Altimit Pixel Movement [0.50β]

● ARCHIVED · READ-ONLY
Started by xilefian 545 posts Page 27 of 28 View original ↗
  1. Hello, I am late, but I do have problem for choice, it keeps repeating 2 times until it's done.
    How I can solve it?
  2. Ancient_Eagle said:
    Hello, I am late, but I do have problem for choice, it keeps repeating 2 times until it's done.
    How I can solve it?
    Could you try putting a
    Wait: 5 frames or so after the choice selection?
  3. I did, but it won't work.
  4. DrapeauNoir said:
    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.


    Don't worry, I understood well with your video ^^
    I updated the file on GitHub, it should now work as with the original plugin.

    A little warning, though, even the original script may bug with your event from some angle.
    If you touch the door facing right or left, the step forward command will make you move horizontally and not through the door. As an example, if you start from the upper of the tile near the black desk and go to the left (the blue arrow), the event should trigger in the wrong direction, even with keyboards/gamepad.

    automatic doors.PNG

    Since the plugin forget the clicked destination after the event, I would advise :
    - To change your event to use conditional branches and move up/move down instead of 1 Step forward.
    - or to use the action button trigger type on your door
    - or to be sure the door can't be touched from sides like using 3 tiles high walls (red lines)

    I know it's not ideal but it's how the collision system works.

    I hope I'm being clear, don't hesitate to ask me if it’s not.
  5. Hello !
    Does anyone know why whenever this plugin is turned on, events set as "Below player" are still considered on the same layer as the player ?

    I have been unable to make simple bridges because of that and couldn't find anything about it in the plugin's description.
  6. SoruTheWhistler said:
    Hello !
    Does anyone know why whenever this plugin is turned on, events set as "Below player" are still considered on the same layer as the player ?

    I have been unable to make simple bridges because of that and couldn't find anything about it in the plugin's description.
    They aren't? Could you show your event page?
  7. Here it is. It's a two pages event, but the second page is the one that's interesting here :


    I can walk on this bridge whenever I disable the plugin.
    When it's enabled, I can walk on it only when it's not over a tile where the player cannot walk.
    And after testing the whole thing for a while, I noticed it only affects bridges that appear after a switch / variable / condition is triggered.
    When there's no condition, I can walk on the said bridge and there's no problem at all.
  8. SoruTheWhistler said:
    Here it is. It's a two pages event, but the second page is the one that's interesting here :


    I can walk on this bridge whenever I disable the plugin.
    When it's enabled, I can walk on it only when it's not over a tile where the player cannot walk.
    And after testing the whole thing for a while, I noticed it only affects bridges that appear after a switch / variable / condition is triggered.
    When there's no condition, I can walk on the said bridge and there's no problem at all.

    What is the size of the bridge event's collision box? Does the problem "fix itself" if you exit the map and reenter, or if you open the menu and close it?
  9. I didn't change anything about the plugin, everything is at its default value, so I suppose the bridge's collision box is what's in the Tile collider parameter ?
    XML:
    <rect x='0' y='0' width='1' height='1' />

    And sadly no, the problem isn't fixed when I leave the current map and come back.
  10. Ok, I see. Alitimit draws 1 pixel thick boxes around impassable tiles as defined by your tileset passability. The only way to remove those colliders is the change tileset command, in which case you would change to an identical tileset with different colliders, or with tilechanging plugins that support Altimit, but the two I know of (Ritter's and TyrusWoo's) cost money.

    The third option is give the tile circle passability in the database so Altimit won't draw collison borders for it and instead restrict player or event movement with Yanfly Region Restrictions or similar plugins
  11. Thank you so much !

    I tried the third option and it worked wonderfully well. ^^

    EDIT : Nevermind, it didn't work at all, sadly. ^^'
    I got mistaken because I was trying to walk on the water while there was an event set as "Same as player" on this specific water tile. xD

    It seems like Yanfly's YEP_RegionRestrictions isn't compatible with this plugin for some reasons.
    I just fixed my problem by setting the water tiles as walkable and putting invisible events as "Same as player" all over the borders.
    Not a very sexy way to fix this problem, but at least it's working. ^^'

    EDIT2: I found out a way better and easier way to fix this problem, despite not perfect. I set the water tile back to non walkable and put an invisible walkable tile from tilesheet E on top of it, where the bridge should be. Then, made the bridge's position to "Same as the player" when it is not repaired yet and "Below player" on its second page, which is loaded when it is repaired. By this solution, it is now possible to walk on water using the invisible walkable tile, and the bridge will not allow the player to move through it until repaired.
  12. 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.

    thanks for your update to this plugin.
    However, there are a number of major bugs:
    Firstly event movement has been basically broken, particularly at small tile sizes like 16x16.

