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Pixel-Walker is an 8-directional movement framework for the OHR intended to act as a replacement for default grid-based movement. Run the included .rpg file to see the scripts in action.

When compiling the scripts into your own project, make sure all .hss files are in one location, and compile "main.hss" in Custom. Apply the "newGame" plotscript as your new game special plotscript in custom (or add the script to your existing new game script). Apply "keypressHandler" to each map's On-Keypress script and "defaultAutorun" to each map's Autorun script.

Read through the constants defined in main.hss to get an idea of what immediately customizable values are available.

Pixel-Walker v2.1 was exported for OHRRPGCE version fufluns.

UPDATE Nov. 13, 2017:
+ 8-directional animation
+ Player acceleration
+ Better wall friction
+ Customizable player hitbox
* Cleaned a lot of code
* Changed constants to allow for easier customization and script flexibility

UPDATE Dec. 8, 2017:
+ NPC movement: wander and standstill
* Mostly cleanup: scripts are now split between three files, which should make finding things easier. Utility scripts are all in one file, so you don't have to look at them if you don't want to.

UPDATE Dec. 16, 2017:
+ NPC collisions
+ Finnicky NPC interaction (technically does nothing, but the scripts are there)
* Fixed an animation bug where "walk in place" NPCs only animated when the player was moving
* Obligatory code cleanup

UPDATE Feb. 7, 2020:
* Complete rewrite of scripts
+ A whole bunch

UPDATE Feb. 16, 2020:
* Fixed touch NPC collision detection
* Pushability now functions closer to default functionality (only pushability:full is available)
* Bug fixes with collisions, ai
+ NPC "Change Direction" and "Face Player" options
+ Debug features toggleable in code (off by default)
+ Added "Fake Game" map to better demonstrate features

UPDATE Mar. 16, 2020:
+ Added foemaps via zone placement
+ Menu activation
* Tweaked NPC properties assignment in npc.hss to be more readable
* Bug fixes

UPDATE Apr. 19, 2020:
+ Multi-frame, directional idle animations for heroes and NPCs
+ Non-square talkbox supported
+ Meandering chase/avoid NPC behaviors
+ Limited pushabilities (vertical/horizontal only, up only, etc.)
+ Suspend Commands (suspend walls, obstruction, etc.)
+ Caterpillar Mode
* Organized constants in main.hss a bit better
* Found numerous bugs due to playtesters' help

UPDATE May 25, 2020:
* Fixed a bug with Gorgonzola which caused invalid slice handle errors
* Fixed party rearrangement
PostPosted: Sat Sep 02, 2017 9:58 pm

Last edited by kylekrack on Tue May 26, 2020 12:02 am; edited 9 times in total
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Caterpillar party
zone foemap at work
test scene
The scripts in action