I would need more info on the starting pokemon to try to name them, such as there later evolutions and what they might look like. But I can help with other parts of the game. You can eliminate the moonwalking by replacing your current move system with this;
Player->DrawActor->Script Editor
- Code: Select all
char* key=GetKeyState();
int DIR;
if (key[KEY_UP]==1)
{
DIR=0;
KeyDown=1;
}
if (key[KEY_RIGHT]==1)
{
DIR=1;
KeyDown=1;
}
if (key[KEY_DOWN]==1)
{
DIR=2;
KeyDown=1;
}
if (key[KEY_LEFT]==1)
{
DIR=3;
KeyDown=1;
}
if (KeyDown==1)
{
switch(DIR)
{
case 0:
y-=2;
ChangeAnimation("Event Actor", "walk up", NO_CHANGE);
break;
case 1:
x+=2;
ChangeAnimation("Event Actor", "walk right", NO_CHANGE);
break;
case 2:
y+=2;
ChangeAnimation("Event Actor", "walk down", NO_CHANGE);
break;
case 3:
x-=2;
ChangeAnimation("Event Actor", "walk left", NO_CHANGE);
break;
}
}
else
{
switch(DIR)
{
case 0:
ChangeAnimation("Event Actor", "up", FORWARD);
break;
case 1:
ChangeAnimation("Event Actor", "right", FORWARD);
break;
case 2:
ChangeAnimation("Event Actor", "down", FORWARD);
break;
case 3:
ChangeAnimation("Event Actor", "left", FORWARD);
break;
}
}
Player->KeyUp(any)->Script Editor
- Code: Select all
char * key = GetKeyState();
if (key[KEY_DOWN]==0 && key[KEY_RIGHT]==0 && key[KEY_LEFT]==0 && key[KEY_UP]==0)
{
KeyDown=0;
}
If you want each keydown to set the movement, ie. DOWN is pressed, while you are moving down, you press RIGHT, if you want that to set you to move right, this will not work. You would need to set it up a little differently. If that is what you want, I can explain that.
Also, I suggest moving the dont_go_wire_frame farther north, you can bypass it if you try. And so you know, the Script Editor can do anything you want, such as your ChangeAnimations. So instead of doubling up events from a trigger, you can just have one Script Editor event.