Altimit Pixel Movement [0.50β]

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Started by xilefian 545 posts Page 26 of 28 View original ↗
  1. That means the game can't find the object that has the property length or the object with the property 5 (maybe the same object?). Do these errors only occur when Altimit is turned on?
  2. I believe that "5" is the coordinate of the map, but I have no idea why the error is and yes, this error only occurs when Altimit Movement is On, there was another plugin, I think it was the DAE's Lighting System, this one was fine except that the bug was showing in the lighting, I'll check it again later
    AquaEcho said:
    That means the game can't find the object that has the property length or the object with the property 5 (maybe the same object?). Do these errors only occur when Altimit is turned on?

    1684891093481.png
  3. SushiAssado said:
    I believe that "5" is the coordinate of the map, but I have no idea why the error is and yes, this error only occurs when Altimit Movement is On, there was another plugin, I think it was the DAE's Lighting System, this one was fine except that the bug was showing in the lighting, I'll check it again later


    View attachment 263061
    Could you link to the version of the Khas Lighting plugin that you're using?
    If I had to guess, the plugin is looking for an event on a coordinate represented by whole numbers, except Altimit makes it so everything is now on decimal coordinates. You would have to either change the data being sent to the Khas plugin or change the function in the plugin itself to round event positions to whole numbers before doing anything else.
  4. Version 4.2: Folder with DEMOS
    Khas blog: here

    the error also occurs in previous versions. One more thing, I just tested Altimit with DAE's Lighting System and so far no problems
    AquaEcho said:
    Could you link to the version of the Khas Lighting plugin that you're using?
  5. I'm getting an "StorageManager.save is not a function" error when I move. The plugin is named
    raw.githubusercontent.com_AltimitSystems_mv-plugins_master_movement_js_plugins_AltimitMovement
    and it's the only active plugin. Can someone help? It does load the parameters tho
    Edit: I'm using MZ

    1690936167585.png1690936180146.png
  6. Sorry, I want to clear a doubt, does the size of collisions affect performance? or does it change nothing? :awat:
  7. The size of the collisions do not affect performance as far as I've noticed.
  8. Anyone know how to stop Altimit from automatically pushing the player or events outside another event's boundaries if they overlap? I'll probably figure it out eventually but it would save me a lot of time digging through code if someone knows.
  9. Pathfinding post-- So there's been a lot of complaints about how events get stuck on walls/corners in Altimit. I've found two solutions:

    1. This plugin is free and works in Altimit but is processor-intensive and will lag your game to run it all the time. So what you want to do is only call the pathfinding script if the following event is stuck.
    [RMMV Plugin] Advanced Movement
    (If you get the dir8 error, change line 174 of the plugin script from !Maki.Params.Dir8 to !Maki.AM.Dir8).

    To check if an event is stuck, you need a parallel common event and a couple variables. Here I store the following event's (event 4) coordinates into Control Variable 28, then have the parallel event check if the event's coordinates are the same as the last time it checked. If yes, increase idle timer by 1, and when idle timer reaches 10, call the jumpTowardPlayer() pathfinding script. I use the jump script because this will let the event pass whatever is blocking it- a wall corner, another event, or being stuck in a wall.
    1695172408055.png

    The cutoff script is
    JavaScript:
    (this.character(4).x==$gameVariables.value(28)[0] && this.character(4).y == $gameVariables.value(28)[1])

    The event will keep jumping toward the player until it is no longer stuck. This solution is for one event, if you want to do this with multiple events you'll likely need a plugin that uses self variables or self timers.

    1b. Alternatively, you can just set the following event to THROUGH for one tile to walk through whatever's blocking it if it's stuck and skip the plugin, or use a different plugin like Galv Move Route Extras to tell it to jump one tile forward instead of jumping toward the player. Experiment to get the effect you want.

    2. This plugin is super efficient and will not lag the game but 1)it costs money, 2)only pathfinds in four directions (up,left,down,right) so events will walk in zigzags while pathfinding instead of smooth pixel movement, and 3)requires a few edits to force the pathfinding nodes into whole numbers because decimal coordinates will make the plugin crash your game. You need to Ctrl+F the source code and edit every getNodeAt function on the last line to Math.round the coordinates (pic example below). Also note it does not play nice with ChronoEngine (if you're using it) because it uses moveTowardCharacter() and ChronoEngine overwrites that function.
    KoTC Optimized Pathfinding System Rpg Maker MV/MZ by Knight of the Celestial 1695171690782.png
  10. Hi everyone,
    I use altimit on MZ and I'm trying to change the move speed of the player but when I do
    I get different speed depending of the direction, like normal increase speed to the right and down,
    and laggy slower speed to the up and left.
    Seems to bug with decimals, if I put 5 as speed it works, but I need 4.1 (same I used on MV) and
    I doesn't work (tried also 4.5 and more, same problem)

    I use this command to change speed
    $gamePlayer.setMoveSpeed(4.1)
    and on the MV version of my project with altimit it worked great but not on MZ.
    Any idea how to fix this ? I tried move speed plugins also, like SpeedManager, but same issue as the code up there.
  11. Hey Jackass, this is i think different topic but you can change your speed also with speed manager v1.1.

    Otherwise, please, can someone help me about Altimit movement, i would have a question, is this "normal" ?

    I'd like to not enter in a loop, it's like it keep pushing the buttons and never stops, is there a way to not have to deal with this ?
    It caused me to turn it off cause it's not playable like that.
    Also, can we change the viual effect so it doesnt fluctuate like a disco ball ? I mean, i would like to use a simple click that disapear once it's clicked, i dont need to trigger epileptic crisis to people or myself.
    I'm very sorry if i don't explain clearly what i want, english ain't my native language.
  12. DrapeauNoir said:
    Hey Jackass, this is i think different topic but you can change your speed also with speed manager v1.1.

