Analog Move

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Started by Sanshiro 133 posts Page 6 of 7 View original ↗
  1. Anyone knows a way to make the events walk-in diagonal too?
    Or to remove only the diagonal for the player?

    [EDIT] Also seems that this plugin has some issues with the direction.
    When I trigger an event with the player facing left, if in this event I use the move route to change the player direction, the will be face left again, and again...
  2. Eliaquim said:
    Anyone knows a way to make the events walk-in diagonal too?
    Or to remove only the diagonal for the player?

    [EDIT] Also seems that this plugin has some issues with the direction.
    When I trigger an event with the player facing left, if in this event I use the move route to change the player direction, the will be face left again, and again...

    Yea this plugin will mess up moveroute commands for the player.

    For events having diagonal movement have you tried VE plugin? https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/diagonal-movement/ You can have events move diagonal
  3. bazrat said:
    Yea this plugin will mess up moveroute commands for the player.

    For events having diagonal movement have you tried VE plugin? https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/diagonal-movement/ You can have events move diagonal
    Hi! Thanks a lot @bazrat ! VE diagonal made the events work I'm just a little concerned using two plugins with diagonal... but guess it was the only way. And I have tried it a lot. Thanks!
    Trys
    SuperOrangeMovement.js
    SuperOrangeMovementEx.js
    AltimitCharacterMovement
    Qplus + Qmovement + Qpath
    GalvPixelMovement

    All of them have a question... one doesn't work with events, other mess too much with move routes... For me that I have the game completed its a question =/

    But I manage to make the analog work changing this:
    Code:
        Game_AnalogMove.prototype.updateCharacterPosition = function(thisCharacter) {
            thisCharacter.setDirection(this.dir4());
            if (Game_AnalogMove.canMove() && this.isMoving()) {
                thisCharacter.realX = this._nextRealX;
                thisCharacter.realY = this._nextRealY;
                thisCharacter.x = Math.round(thisCharacter.realX);
                thisCharacter.y = Math.round(thisCharacter.realY);
            }
        };

    to this:

    Code:
        Game_AnalogMove.prototype.updateCharacterPosition = function(thisCharacter) {
            if (Game_AnalogMove.canMove() && this.isMoving()) {
                thisCharacter.realX = this._nextRealX;
                thisCharacter.realY = this._nextRealY;
                thisCharacter.x = Math.round(thisCharacter.realX);
                thisCharacter.y = Math.round(thisCharacter.realY);
            thisCharacter.setDirection(this.dir4());
            }
        };
  4. Eliaquim said:
    Hi! Thanks a lot @bazrat ! VE diagonal made the events work I'm just a little concerned using two plugins with diagonal... but guess it was the only way. And I have tried it a lot. Thanks!
    Trys
    SuperOrangeMovement.js
    SuperOrangeMovementEx.js
    AltimitCharacterMovement
    Qplus + Qmovement + Qpath
    GalvPixelMovement

    All of them have a question... one doesn't work with events, other mess too much with move routes... For me that I have the game completed its a question =/

    But I manage to make the analog work changing this:
    Code:
        Game_AnalogMove.prototype.updateCharacterPosition = function(thisCharacter) {
            thisCharacter.setDirection(this.dir4());
            if (Game_AnalogMove.canMove() && this.isMoving()) {
                thisCharacter.realX = this._nextRealX;
                thisCharacter.realY = this._nextRealY;
                thisCharacter.x = Math.round(thisCharacter.realX);
                thisCharacter.y = Math.round(thisCharacter.realY);
            }
        };

    to this:

    Code:
        Game_AnalogMove.prototype.updateCharacterPosition = function(thisCharacter) {
            if (Game_AnalogMove.canMove() && this.isMoving()) {
                thisCharacter.realX = this._nextRealX;
                thisCharacter.realY = this._nextRealY;
                thisCharacter.x = Math.round(thisCharacter.realX);
                thisCharacter.y = Math.round(thisCharacter.realY);
            thisCharacter.setDirection(this.dir4());
            }
        };
    wow good work!

    edit: do moveroutes work with this plugin now?
  5. bazrat said:
    wow good work!

    edit: do move routes work with this plugin now?
    @bazrat
    Sorry! I miss your edit.
    Yeah, they work, but I have to use the plugin commands:
    Code:
     *   AnalogMove ON            # アナログムーブ機能有効化
     *   AnalogMove OFF           # アナログムーブ機能無効化
     *   AnalogMove Player ON     # プレイヤーとフォロワーのアナログムーブ有効化
     *   AnalogMove Player OFF    # プレイヤーとフォロワーのアナログムーブ無効化

    My game is short and has few move routes for cutscene...
    But for a long game, it will be a pain to do that every move route...

    BUT!

    I've found an updated version of this plugin. That you don't need to fix anything in the code and don't have to use the plugin command for nothing. All move routes seem to work ok.
    It does only have an "issue" that I'm trying to get some help here.
  6. Eliaquim said:
    @bazrat
    Sorry! I miss your edit.
    Yeah, they work, but I have to use the plugin commands:
    Code:
     *   AnalogMove ON            # アナログムーブ機能有効化
     *   AnalogMove OFF           # アナログムーブ機能無効化
     *   AnalogMove Player ON     # プレイヤーとフォロワーのアナログムーブ有効化
     *   AnalogMove Player OFF    # プレイヤーとフォロワーのアナログムーブ無効化

    My game is short and has few move routes for cutscene...
    But for a long game, it will be a pain to do that every move route...

