Altimit Pixel Movement [0.50β]

● ARCHIVED · READ-ONLY
Started by xilefian 545 posts Page 22 of 28 View original ↗
  1. Is it possible for someone to look into follower compatibility with VE_DiagonalMovement?

    The player character correctly applies the diagonal sprite when moving diagonally (yay), however the followers do not apply their diagonal sprite for some reason.
  2. I love this plugin, but I'm having some difficulties with stationary event graphics.

    They seem to be very jittery and/or able to be very slightly able to be moved through. Is this a collision problem, and if so, could somebody give me a heads up on how to deal with this?
  3. Frigasaurus said:
    Is it possible for someone to look into follower compatibility with VE_DiagonalMovement?

    The player character correctly applies the diagonal sprite when moving diagonally (yay), however the followers do not apply their diagonal sprite for some reason.
    This, and honestly anything that improves the Follower AI so they don't get caught on edges as frequently.
  4. doriantoki said:
    This didn't seem to fix it ...

    NPCs are still just randomly nudging along at 1 pixel.

    Also, using the plugin command for random movement interferes with the event if there is a dialogue box attached to it due to needing to Autorun the event to have the random movement work properly. Unless I am missing something obvious here?
    i'm reading this thread and i'm having the same issue, they say they'd make an option to turn off diagonal move for events but i can't see to find it
  5. agoaj said:
    I've ported this to MZ @xilefian

    Here's the plugin on github.

    I'd submit a pull request but the changes break the MV plugin.
    Converted all the commands to the new easy to use Plugin Commands.
    FqyAgyW.png
    I tried to use this, but I always get the error "storageManager.load is not a function"
    Any help?


    Code:
    TypeError: StorageManager.load is not a function
        at Function.CollisionMesh.getMesh (js/plugins/AltimitMovement_MZ.js:3041:72)
        at Game_Map.collisionMesh (js/plugins/AltimitMovement_MZ.js:2722:30)
        at Game_Player.Game_CharacterBase.moveVectorMap (js/plugins/AltimitMovement_MZ.js:1257:148)
        at Game_Player.Game_CharacterBase.moveVector (js/plugins/AltimitMovement_MZ.js:1328:16)
        at Game_Player.moveByInput (js/plugins/AltimitMovement_MZ.js:1803:22)
        at Game_Player.update (js/plugins/AltimitMovement_MZ.js:1664:16)
        at Scene_Map.updateMain (js/rmmz_scenes.js:734:17)
        at Scene_Map.updateMainMultiply (js/rmmz_scenes.js:729:10)
        at Scene_Map.update (js/rmmz_scenes.js:716:10)
        at Function.SceneManager.updateScene (js/rmmz_managers.js:2097:29)
  6. It's Probably where you have the plugin placed in the plugin loader, try placing it at the bottom of the list, if that doesn't work, check to see if you have other plugins messing with it.
    Akone said:
    I tried to use this, but I always get the error "storageManager.load is not a function"
    Any help?


    Code:
    TypeError: StorageManager.load is not a function
        at Function.CollisionMesh.getMesh (js/plugins/AltimitMovement_MZ.js:3041:72)
        at Game_Map.collisionMesh (js/plugins/AltimitMovement_MZ.js:2722:30)
        at Game_Player.Game_CharacterBase.moveVectorMap (js/plugins/AltimitMovement_MZ.js:1257:148)
        at Game_Player.Game_CharacterBase.moveVector (js/plugins/AltimitMovement_MZ.js:1328:16)
        at Game_Player.moveByInput (js/plugins/AltimitMovement_MZ.js:1803:22)
        at Game_Player.update (js/plugins/AltimitMovement_MZ.js:1664:16)
        at Scene_Map.updateMain (js/rmmz_scenes.js:734:17)
        at Scene_Map.updateMainMultiply (js/rmmz_scenes.js:729:10)
        at Scene_Map.update (js/rmmz_scenes.js:716:10)
        at Function.SceneManager.updateScene (js/rmmz_managers.js:2097:29)
  7. I tied with a new project with only this plugins activated.. Soon as I try to move I get the error !!
    I use the last mz corescript 1.4.4
  8. Dankovsky said:
    @xilefian as this is the "ultimate pixel movement plugin" I have to ask... do you think it would be possible to make it compatible with Yanfly enemy chase player plugin? Currently the "chase player" movement route causes the enemies to go insane and flip like crazy in random directions, instead of chasing the player normally.
    This is what sadly prevented me from using the pixel movement for the moment, as I really want to have enemies that chase the player...
    I know this is two years old, but I just have it set to standard movement when characters use a moveroute and the event chase plugin works just fine for me.
    Don't know if that helps anyone but uh- it's there if anyone needs it ^.^
    ======================================================

    edit: @xilefian @Restart

    I was wondering how I can move a character to the center of a tile with a plugin command? I found one in the description for moving the player to the edge of the tile, but not for moving the character to the center. (I assume it exists though, I just need to know the syntax)
    My situation is that I want characters to jump across lily pads, but if you interact with the event at it's edge you can get softlocked pretty easily.

    I need to move the player to the center of the tile the player is currently on regardless of where they are on it. If I could also specify the tile I want the player to move to the edge of that would be great!

    Here's a screenshot of what I'm working with
    ice_screenshot_20220416-005032.png
    ice_screenshot_20220416-005247.png

    Thankyou ^.^
  9. In the help file it's said you can name the collider presets and set them like this:
    Code:
    AltMovement collider set 2 "shape A"
    But it doesn't explain how you can name the presets in the first place. Would be much easier to use named presets rather than trying to remember or looking up what preset 4 was exactly.
  10. Can you please tell me how to give events the collision of an isometric tile? I mean, how do I set that up? If you can give me the numbers, I'd really appreciate it.

