OcRam - Local Coop plugin (MZ/MV)

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Started by OcRam 325 posts Page 3 of 17 View original ↗
  1. Latest version of OcRam_Local_Coop -plugin is now available (v2.0). This is major update!

    Biggest changes are that instead of max 2 players, there can be up to 4 players now!
    Also P2 - P4 will control their own actors (followers) in gamemap (no more time consuming manual eventing)! Please check full list of changes on 1st page "Version history".

    I have tested this plugin as far as I could. If you encounter problem please remember check your plugin list order first.

    Happy RPG making!
    :MV1:
  2. WOAH! This is amazing! I hate to get greedy when it's already this amazing, but is there any way to make it compatible with movement scripts? (VE Diagonal movement, Galv pixel movement, etc etc)

    Anyway, fantastic work!
  3. SleepyMachine said:
    WOAH! This is amazing! I hate to get greedy when it's already this amazing, but is there any way to make it compatible with movement scripts? (VE Diagonal movement, Galv pixel movement, etc etc)

    Anyway, fantastic work!

    Thank you for your kind words,

    Base problem in this is that followers require their own movement implementation in Local_Coop -Plugin. I'm pretty sure no one, who has made movement -plugin, has taken that in consideration. In other words I would have to write it my self (at least for followers).

    Though there is Input._dir8 property in rpg_core class already which would be quite easy to use (diagonal). And _realX and _realY properties on character class would make pixel movement also possible...

    Feel free to check this page from time to time: Maybe someday I'll implement diagonal and/or pixel movement in this plugin (or somehow one plugin would have movement implemented for followers also?).

    Edit: Now that I took closer look to VE_DiagonalMovement it has implemented most important functions to Game_Character classes. This means I will add support to this Plugin.
  4. OcRam, this plug-in is incredible! I've been hoping to find something like this for a while now. I've been wanting to make a 4 player local co-op game, but had never found a good solution. So, thank you for this!

    I do have a question/request though. I'm wanting to be able to make events that each player would be able to/not able to interact with (example, player one can only flip a switch that's marked in red). I was thinking of using player and follower x, y locations saved to variables with conditional branches to do this, but can't find a way to get follower location. Is there a JS call to check a followers x, y position, and/or to save locations in a variable? Or could this be implemented into the plug-in?

    Last thought - I'm really liking this plug-in and would love to support further development of it. If you're thinking of developing and polishing it further, I'd love to throw some money/support your way. I'm still learning JS but would love to collab if you'd like.

    Edit: I did a bit of research, and maybe pieced something together? If I were to do a script call and put
    $gameVariables.setVariable(7, $game_player.followers[0].x)
    would that set variable 7 to the first followers X position? Or is that waaay off?
  5. KevinFrost said:
    OcRam, this plug-in is incredible! I've been hoping to find something like this for a while now. I've been wanting to make a 4 player local co-op game, but had never found a good solution. So, thank you for this!

    I do have a question/request though. I'm wanting to be able to make events that each player would be able to/not able to interact with (example, player one can only flip a switch that's marked in red). I was thinking of using player and follower x, y locations saved to variables with conditional branches to do this, but can't find a way to get follower location. Is there a JS call to check a followers x, y position, and/or to save locations in a variable? Or could this be implemented into the plug-in?

    Last thought - I'm really liking this plug-in and would love to support further development of it. If you're thinking of developing and polishing it further, I'd love to throw some money/support your way. I'm still learning JS but would love to collab if you'd like.

    Edit: I did a bit of research, and maybe pieced something together? If I were to do a script call and put
    $gameVariables.setVariable(7, $game_player.followers[0].x)
    would that set variable 7 to the first followers X position? Or is that waaay off?

    Thank you for trying this Plugin out and glad to hear you liked it.

    I will implement new event comment <player:x,y,z> to next version 2.01 (see further details on main page).

    To check desired follower x I would use $gamePlayer._followers._data[follower_id]._x and to check PLAYER 2 x I would use $allPlayers[1]._x;
    So I think that JS would be something like this: $gameVariables.setVariable(7, $gamePlayer._followers._data[0]._x);

    And if you would like to check ONLY VISIBLE followers: $gameVariables.setVariable(7, $gamePlayer._followers.visibleFollowers()[0]._x);

    Hope this helps.

