OcRam - Local Coop plugin (MZ/MV)

● ARCHIVED · READ-ONLY
Started by OcRam 325 posts Page 15 of 17 View original ↗
  1. I am getting closer to the day I'd like to purchase your plugins.

    I'm looking at the page again (https://ocram-codes.net/plugins.aspx?engine=MV) and it says that for all plugins I can "Buy bundle (all plugins) for 1 commercial project 40€!" So for a lifetime license, it would be 120€? Also, is there a direct link on your website to purchase the lifetime license for the MV bundle?

    Thanks!
  2. hp4000 said:
    I am getting closer to the day I'd like to purchase your plugins.

    I'm looking at the page again (https://ocram-codes.net/plugins.aspx?engine=MV) and it says that for all plugins I can "Buy bundle (all plugins) for 1 commercial project 40€!" So for a lifetime license, it would be 120€? Also, is there a direct link on your website to purchase the lifetime license for the MV bundle?

    Thanks!
    Thank you for the message,

    Yes lifetime license for all of my plugins (also future ones) is 120 EUR for any amount of projects that you own.

    At the moment I have no direct link for the lifetime license payment at the webpage, but I will add it there in near future. Mean while you can just change amount directly in URL (just change 40 to 120).

    Happy RPG making!
  3. Hi OcRam Is this compatible with virtual buttons by Aloe Guvner https://forums.rpgmakerweb.com/index.php?threads/virtual-buttons-and-dpad.94196/

    I've tried with common events normal keys and scripts codes and nothing seems change actor

    Also I put actor toggle as false to disable by default and used plugin command allow_toggle yes but even if i put no it will still be able to toggle and can't disable it again tried it in the demo and same thing happened

    Thanks
  4. Hello, first of all I want to congratulate you on this great job, I have a question that I would like to know if it is possible to achieve, I would like a second player to enter the game obligatory, either for an event or in any other way, and that I can't leave the game, I want to make a cooperative game where 2 players are required, will it be possible?
  5. Bryanh said:
    Hi OcRam Is this compatible with virtual buttons by Aloe Guvner https://forums.rpgmakerweb.com/index.php?threads/virtual-buttons-and-dpad.94196/

    I've tried with common events normal keys and scripts codes and nothing seems change actor

    Also I put actor toggle as false to disable by default and used plugin command allow_toggle yes but even if i put no it will still be able to toggle and can't disable it again tried it in the demo and same thing happened

    Thanks
    Thank you for the message,

    Have you tried different plugin order?

    Ithariam said:
    Hello, first of all I want to congratulate you on this great job, I have a question that I would like to know if it is possible to achieve, I would like a second player to enter the game obligatory, either for an event or in any other way, and that I can't leave the game, I want to make a cooperative game where 2 players are required, will it be possible?
    Thank you for the message,

    Of course everything is possible. But at the moment there's no "plug'n'play" feature in this plugin to make X amount of players REQUIRED. This is good idea though for future development :)
  6. @Ithariam Hello I loved your idea so much that it is now implemented in v1.03!

    Now you can init player devices and force them via plugin parameters!

    EDIT: MZ only!
  7. OcRam said:
    @Ithariam Hello I loved your idea so much that it is now implemented in v1.03!

    Now you can init player devices and force them via plugin parameters!

    EDIT: MZ only!
    Incredible, it is just what I need for my game, I still do not use the mz but seeing that this is possible in said program, I will be forced to change to the mz, thanks for your dedication and great work!
  8. Ithariam said:
    Incredible, it is just what I need for my game, I still do not use the mz but seeing that this is possible in said program, I will be forced to change to the mz, thanks for your dedication and great work!
    Thank you for the message,

    This plugin should be RETRO'able (MZ plugins in MV). If you want to try it remember to download also OcRam_Core (All OcRam MZ plugins needs that). And RETRO goes top most plugin.
  9. Would you be able to put a split screen?
  10. AnnoyingDog said:
    Would you be able to put a split screen?
    Yes I'm able to do it. And actually everybody who has motivation and time are able to do it.

    I have motivation, but I have so much other things I do at my freetime. And something else (less time taking) tasks are poping up (mainly ideas or bugs found from the users of this forum).

    Currently doing (for MZ, but RETROable to MV) seamless Map transfer (scrolling old school Zelda style) + local coop and pseudo pixel move revamp. Local coop also gets major usability patch (more the players in game the more notable this fix is).

