@CoopNinjask
With plugin command
mv3d fog color #ff0000 5
The 5 is the amount of seconds it takes for the color to change.
You can also change the fog distance with
mv3d fog dist <near> <far> <t>
Where <near> is the distance the fog starts and <far> is the distance the fog finishes. <t> is time.
Or to just cange one of these values,
mv3d fog near <n> <t>
mv3d fog far <n> <t>
A full list of plugin commands can be found in the help text.
The alpha fog in the premium plugin is something different, and just shows the parallax background. It doesn't have a color. You can have both alpha fog and colored fog at the same time though.
At the moment I think alpha fog can only be set in plugin parameters. It doesn't sound like that's what you're looking for since you're asking about color, but in the next version of the premium plugin I can add plugin commands and stuff for alpha fog.
@glaphen
I see what you mean about walk of edges=true letting you walk onto flat colliders with height=1.
What's happening here is there's a 1 tile gap under the event, so the collision check is saying the player can fit under there and letting the player move. But the platform finder sees there's a platform exactly at the player's head level, and thinks that's where the player is moving to, so the player gets popped on top of it.
"Below Characters" events are treated as flat even when not actually flat. They have their collider set to 0 by default. The collider can be changed with the collide() command.
I'm going to work on bug fixes and optimization a bit more. Then after I'm satisfied I'll move on QMovement.