    NPCs do not walk at all.

    lines and circles work but not if I put a 0 y or x coordinate as the center of the circle, then it disappears, minor work around is to write a small decimal close to zero.
    Polygons and triangles do not work. I don't know why. (testing by calling the collision preset in the notes of an event on map load).


    Unfortunately, if I try to change the collider of an event on player touch (i use this to make non-square maps with diagonal walls, which change to a diagonal collision shape as soon as the player touches them) the game crashes. but It worked fine with the earlier version of altimit movement.

    Can this be fixed? IS there another, better way to do what I am trying to do?
  13. DTurtle said:
    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.
    How did you accomplish putting a collision on top of a bunch of tiles like that? is it a player triggered event that changes the collision mesh of that area?
  14. 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.

    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.

    thanks for your update to this plugin.
    lines and circles work but not if I put a 0 y or x coordinate as the center of the circle, then it disappears, minor work around is to write a small decimal close to zero.
    Polygons and triangles do not work. I don't know why. (testing by calling the collision preset in the notes of an event on map load).
  15. Hey Everyone, I hope this isn't considered necro posting. I'm having some issues with this plugin though and am wondering if anyone else has had this same problem or if anyone might know how to remedy it.

    In my game there are 50+ enemies at any given time with more being spawned in, and they are all moving toward the player. Unfortunately, if the player is up against a wall and the enemies start surrounding the player, the enemies start to push other enemies through the wall and they get stuck in the wall. I've tried adjusting the collider of the player and the enemies but no size combination seems to work. If anyone has any ideas, I'd really appreciate it!


  16. Pherocity_Studios said:
    Hey Everyone, I hope this isn't considered necro posting. I'm having some issues with this plugin though and am wondering if anyone else has had this same problem or if anyone might know how to remedy it.

    In my game there are 50+ enemies at any given time with more being spawned in, and they are all moving toward the player. Unfortunately, if the player is up against a wall and the enemies start surrounding the player, the enemies start to push other enemies through the wall and they get stuck in the wall. I've tried adjusting the collider of the player and the enemies but no size combination seems to work. If anyone has any ideas, I'd really appreciate it!



    I dont know if this related
    Altimit Pixel Movement [0.50β]
    SoruTheWhistler said:
    ....
    Does anyone know why whenever this plugin is turned on, events set as "Below player" are still considered on the same layer as the player ?
    .,...
    try check on the event. is posible is not place same as player?
    --
    after seing it stuck. I think you need to give space on wall.. or perhaps hidden event in there.. and make sure nothing can't cross it..
    note: the tileset sometime forgot about arrow from/to the tile.

    if nothing wrong on I'm mention earlier, then you try testing with small amount enemy before goes to 50(!?) or perhaps the bigger team / enemy, can be dealing with this bug
  17. gundambison said:
    I dont know if this related
    Altimit Pixel Movement [0.50β] try check on the event. is posible is not place same as player?
    --
    after seing it stuck. I think you need to give space on wall.. or perhaps hidden event in there.. and make sure nothing can't cross it..
    note: the tileset sometime forgot about arrow from/to the tile.

    if nothing wrong on I'm mention earlier, then you try testing with small amount enemy before goes to 50(!?) or perhaps the bigger team / enemy, can be dealing with this bug
    @gundambison thank you for the reply! The events priority is set to Same As Characters so that unfortunately isn't the issue. The issue seems to specific to the Altimit plugin where when too many events are pushing up against each other it can push some events into the impassible wall. If I do have less enemies on the map this doesn't happen, because there aren't as many enemies pushing into each other. But I need to have lots of enemies on the map since that's the whole point of the game is to have waves of enemies all running at the player that you have to eliminate.

    As for lining the walls with hidden events, that would unfortunately severely impact the performance of the game, so I won't be able to do anything like that.

    Thanks for the suggestions though!
  18. Pherocity_Studios said:
    ...
    Thanks for the suggestions though!
    is kinda OOT, I'm just curious. What number is likely not to produce an error. My request can be ignored for now, because the purpose of this last question is only to find out what the max value is that does not cause an error. Hope other can help you..
    there is a possibility that there will be changes in this plugin (script). Which is normal because systems and technology are always developing.
  19. Having just discovered this plugin for the first time, I'm absolutely floored. This plugin is just outright awesome.