    Shortly: This is already at my never-ending todo list.
  11. OcRam said:
    Yes I'm able to do it. And actually everybody who has motivation and time are able to do it.

    I have motivation, but I have so much other things I do at my freetime. And something else (less time taking) tasks are poping up (mainly ideas or bugs found from the users of this forum).

    Currently doing (for MZ, but RETROable to MV) seamless Map transfer (scrolling old school Zelda style) + local coop and pseudo pixel move revamp. Local coop also gets major usability patch (more the players in game the more notable this fix is).

    Shortly: This is already at my never-ending todo list.
    Oh, ok then!
  12. Hello, you have news of this plugin?
  13. What news are you after?
  14. Wow! I loved this plugin. I'll try to implement it in Dino Hazard. Gonna look great on consoles!
  15. Hello OcRam,

    This plug-in is awesome and I am looking forward to buy it in the next month if my game finally works !

    Altough, there is one important detail that I can't overcome, could you please help/guide me with this ?

    Description :
    I would like an event to have different effect if it touches Player1, or if it touches Player2. To do this, I am using your plug-in with the function "$gameMap.currentActorId()".

    Problem :
    This command will only reflect the last person that touched the controler, and not necessarely the one who initiated the event. This means that if Player 1 is standing still while an event is getting in contact with him while Player 2 is moving, then the command would return that the currentActorId is 2.

    Example :
    I would like that when a fireball touches a player, this player is loses a life.

    What is happening now : when a fireball touches a player, if (Player1Id == $gameMap.currentActorId()) then Player1 loses a life (same logic if it's Player2, then Player2 loses a life).

    Problem now: If Player2 is moving while Player1 is getting hit, Player2 will lose a life.

    More info :
    I am using RPG MAKER MV.
    There is another problem where if Player2 stops moving, Player1 automatically becomes the currentActorId so Player2 can't lose a life if standing still, but maybe your answer will fix this.

    Thank you a lot for your work, I will wait for your answer. Have a great day !
  16. SneakingFox said:
    Hello OcRam,

    This plug-in is awesome and I am looking forward to buy it in the next month if my game finally works !

    Altough, there is one important detail that I can't overcome, could you please help/guide me with this ?

    Description :
    I would like an event to have different effect if it touches Player1, or if it touches Player2. To do this, I am using your plug-in with the function "$gameMap.currentActorId()".

    Problem :
    This command will only reflect the last person that touched the controler, and not necessarely the one who initiated the event. This means that if Player 1 is standing still while an event is getting in contact with him while Player 2 is moving, then the command would return that the currentActorId is 2.

    Example :
    I would like that when a fireball touches a player, this player is loses a life.

    What is happening now : when a fireball touches a player, if (Player1Id == $gameMap.currentActorId()) then Player1 loses a life (same logic if it's Player2, then Player2 loses a life).

    Problem now: If Player2 is moving while Player1 is getting hit, Player2 will lose a life.

    More info :
    I am using RPG MAKER MV.
    There is another problem where if Player2 stops moving, Player1 automatically becomes the currentActorId so Player2 can't lose a life if standing still, but maybe your answer will fix this.

    Thank you a lot for your work, I will wait for your answer. Have a great day !
    Thank you for the message,

    Are you using MV or MZ (with RETRO) version of Local Co-op plugin?

    Code:
        Game_Map.prototype.currentActorId = function () {
            if ($tempGamePlayer_OC) {
                return $tempGamePlayer_OC.actor()._actorId;
            } else {
                return $gameParty.leader().actorId();
            }
        };

    $gameMap.currentActorId() will return actorId of player who started the event. And as soon as Game_Event.unlock() is called it will reset $tempGamePlayer_OC to null resulting return of $gameParty.leader().actorId() - It shouldn't have anything to do with players moving around.

    I guess "Player1Id" has player 1 actor id stored? And maybe showing screen shot from event page would open up this issue more...

    ps. MZ (requires RETRO in MV) version of this plugin is more advanced (it auto-detects player and all move routes, animation targets etc. which are called in this event will automatically apply to player who started it) it also has OcRam.playerCharacter() JS call for easier scripting!
  17. OcRam said:
    Thank you for the message,

    Are you using MV or MZ (with RETRO) version of Local Co-op plugin?

    Code:
        Game_Map.prototype.currentActorId = function () {
            if ($tempGamePlayer_OC) {
                return $tempGamePlayer_OC.actor()._actorId;
            } else {
                return $gameParty.leader().actorId();
            }
        };

    $gameMap.currentActorId() will return actorId of player who started the event. And as soon as Game_Event.unlock() is called it will reset $tempGamePlayer_OC to null resulting return of $gameParty.leader().actorId() - It shouldn't have anything to do with players moving around.

