New Releases: 8bit hi-tempo BGM pack, Haunted Residences Assets, Rosedale Collision Altering Plugin, Traditional Chinese Tilesets

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Started by RPGMakerWeb 41 posts Page 2 of 3 View original ↗
  1. @chaucer This is AMAZING!! I'm definitely going to get it, but I have a question you might perhaps answer?

    Does it still work for tiles that are "Overpasses"? Or would that just still have to be evented? IE: A bridge the player can walk over, and then walk under.

    TIA! :)
    -MIA
  2. bass2yang said:
    Will this work with Chrono Engine (Chrono Mode, not ABS mode)? Looks great and I'm highly considering it.

    I will test this later today and get back to you on the results ^^

    M.I.A. said:
    Does it still work for tiles that are "Overpasses"? Or would that just still have to be evented? IE: A bridge the player can walk over, and then walk under.

    was this a native feature to MV/MZ? If so I may have missed this ^^; However if this is from a custom plugin more than likely it will not work, but I can definitely add support!
  3. chaucer said:
    My apologies I'll definitely update that, asap! The whole thing has been simplified down to one single plugin, the other one should be referring to the tool, and not a plugin, there should be a video which shows how the tool is used as well ^^

    But on short there is only one plugin and the tool ^^;
    Yep, it works well, great plugin!
  4. Sleepy Kitten Games said:
    I've tested it with QMap (my preferred parallax mapping plugin), and it seems to work perfectly with that.
    Oh. On further testing, this statement was actually incorrect.
    While there are no errors, it appears that the collision added by QMap's collision creator is ignored by the Collision Altering plugin.
    Inside the QMap Editor
    CnpxpM.png
    That red circle means there's a collider that should be preventing me from walking into the bucket. However...
    In Game
    CnpPQG.png
    And with QMovement's "show colliders" setting on:
    Spoiler
    CnpsPX.png
    I believe the small red circle in the top left is the player collider created by QMovement, which would explain why the player can walk through the bucket - as far as QMovement is concerned, the player is in the top left, so they're nowhere near the bucket.
    Thankfully, the Qplugins are both free and un-obfuscated, so hopefully compatibility can be achieved.
  5. It’s already been said, but…this collision plug-in is a GAME CHANGER. I had to watch the example video on Steam to believe it. I was hoping for smooth diagonal slope movement, but was BLOWN AWAY by the pixel movement around curved & imperfect surfaces. Now the question remains…do I rip out my QMovement and replace it with this??
  6. I bought a plugin for collisions. It's awesome, but when I run part of the event I get an error. How to repeat: Open any event in the editor, select a part of the lines and press ctrl+r or right-click and select the last menu item.
    And also the settings of tiles of the counter type do not work.
  7. Leprikon01 said:
    I bought a plugin for collisions. It's awesome, but when I run part of the event I get an error. How to repeat: Open any event in the editor, select a part of the lines and press ctrl+r or right-click and select the last menu item.
    Thanks for bringing it to my attention! I will have this fixed by the next update. My apologies for the inconvenience. ^^;
    Leprikon01 said:
    And also the settings of tiles of the counter type do not work.
    I'm not sure I understand this? What are counter types?

    Also I feel like I sort of hijacked this thread I apologize for that I'll be creating a thread for this plugin later today. ^^;
  8. chaucer said:
    Thanks for bringing it to my attention! I will have this fixed by the next update. My apologies for the inconvenience. ^^;

    I'm not sure I understand this? What are counter types?

    Also I feel like I sort of hijacked this thread I apologize for that I'll be creating a thread for this plugin later today. ^^;
  9. Oh I see! I will be looking into this, I'll have this working in the next update for sure! Sorry again ^^;
  10. How do we get any bugfixes anyway? Do you send us an email?
  11. I will passy updates to degica, and they will update the links which steam should automatically keep updated, or you may have to redownload of you got it from the store here. Sorry ^^; you might be downloading a lot haha..

    I'm going to try to update the plugin weekly to prevent that. The first update is almost ready though! ^_^
  12. first of all: awesome plugin :)

    some thoughts: as others mentioned, compatability with VisuStella's plugins would be great. Especially the core plugins are used by a lot of people, I would assume.
    As I understand it, parallax mapping (e.g. drawing maps in gimp for example) is currently not supported, but will be added later? I would like to draw the collision lines directly on a map in gimp, as I don't really use tilesets.

    Regards
    Lufos
  13. Lufos said:
    I would like to draw the collision lines directly on a map in gimp, as I don't really use tilesets.
    This is a feature of a Qplugin, as a matter of fact. QM+CollisionMap. It lets you define an image that acts as the map's collision.
    Unfortunately, if you're wanting to use any of these features, the Qplugins don't quite play nice with them:
    VisuStella region rulings (for instance, setting a region to run a common event)
    VisuStella Movement Effects (for instance, footstep sfx regions just do not work)
  14. Sleepy Kitten Games said:
    This is a feature of a Qplugin, as a matter of fact. QM+CollisionMap. It lets you define an image that acts as the map's collision.
    Thanks. Do the Q plugins work with RMMZ? I thought they were only for MV?
  15. chaucer said:
    I will test this later today and get back to you on the results ^^



    was this a native feature to MV/MZ? If so I may have missed this ^^; However if this is from a custom plugin more than likely it will not work, but I can definitely add support!
    It was not a native feature in MV/MZ, it was a separate plugin *or* eventing. :)
  16. Lufos said:
    some thoughts: as others mentioned, compatability with VisuStella's plugins would be great. Especially the core plugins are used by a lot of people, I would assume.

