CROSS ENGINE: Combining Chrono Engine with Altimit Movement

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Started by Restart 206 posts Page 4 of 11 View original ↗
  1. Hello, I was playing/testing with the plugin but there's something wrong with the sprite image
    Screenshot 2022-09-23 132952.jpg

    I don't know why the box only fill that small portion

    and the result when testing the game is like this
    Screenshot 2022-09-23 133127.jpg

    why is that, and how to fix something like this ?
    and I don't change anything from the plugins demo
  2. Hey there, I recently tried using this plugin and it stops Yanfly's Region restrictions and region events plugin. It also stops Mog's weather plugin. I've rearranged the plugins and it just causes more glitches. Is there a way around this? I've also noticed the download for the file comes with Mog's character poses plugin turned off which causes graphical glitches, there's another thread looking for a solution to this, but it is old.
  3. McDohl said:
    Hello, I was playing/testing with the plugin but there's something wrong with the sprite image
    View attachment 241070

    I don't know why the box only fill that small portion

    and the result when testing the game is like this
    View attachment 241071

    why is that, and how to fix something like this ?
    and I don't change anything from the plugins demo
    Try going into the plugins settings and turning on MOG's Character poses. It seems it was turned off in when it came with the download by accident.
  4. Hi there!

    Thanks for your work,
    my game with the cross engine run well on desktop but when I tried to play it on web/html it doesn't work and show "require is not define"

    It worked when it was only chrono engine but doesn't with cross engine, and to be sure I try to upload only the demo without any modification and the same problem here

    1675296915166.png

    Can you help me please ?

    Thanks again for this!
  5. 1675301371646.png

    This line seems to be the problem

    1675303618781.png

    I tried to change it to this

    var fs = require? ("fs");

    And it work i can launch the game but animations of fight like sword are junky and doesnt work well


    sounds like it's searching image files on computer so it works on desktop but not on html or android...

    Any idea how to fix that ? anyone already made a game for browser or mobile using crossengine ?
    thanks again
  6. Hello there!

    I too have tried to upgrade my existing project from Chrono Engine to Cross Engine and it didn’t work out well. Some of the features that were supposed to be upgraded in the updated engine did not work. The Cross Engine play test also had some issues, I believe the author incorrectly named some files which messed up animations.
    Overall Cross Engine butchered my project and I was disappointed because it has great features. You may have to revert to Chrono Engine like I did, also keep a backup of your project before Cross Engine so it doesn’t break your game.
  7. The ._inMotion fix works for the player but not for events. Is this intentional and is there any way to detect if an event is moving (since .isMoving() doesn't work either)?

    Works: $gamePlayer._inMotion
    Doesn't work: this._inMotion, this.character(0)._inMotion, $gameMap.event(id)._inMotion

    Edit: Finally figured it out. I had the block of code in CrossEngine.js and it doesn't work there for some reason. I had to create a Conditional Branch on the event page with Script:
    this.character(0)._inMotion

    and this block of code had to go at the end of rpg_objects.js
    Code:
    var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
      Game_CharacterBase.prototype.update = function() {
        //.isMoving doesn't really work in altimit
        //this fixes it with the addition of a new function which I can use to tell
        //if the character is actually like, moving
        // the problem seems to be that the isMoving gets cleared midway through
        // this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
        // but lots of things break if I monkey around with _isMoving
        // so I'm creating my own clone of it here.
        // this is true if the character is in motion and false if they aren't.
        if (this.isMoving())
        {
          this._inMotion=true;
        }else{
          this._inMotion=false;
        }
        
      Game_CharacterBase_update_for_ismoving.call( this );
    }
  8. Hello! I'm making a game with cross engine and I have some (maybe dumb questions)
    How does the hurtboxes work and is it possible to edit them?
    From what I noticed the collision box from Altimi movement is different than the hurtbox - if so, can I change how big the hurtbox is for enemies? like change numbers etc?
    Thanks in advance!:kaoslp:
  9. For me the only problem was the hookshot, its collision is all buggy, even using the debug I didn't understand why it's buggy. I activate the hookshot forward and it grabs what I don't want it to grab, if anyone knows a solution I'd appreciate it.

    In the screenshots below I'm trying to miss the hook on purpose, but it hits the wrong hitbox and pulls my character:LZSteary:
    bug1.jpgbug3.jpg
  10. AquaEcho said:
    The ._inMotion fix works for the player but not for events. Is this intentional and is there any way to detect if an event is moving (since .isMoving() doesn't work either)?

    Works: $gamePlayer._inMotion
    Doesn't work: this._inMotion, this.character(0)._inMotion, $gameMap.event(id)._inMotion

    Edit: Finally figured it out. I had the block of code in CrossEngine.js and it doesn't work there for some reason. I had to create a Conditional Branch on the event page with Script:
    this.character(0)._inMotion

    and this block of code had to go at the end of rpg_objects.js
    Code:
    var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
      Game_CharacterBase.prototype.update = function() {
        //.isMoving doesn't really work in altimit
        //this fixes it with the addition of a new function which I can use to tell
        //if the character is actually like, moving
        // the problem seems to be that the isMoving gets cleared midway through
        // this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
        // but lots of things break if I monkey around with _isMoving
        // so I'm creating my own clone of it here.
        // this is true if the character is in motion and false if they aren't.
        if (this.isMoving())
        {
          this._inMotion=true;
        }else{
          this._inMotion=false;
        }
       
      Game_CharacterBase_update_for_ismoving.call( this );
    }

    AquaEcho did you try something like this in a conditional branch?

    ev = $gameMap.event(this.eventId()); ev.isMoving();

    That's what I use to detect my event's movement.

