@Hugo Yasha I have released new version where YEP_SlipperyTiles is supported!
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OcRam - Local Coop plugin (MZ/MV)
● ARCHIVED · READ-ONLY
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Man, I'm completely in love with this plugin. Thanks a lot.
I have some questions about it:
1. Do you have a patreon? I would like to support your work.
2. About the slippery tiles, the walking animation of player two stopped (what is great), but he can still move while slipping. The idea of this plugin is that the player can only move when he collides with a solid object.
Thanks again man. -
Thank you for the message!Man, I'm completely in love with this plugin. Thanks a lot.
I have some questions about it:
1. Do you have a patreon? I would like to support your work.
2. About the slippery tiles, the walking animation of player two stopped (what is great), but he can still move while slipping. The idea of this plugin is that the player can only move when he collides with a solid object.
Thanks again man.
I don't have patreon, but I got PayPal link shown in "Commercial use detail" section. Also thank you for the feedback! Without feedback this plugin wouldn't be the same!
I just tested slippery tiles with P2 and it seems that P2 can move character 1 tile too soon... I'll take a closer look at this and fix it. -
Hello @OcRam is it possible to use this plugin to allow player 1 to switch/swap between controlling other actors without other players joining the game?
What I mean is something similar to how it’s done in the old SNES game ”Lost Vikings” where you toggle which character you’re currently playing and the characters you’re not playing atm are left like they were, until controls are toggeled again and the player moves them.
Such functionallity would make puzzles designed for multiple players work even if there only is one player ATM. If this plugin can do that, that would be great!
(And if so, could you hint at how to achieve this with plugin commands?) -
Hi and thank you for the message. This is really cool idea and definetly will take a look at this!Hello @OcRam is it possible to use this plugin to allow player 1 to switch/swap between controlling other actors without other players joining the game?
What I mean is something similar to how it’s done in the old SNES game ”Lost Vikings” where you toggle which character you’re currently playing and the characters you’re not playing atm are left like they were, until controls are toggeled again and the player moves them.
Such functionallity would make puzzles designed for multiple players work even if there only is one player ATM. If this plugin can do that, that would be great!
(And if so, could you hint at how to achieve this with plugin commands?) -
@OcRam
I take it that means it's not currently possible, but that you find it interesting and implementable so you're considering adding it in the future?
I do think it's a great feature, since it would allow you to use this plugin and design a game for local multiplayer, but still making the game playable with just one person.
If you were to implement this, is it safe to assume it would be compatible with how the plugin currently works with a new player being able to plug in a controller and "jump right in" and take control of a character? Like how multiplayer works in, well, in Lost Vikings? -
Yes I am very interested on this and I'll try to do my best to keep backward compatibility.@OcRam
I take it that means it's not currently possible, but that you find it interesting and implementable so you're considering adding it in the future?
I do think it's a great feature, since it would allow you to use this plugin and design a game for local multiplayer, but still making the game playable with just one person.
If you were to implement this, is it safe to assume it would be compatible with how the plugin currently works with a new player being able to plug in a controller and "jump right in" and take control of a character? Like how multiplayer works in, well, in Lost Vikings? -
@OcRam
That's great news. That feature would peak my interest for this plugin and it's use in a commercial game. I'll keep tabs on this thread! :kaojoy: -
Is it possible to enable collision between players?
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Thank you for the message,Is it possible to enable collision between players?
I will add new plugin command and default value as parameter for 'Player collisions' to next version. -
I have not tried this yet. I just started working on a game to play with my kids and was trying to figure out with multiplayer would be possible in any capacity. Thank you for the time and energy you have spent on this project.
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Latest release - v3.00 (released 2019/11/04)
- New script command: $gameMap.currentActorId()
Use it for example to require Harold to start this event...
- Player collisions (on / off) (Credits: @Hugo Yasha )
Will effect ONLY players NOT "zombie" followers - New script commands: $gameMap.focusToNextActor() and $gameMap.focusToPreviousActor()
Use it to toggle camera focus between actors (Lost Vikings style) (Credits: @Parallax Panda ) - New parameter(s) for keys to focus to next/prev actors
(if gamepad is used LB and RB buttons are signed for this)
- New parameter "Map edge block"
Use plugin command "map_edge_block on/off" to change setting mid game (Handy on large coop puzzles for example) - Followers will now act same way as P1 on YEP_SlipperyTiles
- New script command: $gameMap.currentActorId()
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@OcRam
Man, that is a GREAT update. I have to ask, does the toggle command only change the camera or also the control of the player "object"?