    Pic related are the basic shapes of my isometric tiles. The grid is 48*48.

    Sprite-0001.png
  11. Gargoyle77 said:
    Can you please tell me how to give events the collision of an isometric tile? I mean, how do I set that up? If you can give me the numbers, I'd really appreciate it.

    Pic related are the basic shapes of my isometric tiles. The grid is 48*48.

    View attachment 234624
    For the left set of tiles:
    top left
    <polygon points='0.0,1.0 1.0,0.5 1.0,1.0' />
    top right
    <polygon points='0.0,0.5 1.0,1.0 0.0,1.0' />
    middle left/right
    <polygon points='0.0,0.0 1.0,0.0 1.0,1.0 0.0,1.0' />
    bottom left
    <polygon points='0.0,0.0 1.0,1.0 1.0,0.5' />
    bottom right
    <polygon points='0.0,0.0 1.0,1.0 0.0,0.5' />

    For the right set of tiles:
    top left
    <polygon points='0.0,0.5 0.0,1.0 1.0,1.0 0.0,1.0' />
    top right
    <polygon points='0.0,0.0 1.0,0.5 1.0,1.0 0.0,1.0' />
    bottom left
    <polygon points='0.0,0.0 1.0,0.0 1.0,1.0 0.0,0.5' />
    bottom right
    <polygon points='0.0,0.0 1.0,0.0 1.0,0.5 0.0,1.0' />

    Basically "0.0,0.0 is the top left of a tile while "1.0,1.0" is the bottom right of a tile
  12. Angelglory said:
    For the left set of tiles:
    top left
    <polygon points='0.0,1.0 1.0,0.5 1.0,1.0' />
    top right
    <polygon points='0.0,0.5 1.0,1.0 0.0,1.0' />
    middle left/right
    <polygon points='0.0,0.0 1.0,0.0 1.0,1.0 0.0,1.0' />
    bottom left
    <polygon points='0.0,0.0 1.0,1.0 1.0,0.5' />
    bottom right
    <polygon points='0.0,0.0 1.0,1.0 0.0,0.5' />

    For the right set of tiles:
    top left
    <polygon points='0.0,0.5 0.0,1.0 1.0,1.0 0.0,1.0' />
    top right
    <polygon points='0.0,0.0 1.0,0.5 1.0,1.0 0.0,1.0' />
    bottom left
    <polygon points='0.0,0.0 1.0,0.0 1.0,1.0 0.0,0.5' />
    bottom right
    <polygon points='0.0,0.0 1.0,0.0 1.0,0.5 0.0,1.0' />

    Basically "0.0,0.0 is the top left of a tile while "1.0,1.0" is the bottom right of a tile
    Thanks a lot for your help! The numbers you wrote work perfectly fine. Now I can finally put that aspect of the game to rest. Thanks again!
  13. The following update to the script fixes a 1 cycle delay in processing of move commands which ends up resulting in a stop-stuttering effect during automated move commands.

    Version for RMMV (PR'd):
    https://github.com/AltimitSystems/m...mits/4c77ce6ec87c0415cfd40a3fd63b382f3f96d3d7

    Version for RMMZ (port from agoaj from earlier in this thread)
    Fix 1 cycle delay in processing of move commands that causes a visibl… · snaphat/AltimitMovement.js@5f30457
  14. Do anyone have a download link to this script? It looks like the original leads to a dead page.

    Edit: Well, that was fast. I found Altimit's GitHub, and the link to download it is there, in case anyone else can't find it.
  15. Is there a plugin command to kill this plugin? I like this plugin much more than other movement plugins, but I'm using mv3D and want grid-based movement during certain scenes. I've looked everywhere with no answer, so I'm sorry if you've addressed this already.
  16. Settezin said:
    Is there a plugin command to kill this plugin? I like this plugin much more than other movement plugins, but I'm using mv3D and want grid-based movement during certain scenes. I've looked everywhere with no answer, so I'm sorry if you've addressed this already.

    I checked and it didn't have it so whipped up support for enabling/disabling the plugin. Essentially, the modification redirects all modified backend commands back to the originals when the plugin is disabled and resets the player coordinates back to the grid.

    MZ version (via gui plugin command):
    Add disable plugin implementation · snaphat/AltimitMovement.js@8fa2499
    MV Version (via 'AltMovement disable|enable'):
    Add disable/enable plugin support · snaphat/mv-plugins@d66ede0
    Pherocity_Studios said:
    Do anyone have a download link to this script? It looks like the original leads to a dead page.

    Edit: Well, that was fast. I found Altimit's GitHub, and the link to download it is there, in case anyone else can't find it.
    I wouldn't use that copy as it contains a stuttering auto-movement bug. You should use the PR modded version I made or the branch in this post. It's just ALtimit's github copy forked with the bug fix, and bug fix + new command.
  17. How does the collision work in regards to events?

    Say I have a sprite that's 96x96, would "1" be equal to 96 pixels? Or is it going off of the default 48 pixel size?

    IE if I made such an event have this for a collision box, would this be a perfect square?
    <polygon points='0.0,0.0 1.0,0.0 1.0,1.0 0.0,1.0' />


    (this is actually much harder when trying to use a circular collision box)
  18. I know I'm like what 5 years too late on this but is there any way I could enable and disable the vector movement mid-game?
  19. hoovie121 said:
    I know I'm like what 5 years too late on this but is there any way I could enable and disable the vector movement mid-game?
    Ok, I'm really sorry actually the page didn't expand when I typed that. My bad.
  20. Sorry for bothering, is there a method that can disable diagonally moving?