    BUT!

    I've found an updated version of this plugin. That you don't need to fix anything in the code and don't have to use the plugin command for nothing. All move routes seem to work ok.
    It does only have an "issue" that I'm trying to get some help here.

    Thank you for posting this! I saw your other thread, I hope someone can figure this out, this would be the GOTO pixel movement for RMMV
  7. Hello! Has anyone run into an issue where moving diagonally makes NPCs shake/vibrate? Looked through the thread and didn't find anything.
  8. Danielcross said:
    Hello! Has anyone run into an issue where moving diagonally makes NPCs shake/vibrate? Looked through the thread and didn't find anything.
    Hi!
    Yes, I don't see them shaking. I use the 3.15 version. And for diagonal movement, I use VE_DIagonal(put that above the analog move).
  9. Eliaquim said:
    Hi!
    Yes, I don't see them shaking. I use the 3.15 version. And for diagonal movement, I use VE_DIagonal(put that above the analog move).

    I think 3.15 has diagonal events built in? They seem to work okay on my end. Do you know how you got the shaking to stop? The base version of 3.15 has events/npcs shake when moving diagonally.
  10. doranikofu said:
    fix here:






    it would be better if anyone can look into the code and make the move even more smooth for diagonal

    The solution's not showing up, does anyone have it?
  11. Anyone know how to adjust the distance between followers to accommodate for larger sprite sizes? Altimit Movement plugin has parameters for this, but Analog Move seems superior for my purposes in every other way--less plugin incompatibilities e.g. w/ Yanfly Event Chase, better follower logic, less messy collision, etc.

    EDIT: Nevermind, I seem to have figured this out. (It's shockingly easy.) The follower distance is in this section of the code. Just change the "1.0" (both instances of it or followers jitter) to the distance required, e.g. 2.0 or 1.5.

    Original code:
    Code:
    // 目標位置の更新
    FollowerMover.prototype.updateTargetPosition = function() {
        var precedingCharacter = this.character().precedingCharacter();
        var preChaPosVec = precedingCharacter.posVec();
        var relPosVec = preChaPosVec.sub2(this._posVec);
        this._tarPosVec = (
            $gamePlayer.areFollowersGathering() ? preChaPosVec :
            relPosVec.len() > 1.0 ? preChaPosVec.sub2(relPosVec.scl(1.0)) :
            null
        );
    };

    Adjusted for double follower spacing:

    Code:
    // 目標位置の更新
    FollowerMover.prototype.updateTargetPosition = function() {
        var precedingCharacter = this.character().precedingCharacter();
        var preChaPosVec = precedingCharacter.posVec();
        var relPosVec = preChaPosVec.sub2(this._posVec);
        this._tarPosVec = (
            $gamePlayer.areFollowersGathering() ? preChaPosVec :
            relPosVec.len() > 2.0 ? preChaPosVec.sub2(relPosVec.scl(2.0)) :
            null
        );
    };
  12. Is there a reason why we have to request access to download the plugin? It's been a few days and I haven't been given access..... this is the only free plugin I've encountered in which I have to request access for.
  13. When I go to download this, it says "You need access
    Ask for access, or switch to an account with access."
  14. @ProfessorCreepyPasta here are the 2 files, terms counts for SAN and Eli though,
    you might need both, the fix is for movement with multiple inputs as well, but
    there is still a minor issue on it, which is hard to fix, but it works smoothly otherwise.
  15. Does anybody have the most recent version of this plugin? Mine is outdated.

    ShadowDragon said:
    @ProfessorCreepyPasta here are the 2 files, terms counts for SAN and Eli though,
    you might need both, the fix is for movement with multiple inputs as well, but
    there is still a minor issue on it, which is hard to fix, but it works smoothly otherwise.

    Are these the latest? Thanks,
  16. @Danielcross so far I know, it's the latest version, not sure if there are newer
    version.

    keep in Mind, than SAN dialog have some issues on triggering some events,
    specially tile set to "counter" which wont trigger, there are some others,
    but you need to test what works, if counter doesn't work for shop, place
    an event in front to or the same as the npc behind the counter, in case
    you can walk there to talk to him by than.
  17. This works pretty well but it has a problem when it comes to movement route for followers,
    im using Follower Control by Tyruswoo by the way. this is what it look's like with analog move enabled


  18. @Pepper222 I know the plugin by name only, you can try to place
    follower control below or otherwise above the analog plugin, if it's
    remain the same, you can try to contact Tyroswoo for a fix?
  19. ShadowDragon said:
    @Pepper222 I know the plugin by name only, you can try to place
    follower control below or otherwise above the analog plugin, if it's
    remain the same, you can try to contact Tyroswoo for a fix?
    i can but i don't know if he's gonna do it though.
  20. I cannot make one to fix it, so I dont know how it works and I know
    Tyroswoo is behind paywall, and if you bought it, than he can create
    one, I dont know if others have it or the latest version in order to fix it.