As in, if you’re the only player, can you toggle controls to another party member and having the other one(s) stand put? As in lost Vikings? If so, this would make for some interesting puzzles! -
Thank you for the message,@OcRam
Man, that is a GREAT update. I have to ask, does the toggle command only change the camera or also the control of the player "object"?
As in, if you’re the only player, can you toggle controls to another party member and having the other one(s) stand put? As in lost Vikings? If so, this would make for some interesting puzzles!
Toggle will also change the player object and controls if assigned any. So on single player mode you can control all actors. And multiplayer mode toggle will give control to next player also. -
@OcRam
Wow, that sounds pretty darn cool. I think I have to test it out to see how it feels though. I'm very excited about this though :) -
@OcRam
I've been testing this plugin (and I'll continue to do so) with other puzzle related plugins, to see what works and what won't.
I was surprised to find that it seems to work well with MogHunters "PickupThrow" plugin (very unexpected actually). On the flipside, it does not work well with Yanfly's "SmartJump" plugin. Well, it *works* (nothing crashes) but what happens is that when you jump all characters jump to the target tile no matter where they are on the map and which character you're currently controlling which is a bummer.
If this happen to be an easy fix, would you consider supporting Yanfly's "SmartJump"?
[EDIT; Also, "Player Collide" parameter does not seem to work for me if it's supposed to make it so you can't walk through other player sprites? Or, is it maybe only working if there's another player in the game? I can't activate it for Single player toggle-character play?] -
Thank you for the report,@OcRam
I've been testing this plugin (and I'll continue to do so) with other puzzle related plugins, to see what works and what won't.
I was surprised to find that it seems to work well with MogHunters "PickupThrow" plugin (very unexpected actually). On the flipside, it does not work well with Yanfly's "SmartJump" plugin. Well, it *works* (nothing crashes) but what happens is that when you jump all characters jump to the target tile no matter where they are on the map and which character you're currently controlling which is a bummer.
If this happen to be an easy fix, would you consider supporting Yanfly's "SmartJump"?
[EDIT; Also, "Player Collide" parameter does not seem to work for me if it's supposed to make it so you can't walk through other player sprites? Or, is it maybe only working if there's another player in the game? I can't activate it for Single player toggle-character play?]
Problem is actually much deeper also jump command will have same effect. But have no worries I'll fix it in next version :)
[EDIT: Players collide will not make player to collide with follower (unless it is controlled by another player). So in single player it's not possible to collide with followers. I would need to make "collide with followers" command if it is truly necessary, but there's a risk that all characters end up on same tile and none of them can't pass each other and player(s) are stucked permanently.] -
@OcRam
I noticed that the jump command is the same when I tried to event it so just a certain actor could jump over chasms. If you're able to fix the jump, I think it would add a lot of possibilities I think. Not only in puzzles but in cutscenes as well.
As for player collide, I can see how it can be a problem but I also think it could be a feature. Player collision could turn a narrow corridor into it's own obstacle. And in something like an ice sliding puzzles, you could use another your actors to "stop" the character going after at different x, y (because they'd collide with the previous character instead of what they collided with) and that way you could layer more complexity on top of an already solid puzzle.
Just make sure that if you add it in, make a plugin command to toggle the feature (on, off) so the dev can make fail-safe solutions in situations where they player might end up getting stuck?) -
I thought to Make players collide feature to work also on followers IF they are not following Game_Player. Does this Make anysense?
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You mean to make it so you can collide with all actors who are controlled by another player or is not actively following a player. Like if you toggle the controls and someone is just standing there, whether it's a player controlled object or just a "dead shell", you'd collide if the collide parameter had been checked?
That would make perfect sense to me.
I do understand why you wouldn't want the members actively following a player to have collisions since you could (and probably would) trap yourself if that was the case.
[EDIT; I read that you've overwritten turn towards/from player commands and that it supports Yanfly's chase event plugin. However I experience that when using Yanfly's chase event plugin (or just the built in "approach" route, the event ALWAYS seems to chase after the actor that you've currently toggled controls to. Even if another actor is actually closer. Makes it a very dumb A.I that can easily be fooled. Is it intended or is it some new quirk that was created with the toggle actor feature maybe? @OcRam ]