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(RMMV) How to make followers do this very specific thing?

A topic by Critterprinter created May 02, 2025 Views: 97 Replies: 6
Viewing posts 1 to 3
(2 edits)

Hi! So in the spirit of this game jam, I’m using the followers mechanic in a way it really wasn’t intended: to turn the party into a segmented snake, like the classic arcade game. So far it’s working great, except for an issue where the animations don’t always all start at the same time, so the ‘snake’ ends up looking disjointed as different segments move out of sync. (Unlike the arcade game, to be clear, the segments wiggle back and forth as you move.) It’s inconsistent, though – sometimes it’s in perfect sync, but there’s always a chance that it gets jumbled whenever I start moving after idling for a bit.

I’m guessing it’s because the game engine starts the animation of the followers at slightly different times, or something? It probably starts them moving one after another, and there’s enough of a time gap between them that one follower might be on its second or third frame before the one behind it has even started. I don’t know how it’s all implemented, so I’d need to check and see if that’s the case.

My simple fix of resetting the frame number of each follower to match the player at certain points (using a plugin to target individual followers) didn’t seem to have any effect, so I might need to look into the core RPG Maker code and see where follower movement is managed. Before I waste too much time, though, doea anyone have any advice or potential fixes? I have a lot I want to get done and not enough time to do it all, at least not if I spend too much time on this aspect.

I’m using RPG Maker MV 1.6.1 on Linux (so switching to another version of RPG Maker is not desirable, as I want to stay on Linux). Even just pointing out the line number(s) and the .js file that I want to look at would be a huge help, as I couldn’t find anything helpful with a quick skim. I’m a programmer and I don’t mind diving deep into the code, but I’m still very unfamiliar with gamedev specifically, so I don’t quite know what to look for. (And the relative lack of comments doesn’t help.)

Host(+1)

Hi, I won't be able to help you with your MV problem regarding the followers themselves but~ if you do end up struggling for time and miss the deadline, I can post you a submission link for your project after the voting period starts. Hope someone chimes in and helps you out - sorry I couldn't on this occasion :{

So as it turns out, I’m not going to be able to make it for unrelated reasons – basically poor time management and misremembering the precise deadline (for some reason I just assumed it was due at midnight my time, not 1pm).

Is submitting late still an option? (In case it’s relevant, I don’t even want a chance at the prize, it was just fun to participate.)

Host(+1)

Yes no problem. Let me know when you're ready and I can sort it for you.

I ended up really needing a break, so I think I’ll opt out of submitting it – but thank you regardless! Would it be okay if I made a new topic here when I do (eventually) upload it to itch.io?

Host(+1)

Absolutely fine, yes. When it's ready, all you need to do is post the link to your project page and I take that to itch and generate a submission link to give you so you can upload from that.

I don't blame you for needing a break, I'm a hobbyist dev too and burnout, IRL stuff affects us all.

If you're interested the second jam is on it's way soon, you could hold off from this and submit your game to that one if you wanted so that you can get some votes/ratings and feedback on your game, the prize pool is being expanded also. I'll leave the decision up to you and good luck with the rest of your project.

(+1)

I GOT IT! Took quite a while to find the spot that needed changing, but the code itself is tiny.

Game_Follower.prototype.increaseSteps = function() {
    Game_CharacterBase.prototype.increaseSteps.call(this);
    this._pattern = $gamePlayer._pattern;
};