    I have reached out to visustella about working with them to make the plugin compatible however I have not heard back on this yet. :(

    Lufos said:
    As I understand it, parallax mapping (e.g. drawing maps in gimp for example) is currently not supported, but will be added later? I would like to draw the collision lines directly on a map in gimp, as I don't really use tilesets.

    Parallax maps are going to be one of the first new features added to the tool! ^^ However it will work similar to the tilesets, in that each part of the parallax will be mapped in tile size, the reason for this is that the currect lookup for colliders is done via tile size, and it would take considerable amount of rewriting to work with collider sizes larger than a size of 1 tile wide/tall. Also it will take an immense amount of work to allow the tool to edit the parallax map in sizes larger than 1 tile as well.

    Drawing images via gimp is not really a feasible solution for this plugin, this plugin does not use pixels or colors of any kind for collision detection. Collisions are a set coordinates of points( a pair of x, y coordinates ), which would not really be possible to map off colors.

    I guess I can share a preview of what I've got for parllax image editor thus far.. I do eventually plan to add better/easier suppport for parallax maps, but for now I hope this should be sufficient. ^^;

    1689017771283.png

    Lufos said:
    Thanks. Do the Q plugins work with RMMZ? I thought they were only for MV?

    I believe there was a ported version of QMap that works in MZ although I'm not sure where to find it, apologies ^^;

    M.I.A. said:
    It was not a native feature in MV/MZ, it was a separate plugin *or* eventing. :)
    This should very easily be possible via eventing, and I have heard of two plugins this can be achieved in. I'll be adding support for both soon. ^^
  17. chaucer said:
    I have reached out to visustella about working with them to make the plugin compatible however I have not heard back on this yet. :(



    Parallax maps are going to be one of the first new features added to the tool! ^^ However it will work similar to the tilesets, in that each part of the parallax will be mapped in tile size, the reason for this is that the currect lookup for colliders is done via tile size, and it would take considerable amount of rewriting to work with collider sizes larger than a size of 1 tile wide/tall. Also it will take an immense amount of work to allow the tool to edit the parallax map in sizes larger than 1 tile as well.

    Drawing images via gimp is not really a feasible solution for this plugin, this plugin does not use pixels or colors of any kind for collision detection. Collisions are a set coordinates of points( a pair of x, y coordinates ), which would not really be possible to map off colors.

    I guess I can share a preview of what I've got for parllax image editor thus far.. I do eventually plan to add better/easier suppport for parallax maps, but for now I hope this should be sufficient. ^^;

    View attachment 268981



    I believe there was a ported version of QMap that works in MZ although I'm not sure where to find it, apologies ^^;


    This should very easily be possible via eventing, and I have heard of two plugins this can be achieved in. I'll be adding support for both soon. ^^
    This is amazing, and from someone who has created 30+ maps using QM+CollisionMaps, I am loving what I'm seeing. This reminds me of making tilemap colliders in Unity, and considering the sorry state of RPGMaker Unite, I think your plugin will end up on the "must have's" list of RPG Maker MZ plugins for many years to come. :kaocry:
  18. chaucer said:
    I guess I can share a preview of what I've got for parllax image editor thus far.. I do eventually plan to add better/easier suppport for parallax maps, but for now I hope this should be sufficient. ^^;

    View attachment 268981

    This looks fantastic!
  19. Thanks for the kind words! also yes, I wanted to make collision detection similar to what you'd find in other game engines( in 2D ), I.E. Unity, Unreal, or Godot. ^^ I also tried to make the tool as easy to use as possible! I hope my plugin will make that list, I'll do my best to keep it compatible with everything I can! ^^

    Also so I stop hijacking this thread, I've made a thread specifically for this plugin/tool ^^; I'm not sure if I made this in the appropriate location as it's paid dlc(?) If necessary to whomever moderates this thread, feel free to move the thread if required.
  20. chaucer said:
    I have reached out to visustella about working with them to make the plugin compatible however I have not heard back on this yet. :(



    Parallax maps are going to be one of the first new features added to the tool! ^^ However it will work similar to the tilesets, in that each part of the parallax will be mapped in tile size, the reason for this is that the currect lookup for colliders is done via tile size, and it would take considerable amount of rewriting to work with collider sizes larger than a size of 1 tile wide/tall. Also it will take an immense amount of work to allow the tool to edit the parallax map in sizes larger than 1 tile as well.

    Drawing images via gimp is not really a feasible solution for this plugin, this plugin does not use pixels or colors of any kind for collision detection. Collisions are a set coordinates of points( a pair of x, y coordinates ), which would not really be possible to map off colors.

    I guess I can share a preview of what I've got for parllax image editor thus far.. I do eventually plan to add better/easier suppport for parallax maps, but for now I hope this should be sufficient. ^^;

    View attachment 268981



    I believe there was a ported version of QMap that works in MZ although I'm not sure where to find it, apologies ^^;


    This should very easily be possible via eventing, and I have heard of two plugins this can be achieved in. I'll be adding support for both soon. ^^
    I really appreciate how much effort youre putting into this and how much feedback you're accepting. :) Just to note, if it's a whole lot of trouble, please don't worry about overpass compatibility. It's such a small and uncommon occurrence that is indeed VERY easy to event.

    -MIA