    I guess "Player1Id" has player 1 actor id stored? And maybe showing screen shot from event page would open up this issue more...

    ps. MZ (requires RETRO in MV) version of this plugin is more advanced (it auto-detects player and all move routes, animation targets etc. which are called in this event will automatically apply to player who started it) it also has OcRam.playerCharacter() JS call for easier scripting!

    Hello , thank you for the quick feedback !
    Are you using MV or MZ (with RETRO) version of Local Co-op plugin?
    I am using MV as I tought it was more suited for the MV engine, but I can try MZ if you think it would be better.

    maybe showing screen shot from event page would open up this issue more...
    Good point ! Here's a screenshot of the event page. Here are 4 pictures of what is happening too and one for the plug-in used.

    For the event to interact with followers I bought "YEP_EventEncounterAid", however, this plug-in was not used in this example.
  18. SneakingFox said:
    Hello , thank you for the quick feedback !

    I am using MV as I tought it was more suited for the MV engine, but I can try MZ if you think it would be better.


    Good point ! Here's a screenshot of the event page. Here are 4 pictures of what is happening too and one for the plug-in used.

    For the event to interact with followers I bought "YEP_EventEncounterAid", however, this plug-in was not used in this example.
    Thank you for the message,

    I know this isn't exactly same thing you are trying to accomplish, but at least very basic idea (getting correct actor and decrease it's life) is same.

    I just tried this with MZ version of OcRam_Local_Coop. Event below approaches nearest player and will decrease 10 HP from any player who gets its way (Event Touch trigger). Like said MZ version is much more advanced (example those "Turn/Move away from player" automatically detects player who started the event).

    Also tested moving at the same time and everything seemed to work ok.
    support_local_coop.png

    And above event page as JavaScript (timeout used instead of "move away"). Benefit in this example is minimal Game_Interpreter activity (interpreter activity may interfere other players movement while interpreter is running).
    JavaScript:
    const c = OcRam.playerCharacter();
    if (c && !c._justBurned) {
        c._justBurned = true;
        const a = c.actor();
        a.setHp(a._hp - 10);
        setTimeout(() => {
            if (c) c._justBurned = false;
        }, 500);
    }

    EDIT: Whoops! Decided to test this JS and turned out that "Turn away" method has wayyy less impact on Game Interpreter than that JS example :D

    JS is ran on every frame when event approaches and touches the player... My bad!
  19. This plugin is awesome, thank you so much. Unfortunately I have a little problem / I found a bug while using a plugin called Alpha NetZ (you can create online multiplayer games with it), when I go in to singlepalyer, then open the network-menu and start a multiplayer game I get this error, when I start to move:
    TypeError
    Cannot read property 'onPlayerWalk' of null

    1662906173556.png

    If possible, could you add a new plugin parameter / plugin command to turn off all the functionality / turn off the local-coop plugin? I think this would be the easiest way to fix this?
    So befor I open the network-menu I just drop off all players and disable the plugin. Everthing should work fine then.
  20. GamesOfShadows said:
    This plugin is awesome, thank you so much. Unfortunately I have a little problem / I found a bug while using a plugin called Alpha NetZ (you can create online multiplayer games with it), when I go in to singlepalyer, then open the network-menu and start a multiplayer game I get this error, when I start to move:
    TypeError
    Cannot read property 'onPlayerWalk' of null

    View attachment 240206

    Could you possibly add a new plugin parameter / plugin command to turn off all the functionality / turn off the local-coop plugin? I think this would be the easiest way to fix this?
    So befor I open the network-menu I just drop off all players and disable the plugin. Everthing should work fine then.
    Hi there!

    It's not an easy task to "turn off" this plugin after it's loaded. It would take A LOT of time to make such feature... and unfortunately I don't have the time it requires.

    ?Maybe? fastest solution would be some "turning off plugin" -plugin :) and reloading the whole game via plugin command or script call. That would be actually rather easy to implement, BUT VERY HAZARDOUS.

    Example if ANY script calls are used from that plugin it would cause errors/crashes or if some other plugin would depend on that turned off plugin it could cause errors/crashes etc...)

    Then you could give player to choose on start up: local multiplayer or network multiplayer
    (Just popped my mind: that wouldn't actually even require game reload, if you'd confirm that BEFORE any plugins are loaded)