Ok, here's the
Movement
Tutorial
Introduction
Hello folks, this is my second tutorial about Zelda games. This one shows you
how you should move in a Zelda game, and also includes a .GAM file with an
example. In it, I have explained FastLoop - 8 Directions as well as I could, so
I hope you understand it 
Getting Started
Ok. First you need a object looking like this :

This will be the object that actually moves. Now, this has no in-built
movement.
The next thing you need to make, is the Sensors like in static or
FastLoop, which this is.. Nevermind.. 
They have to be sized and positioned like this:

Yep, that's the sensors. Now you just need one more part before starting on the
hard events. They're not really that hard, once you get the hang of it.
Link Himself is very important if you are to make a Zelda-game. Or if
you wanna move around like a shadow, fine by me 
Luckily, the example includes the required animations right here
Before you make the events, make four counters. Each for Link's direction.
(Up,
down, left and right)
How would you make a object move right?
Simple. All you do is to make three events. First make a condition that triggers
a loop. Like this:

This starts Loop # 2 for the amount of the X-Right-Counter which is set on 5.
Then you need an event like this:

This means: Whenever Loop # 2 Is looping and the sensor is not overlapping
obstacle background, these objects will move 1 pixel to the right. The
faster Loop #2 loops, the faster will they move. This is much better than static
this way. With FastLoop, you don't get objects crashed up into the background,
or sinking into it when landing. FastLoop is the perfect tool for making a
perfect engine.
Now you almost have a complete Right Movement. You need to add the last touch
to it before it's ready to use;

When the sensor then overlaps the obstacle background, Loop #2 stops, and the
counter is set to 0(I don't think it is necessary to set it to 0, but it's
just to avoid any bugs)
See? That wasn't too hard. Want me to show you how to make all the other
directions as well? Naah, I'd rather not. As much as my fingers are hurting from
the writing and editing, I do not want to tire your eyes out. Yet... 
Just repeat what you've done, with other loop #'s, with other conditions and
other pixel moves, but remember: Don't use several directions on the same
Loop! Always use different!
Back to Link. You got to make the hotspot of link in a way that makes Link
stand in the middle of the shadow, making it look realistic. Also, make Link
play the animation "Walking" whenever you press the arrow you want to
move in while the sensor for that direction is not overlapping obstacle
background. Make Link play the animation "Stopped" Whenever he is not
moving or if he tries to go through obstacle background. Dumb Link, you can't
move through obstacle background!
FAQ
Q: Why Loop # 2? Why not 3? Or 25? Or 356?
A: First of all, the Loop # doesn't matter. As long as
you have the same loop in the condition, in the trigger. For example if you
press the Right arrow, and it starts Loop # 4, the Loop Trigger Condition of the
event that moves the object, has to be 4. Like explained above, it's 2 all the
time, but if I was to make the object move in another direction, I couldn't use
2 again.
By the way, 356 can't be used in FastLoop. The max is 29.
Q: Why not use the regular built in 8-direction
movement?
A: Well, that IS a possibility, but personally, I think
it's n00bish. It shows more skill if you use FastLoop, and FastLoop has more
possibilities.
Q: Why do you center the sensors on the shadow? Why
not on the same positions, but following link instead? And cut the shadow?
A: I thought since I first wanted to make a shadow, in
case I was going to make jumps or anything like that, why not just center the
sensors on the shadow?
That's all folks.. Remember to download the example here
More to come! 