    Otherwise, please, can someone help me about Altimit movement, i would have a question, is this "normal" ?

    I'd like to not enter in a loop, it's like it keep pushing the buttons and never stops, is there a way to not have to deal with this ?
    It caused me to turn it off cause it's not playable like that.
    Also, can we change the viual effect so it doesnt fluctuate like a disco ball ? I mean, i would like to use a simple click that disapear once it's clicked, i dont need to trigger epileptic crisis to people or myself.
    I'm very sorry if i don't explain clearly what i want, english ain't my native language.

    Yeah like I said I tried with speed manager too but the problem was in altimit, I fixed it with restart modifications.

    Edit : check out Restart version of altimit in the cross engine, there's a fix in it for the mouse click being registered when changing map so I'll fix your problem

    CROSS ENGINE: Combining Chrono Engine with Altimit Movement
    Only import the altimit from this project into your It should fix it.
  13. If i take the altimit plugin and its debug from there and put them in my plugins folders, activate them for the game, i can't move and get that error:
    TypeError
    StorageManager.save is not a function
  14. DrapeauNoir said:
    If i take the altimit plugin and its debug from there and put them in my plugins folders, activate them for the game, i can't move and get that error:
    TypeError
    StorageManager.save is not a function
    you're on mz ? this setting I give you works on mv
    If on mz, you would have to add restart addons in his altimit modified version to your mz altimi version for it to work.
  15. Hi everyone, having some bugs with the MZ version, I tried to fix it using typescript so here it is :


    It should:
    - Fix double Show Choices following Show Text
    - Fix lag left/up when speed is decimal
    - Fix click/touch destination not resetting after transferring
    - Enable collider in notes
    - Added default "wall" preset collider as an example (1:1 square for player speed > 5 or just mapping; By default, any event without images but with "same as character" priority will be a 1:1 square)
    - Can now use `<col><ps>wall</ps></col>`(or `<col><ps>1</ps></col>`) to use preset collider (instead of `<collider><preset>wall</preset></collider>`)
    - Fixed Game_Player regionId thanks to GaryCXJk code
    - Removed obsolete plugin command from MV
    - Added airship auto getOn when clicked/touched option in plugin parameters
    - Add example shapes in plugin help

    I also used typescript to fix AltimitMovementDebug:

    AltimitMovement-MZ/js/plugins/AltimitMovementDebug.js at main · ve-lee/AltimitMovement-MZ
    It should now:
    - show collision shapes by default
    - allow disabling it in plugin parameters
    - allow toggling it with F11 or Plugin command

    Everything else should work the same as the original plugin.

    I tested everything I could, but I'm not 100% sure it doesn't add new bugs.
  16. Wondering if anyone can help with a custom collision shape. I've been trying to flip this shape horizontally:

    <polygon points='0.0,0.0 1.0,0.5 1.0,1.0 0.0,1.0' />

    Earlier in the thread, someone posted that it would be <polygon points='0.0,0.5 0.0,1.0 1.0,1.0 0.0,1.0' /> but that doesn't work.

    Attached a screenshot so you can see what I'm talking about. It's the top-right collision of the tree I'm trying to flip horizontally, so it can be placed in the top-left tile of the tree.
  17. VeLee said:
    Hi everyone, having some bugs with the MZ version, I tried to fix it using typescript so here it is :


    It should:
    - Fix double Show Choices following Show Text
    - Fix lag left/up when speed is decimal
    - Fix click/touch destination not resetting after transferring
    - Enable collider in notes
    - Added default "wall" preset collider as an example (1:1 square for player speed > 5 or just mapping; By default, any event without images but with "same as character" priority will be a 1:1 square)
    - Can now use `<col><ps>wall</ps></col>`(or `<col><ps>1</ps></col>`) to use preset collider (instead of `<collider><preset>wall</preset></collider>`)
    - Fixed Game_Player regionId thanks to GaryCXJk code
    - Removed obsolete plugin command from MV
    - Added airship auto getOn when clicked/touched option in plugin parameters
    - Add example shapes in plugin help

    I also used typescript to fix AltimitMovementDebug:

    AltimitMovement-MZ/js/plugins/AltimitMovementDebug.js at main · ve-lee/AltimitMovement-MZ
    It should now:
    - show collision shapes by default
    - allow disabling it in plugin parameters
    - allow toggling it with F11 or Plugin command

    Everything else should work the same as the original plugin.

    I tested everything I could, but I'm not 100% sure it doesn't add new bugs.

    Thank you very much for the help and trying, i tried to use it and indeed, there is no more loop, when i change screen, but now yes there is a bug there, i can not anymore pass through automatic doors or i have big trouble to do so when it actually happens.
  18. I'm not sure to understand what is an automatic door, could you provide an example please ?
    I tried with the "Door" option in the "Quick event creation" menu and it seems to work fine.
  19. VeLee said:
    I'm not sure to understand what is an automatic door, could you provide an example please ?
    I tried with the "Door" option in the "Quick event creation" menu and it seems to work fine.
    Yea sorry, my explanation was kinda bad, here is what's going on when i place an automatic event door, witch i want my character to automaticly cross.


    PS: i found SAN_AnalogMove.js in case someone needs it too.
    Using it with fossil
    edit: the nanalogmove plugin is actually not working with some transitions.
    Edit 2 : this is the code i use for my automatic door with automatized movement in case that helps understanding the reason, fixing the altimit movement for that situation.