    Speaking of which, does this version do anything to fix states like poison on a moving enemy in ABS mode? Or does anyone know a way to combine this event move check with a way to see if that event's enemy has a current state? That way you could manually assign damage by calling a 1 tile radius skill on top of the event. I do that right now to combine GALV's projectiles with MOG's Chrono ABS.
  11. OgreLeg said:
    AquaEcho did you try something like this in a conditional branch?

    ev = $gameMap.event(this.eventId()); ev.isMoving();

    That's what I use to detect my event's movement.

    Speaking of which, does this version do anything to fix states like poison on a moving enemy in ABS mode? Or does anyone know a way to combine this event move check with a way to see if that event's enemy has a current state?
    I'll look at this issue later today but poison is probably something I'd use Galv Event Timers for.
  12. Hi! Does anyone know how to set up the new enemy defeated sheets that Restart added as a new feature? I wasn't able to find anything for that in the demo file.
  13. DTurtle said:
    Hi! Does anyone know how to set up the new enemy defeated sheets that Restart added as a new feature? I wasn't able to find anything for that in the demo file.
    you can make it appear by adding Death(Xframes etc) suffix like in my screen, though before the enemy vanishes you can display 1, max two frames. You can also do a damage sheet that way
  14. Gabiszon said:
    you can make it appear by adding Death(Xframes etc) suffix like in my screen, though before the enemy vanishes you can display 1, max two frames. You can also do a damage sheet that way
    thanks! Have you experimented with jump commands at all? Running into an issue where you can jump straight into regions restricted by YEP Region Restriction and YEP Smart Jump because of how Altimit works I assume.
  15. DTurtle said:
    thanks! Have you experimented with jump commands at all? Running into an issue where you can jump straight into regions restricted by YEP Region Restriction and YEP Smart Jump because of how Altimit works I assume.
    I actually did in the past but i dunno as well, you might try to post in Altimit thread for this though
  16. DTurtle said:
    thanks! Have you experimented with jump commands at all? Running into an issue where you can jump straight into regions restricted by YEP Region Restriction and YEP Smart Jump because of how Altimit works I assume.
    You'll need to put a conditional check on your jump commands to check for region id of the destination tile and not allow it if it's a restricted region. Altimit just draws borders around impassable tiles, you can jump over them, and Yanfly Region Restrictions won't stop a jump into it either.

    This will check region ID of the tile
    $gameMap.regionId(x,y)
    This will check terrain tag if you want to check terrain instead
    $gameMap.terrainTag(x,y)
  17. OgreLeg said:
    Speaking of which, does this version do anything to fix states like poison on a moving enemy in ABS mode? Or does anyone know a way to combine this event move check with a way to see if that event's enemy has a current state? That way you could manually assign damage by calling a 1 tile radius skill on top of the event.
    I wrote this code to check every battler on screen every 60 frames/1 second for status conditions/states/buffs. Put it in a parallel common event. There's a line in there for poison damage (default state 4) to do 10 percent of the battler's max hp every second. Don't forget the Wait 60 frames at the end, otherwise it'll run 60 times a second. To control how long the state lasts you need to go to the MOG_ChronoEngine in the plugin list and change the States Duration value in the parameters.
    Code:
    for (var i = 0; i < $gameMap._battlersOnScreen.length; i++) {
    battler = $gameMap._battlersOnScreen[i].battler();
    if (!battler.isDead()){
    if(battler.isStateAffected(4)){
    this.changeHp(battler, -(Math.floor(battler.mhp*.10)), true);}
    battler.startDamagePopup();
    battler.updateStateTurns();
    battler.updateBuffTurns();
    battler.removeStatesAuto(1);
    battler.removeStatesAuto(2);}}
    1693334212013.png
  18. AquaEcho said:
    You'll need to put a conditional check on your jump commands to check for region id of the destination tile and not allow it if it's a restricted region. Altimit just draws borders around impassable tiles, you can jump over them, and Yanfly Region Restrictions won't stop a jump into it either.

    This will check region ID of the tile
    $gameMap.regionId(x,y)
    This will check terrain tag if you want to check terrain instead
    $gameMap.terrainTag(x,y)
    Sorry, novice at scripting so I'm sure I'm missing something here, I added the if check as the following:

    Code:
    $gameMap.regionId(x,y) != 10

    and it returns an error: "X is not defined"

    EDIT:

    Think I got it, I set additional if checks for direction and defined the x and y based on the facing direction and that's working so far. will do some more testing. thank you!
  19. DTurtle said:
    Sorry, novice at scripting so I'm sure I'm missing something here, I added the if check as the following:

    Code:
    $gameMap.regionId(x,y) != 10

    and it returns an error: "X is not defined"
    Yes...you need to define what x (and y) are. What are the coordinates you are jumping to? You know, I don't, so I gave you variables to fill in. If it is 5, 6 then you need to put in (5, 6).
  20. AquaEcho said:
    Yes...you need to define what x (and y) are. What are the coordinates you are jumping to? You know, I don't, so I gave you variables to fill in. If it is 5, 6 then you need to put in (5, 6).
    Figured it out while you were typing and updated my post, thanks for solving this for me!

    EDIT: your method does not work. oh well