Altimit Pixel Movement [0.50β]

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Started by xilefian 545 posts Page 12 of 28 View original ↗
  1. @definite_lee tried that done that, doesn't work (even worse lag). Changing the priority also doesn't have an effect.
    @Restart Appearantly the player only needs a small touch and is able to move away again, but the event will still get activated. (so without being completely in it)
  2. hey, I was looking back in the changelogs for this plugin, and it says there is ladder compatibility, but when I use ladders in-game, they don't work properly. It just behaves like a normal tile.
  3. Well, I seem to have stumbled into a weird edge-case where you can have one-way passages created by collision boxes.

    If you arrange tiles like this
    eLdjuXT.png

    With an event that has a hitbox of this
    Code:
    <collider>
    
    <rect x='0.2' y='0.4' width='3.5' height='1.2' />
    
    </collider>

    And have your player hitbox be this

    Code:
    <rect x='0' y='0.5' width='1' height='.5' />
    
    <circle cx='0.5' cy='0.65' r='0.35' />

    You create an inescapable trap.

    I can upload a minimal test case if you like.
  4. GUYS I found out what causes the latency: first off, the animation and sound. I needs to be pre-loaded otherwise it will cause lag because it needs to be loaded into the RAM first. Second: don't directly transfer to another map on a below player touch event. Wait a few frames, then active a self switch to a 2nd page on autorun which contains the transfer player command. Third: Waiting 10 frames to let the player slowly become invisible also causes latency, this should be changed to Transparency: ON. Note: for some reason this only causes latency on the first try when the game it loaded, so it may come in handy to run a common event after a Load Game which changes an invisible events' transparency.

    Thanks anyways for trying to help, it's much appreciated!
  5. Arend Galenkamp said:
    GUYS I found out what causes the latency: first off, the animation and sound. I needs to be pre-loaded otherwise it will cause lag because it needs to be loaded into the RAM first. Second: don't directly transfer to another map on a below player touch event. Wait a few frames, then active a self switch to a 2nd page on autorun which contains the transfer player command. Third: Waiting 10 frames to let the player slowly become invisible also causes latency, this should be changed to Transparency: ON. Note: for some reason this only causes latency on the first try when the game it loaded, so it may come in handy to run a common event after a Load Game which changes an invisible events' transparency.

    Thanks anyways for trying to help, it's much appreciated!
    Did you not try setting "Use cached collision?" to No in the "Play-testing" Plugin parameter?
  6. xilefian said:
    Did you not try setting "Use cached collision?" to No in the "Play-testing" Plugin parameter?
    It's like that from the moment I started using the plugin

    Oh and I think I found a bug in the Input Config parameter: Gamepad mode 1 forces the player to always look left (even when walking) and I don't know why. Could be from my game since I've been tinkering with the input, but not via your plugins...
  7. Arend Galenkamp said:
    It's like that from the moment I started using the plugin

    Oh and I think I found a bug in the Input Config parameter: Gamepad mode 1 forces the player to always look left (even when walking) and I don't know why. Could be from my game since I've been tinkering with the input, but not via your plugins...
    i had that happen to me as well, but mine is on gamepad mode 3. once i unplugged the gamepad it went away. its inconsistent though, only has happened a few times
  8. Arend Galenkamp said:
    It's like that from the moment I started using the plugin
    Sorry I meant to write try setting it to "yes" - the collision mesh generation is the most RAM intensive operation and happens when map Id changes. When you're playing from the editor it will always regenerate the mesh unless you set it to use cached collisions (which is what is used when playing outside of the editor).
  9. xilefian said:
    Sorry I meant to write try setting it to "yes" - the collision mesh generation is the most RAM intensive operation and happens when map Id changes. When you're playing from the editor it will always regenerate the mesh unless you set it to use cached collisions (which is what is used when playing outside of the editor).
    This is what happens when it's turned to yes:
    Picture
    2019-03-23-2.png