    Edit: Instead of "event comment" I will add new Plugin parameter "Player on turn variable Id". Plugin will change this according to player who started event / is on turn (also in battles). This will enable possibility to script player specific events or even player specific event pages! This is MUCH more dynamic than event comment (which only had block interaction ability).
  6. Awesome, thanks OcCam! I appreciate the response! I'll give those a try when I get home from work today, and I'll update this post with my findings.
  7. Hello again!

    Latest version (v2.01) of OcRam_Local_Coop -plugin is now released!

    Biggest features are "Shared keyboard", "Info texts on screen" and possibility to use in game variable to check which player is in turn!

    More info in "Version history".

    Happy RPG making!
  8. Released HotFix to v2.01 (new version is v2.02)!

    This is IMPORTANT update!
    Fixed bug where BLANK event page caused ALL input to freeze, if P2-P4 started it!
    Fixed bug where events MOVED towards follower instead of TURNING
    Fixed bug where map border collision gave invalid result on "big" resolution games (at least HD and greater)

    I'm sorry for any inconvenience this may have caused! :kaocry:
  9. Minor update (v2.03).

    Map loop fix and player1 turn won't show if only 1 player.

    Thank you all for the reports!
  10. very cool maybe i will add this to my game.
  11. Awesome updates @OcRam!
  12. Wish this worked with Moghunters Chrono Engine(ABS). Still though its a cool plugin.
  13. I've been searching for a plugin like this for months! Thank you so much, this is a huge help for my project. Although right now I must ask, there seems to be a problem everytime Player 2 would interact with an event and/or try to close the menu (Uncaught ReferenceError: ResourceHandler is not defined). I'm pretty sure I've read the manual thoroughly, I might have missed something though. I'm using the keyboard to control player 2 since I don't have a gamepad available. Nevertheless, great work! Kudos and more power! moYhjS
  14. ChizWhiz12 said:
    I've been searching for a plugin like this for months! Thank you so much, this is a huge help for my project. Although right now I must ask, there seems to be a problem everytime Player 2 would interact with an event and/or try to close the menu (Uncaught ReferenceError: ResourceHandler is not defined). I'm pretty sure I've read the manual thoroughly, I might have missed something though. I'm using the keyboard to control player 2 since I don't have a gamepad available. Nevertheless, great work! Kudos and more power!moYhjS

    Have you tried this in new project? Because I couldn't re-produce the same error.

    My guess is that there's another plugin which overrides some of the methods in this plugin. Best place for Local Coop -plugin is as low on the plugin list as possible.

    If this doesn't solve "Uncaught ReferenceError" can you send me the console log and installed plugins list please?
  15. Thanks for responding fast. Yeah I've tried this on a new project without any other plugins installed.


    rpg_managers.js:1588 Uncaught ReferenceError: ResourceHandler is not defined
    rpg_managers.js:1589 file:///C:/Users/AesChiPao/Documents/Games/Kuya%20Chiz%20Proj/js/plugins/OcRam_Local_Coop.js 541
    /C:/Users/AesChiPao/Documents/Games/Kuya%20Chiz%20Proj/js/plugins/OcRam_Local_Coop.js:541 Uncaught ReferenceError: ResourceHandler is not defined
    rpg_managers.js:1588 Uncaught ReferenceError: ResourceHandler is not defined
    rpg_managers.js:1589 file:///C:/Users/AesChiPao/Documents/Games/Kuya%20Chiz%20Proj/js/plugins/OcRam_Local_Coop.js 541
    /C:/Users/AesChiPao/Documents/Games/Kuya%20Chiz%20Proj/js/plugins/OcRam_Local_Coop.js:541 Uncaught ReferenceError: ResourceHandler is not defined
  16. I made a new project and it still made the same problem. Hopefully these screenshots help. Thank you so much. i8vLR1N
  17. Ok. Which version of RPG Maker engine you use?
  18. RPG Maker MV Version 1.0.1
  19. Hi! So I realized my RPG Maker wasn't updated and I've updated it to 1.5.1 . The problem still persists though.
  20. ChizWhiz12 said:
    Hi! So I realized my RPG Maker wasn't updated and I've updated it to 1.5.1 . The problem still persists though.
    Edit: Before update remember to backup your project.

    Have you updated you project files also? rpg_core.js etc... files?

    If you open rpg_core.js in your project folder to text editor it should have version info like:
    //=============================================================================
    // rpg_core.js v1.5.2
    //=============================================================================