprites (try setting the “invisible” flag to true) and disable their controls
- create a bunch of new sprites for the players and the various HUD elements, like status bars. for these sprites, you’ll probably want to set the “relative to camera” flag to true. also, give these sprites a different SpriteKind than the player sprites
- do the battle
- when the battle ends, destroy all the sprites that have the SpriteKind from step 2
- show all of the player sprites again and turn controls back on
@Justasmallcoder for animating sprites, i would recommend using the arcade-character-animations extension. that way you can give each of the sprites separate walking animations
ok thanks for telling me.
I tried, but I can’t animate the sprites because they all are party of the “Party” variable. I did make the last sprite in the line invisible and have a sprite moving exactly like it. I have an example because I cannot explain things for the life of me… https://makecode.com/_2mhR5VU52fDL