    @bazrat Yes I meant to say 3, thaught the first one in the list would be number 1.
  10. Arend Galenkamp said:
    This is what happens when it's turned to yes:
    ...Are you...Are you trying to run this with UltraMode7? :kaoswt2:
  11. Uhm... perhaps. Is that a problem? Probably since you're saying it like that.
  12. Arend Galenkamp said:
    Uhm... perhaps. Is that a problem? Probably since you're saying it like that.
    That's like trying to fly an aeroplane with a helicopter strapped to the top of it. You're going to encounter a near infinite amount of issues, some will make zero sense and some will be subtle and slowly break your game over time.
  13. My life in a nutshell
  14. Could it be the reason I can't get your character animations plugin to work?
    This is what I got in an .xml file in the characters map:
    code
    <set tag="standing" sheet="YouFemaleExtra">
    <!-- Standing state uses YouFemaleExtra.png -->
    <animation direction="down_left">
    <frame x="48" y="240" width="48" height="48" />
    </animation>
    <animation direction="up_left">
    <frame x="48" y="336" width="48" height="48" />
    </animation>
    <animation direction="up_right">
    <frame x="48" y="288" width="48" height="48" />
    </animation>
    <animation direction="down_right">
    <frame x="48" y="192" width="48" height="48" />
    </animation>
    </set>

    <set tag="moving|dashing" sheet="YouFemaleExtra">
    <!-- Moving & Dashing states also use YouFemaleExtra.png -->
    <animation rate="3" direction="down_left">
    <!-- Animates at rate of 3 FPS -->
    <frame x="0" y="240" width="48" height="48" />
    <frame x="48" y="240" width="48" height="48" />
    <frame x="96" y="240" width="48" height="48" />
    </animation>
    <animation rate="3" direction="up_left">
    <!-- Animates at rate of 3 FPS -->
    <frame x="0" y="336" width="48" height="48" />
    <frame x="48" y="336" width="48" height="48" />
    <frame x="96" y="336" width="48" height="48" />
    </animation>
    <animation rate="3" direction="up_right">
    <!-- Animates at rate of 3 FPS -->
    <frame x="0" y="288" width="48" height="48" />
    <frame x="48" y="288" width="48" height="48" />
    <frame x="96" y="288" width="48" height="48" />
    </animation>
    <animation rate="3" direction="down_right">
    <!-- Animates at rate of 3 FPS -->
    <frame x="0" y="192" width="48" height="48" />
    <frame x="48" y="192" width="48" height="48" />
    <frame x="96" y="192" width="48" height="48" />
    </animation>
    </set>

    <!-- Also supports XML defined colliders, applies to entire character -->
    <collider>
    <circle cx='0.5' cy='0.75' r='0.5' />
    </collider>
  15. I tried to use this plugin in parallax maps, with yep region restriction, it doesn't work.
  16. This plugin is indeed very close to being the 'ultimate pixel movement' plugin, and is indeed very good, but the only flaw I've found is that if you transition to another map and are on a transition event, you'll activate it instantly without letting you walk off it, thus making it near-impossible to travel. Clicking the screen to guide your character causes a softlock. :(

    Edit: Clarification
  17. Kato-A said:
    I tried to use this plugin in parallax maps, with yep region restriction, it doesn't work.
    I use a transparent tile in tile E to determine passability, you can test and create the maps leaving it red (or your chosen color) semitransparent, for example, then when you will be going to release the game you just delete the color to make it invisible, but still determining passability.
  18. miani said:
    I use a transparent tile in tile E to determine passability, you can test and create the maps leaving it red (or your chosen color) semitransparent, for example, then when you will be going to release the game you just delete the color to make it invisible, but still determining passability.
    yeah, I did that but still have problems with galv character animations and I need it u.u
  19. @xilefian Hello I've almost figured out how to make an F-Zero clone. I figured out how to fluently change the YAW with Ultra Mode 7 and 2 buttons BUT the player character still moves up on the map instead of "up" according to the YAW degree. I've asked Bblizzard about it and he said that Math.cos($gameMap.ultraMode7Yaw) and Math.sin($gameMap.ultraMode7Yaw) need to be used in the movement plugin for it to be possible. Do you know where I need to change the script?

    I thought another option would be changing the degree the engine describes a forward since I use a Variable to change the YAW. (a parallel common event that +1 or -1 a Variable on a left or right button press. Right after that the YAW gets 1 frame to animate to the value of that Variable.) But I have no idea if that is even possible with your plugin.
    Thanks in advance!
  20. Figuring out collisions and all that just fine (wonderful plugin btw), just having a graphical issue where events tend to shake when the player moves. My game is outputting at 1280 x 720 with no fuzzy MV filtering, which I've tested and found to be the cause of the alignment issue. Any particular fix? Is there a variable I should adjust?