I made an entirely new project and it finally worked! Thank you so so much for responding quick :D
This is such a huge help for me and I can't thank you enough. Again, thanks!
OcRam - Local Coop plugin (MZ/MV)
● ARCHIVED · READ-ONLY
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Hey is there a way you can make this compatible with an action battle system and or add split screen?
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When I try this plugin it says TypeError Cannot read property 'pressed' of undefined when I try to press a controller. Start does not seem to do anything on the controller. I'm very new to rpgmaker is there more setup required then just install and use?
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Hey is there a way you can make this compatible with an action battle system and or add split screen?
Yes I could do both, but it is very time consuming and I don't have it ATM. But maybe someday I have time to do those (or at least 1 of those at the time), please feel free to check this thread from time to time. -
When I try this plugin it says TypeError Cannot read property 'pressed' of undefined when I try to press a controller. Start does not seem to do anything on the controller. I'm very new to rpgmaker is there more setup required then just install and use?
Thank you for the report. What version of RMMV is in use in your project?
That "Start" button issue: You need to press one of the "face" buttons (A, B, X or Y) before RMMV can detect controller. I think RMMV 1.6.x will fix this issue when it is released (at least RMMV 1.6.1 auto-detected controllers in my development environment). -
Yes I could do both, but it is very time consuming and I don't have it ATM. But maybe someday I have time to do those (or at least 1 of those at the time), please feel free to check this thread from time to time.
Great! i´ll be looking forward to it, much thanks !
i´ll be checking this thread then :) -
I have a problem ... I use your plugin in my game and when in my game the fight ends with a win, my characters get a huge amount of experience (although only 5 experience comes from this opponent). I will ask for help.
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Thank you for the message. What if you turn this plugin off? Does it still give more exp than it should? And have you tried this plugin in new project? Because this plugin doesn't (and shouldn't) touch in victory aftermath.I have a problem ... I use your plugin in my game and when in my game the fight ends with a win, my characters get a huge amount of experience (although only 5 experience comes from this opponent). I will ask for help.
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Hey i have been having a few compatibility issues, i was wondering if you may have an idea of what is happening here
Context: I have been using this 3 Galv´s plug ins for the characters
Galvs Animations; Allows the actors to have diferent animations, Idle, Walk, Dashing, etc
Galvs Frames; Allows the sprites to have more than 3 frames,
Galvs Diagonal Moment; self explanatory
so this 3 plug in can work together
i can have a characters sprite to have 8 frames with idle and all that, even the diagonal animations
Here are my problems
+The diagonal movement doesnt work on the other players, perhaps this an input i have to set, but i dont really understand how to edit the inputs/controlers for other players
+The other problem seems to be that whenever the first player moves, the walking animations get triggered for all the other players even if they are not moving, but i do have noticed that this is caused by the animations plug in
soooooo is there something i can do to fix it?
or is there a way you could add support for this plug in?
since i do very much recommend the use of this plug ins, perhaps you could even use it, since they really do give a different vibe on and off, i would say its kind of essentail to not make "Just another RPG Maker Game" -
Thank you for the message. What if you turn this plugin off? Does it still give more exp than it should? And have you tried this plugin in new project? Because this plugin doesn't (and shouldn't) touch in victory aftermath.
After disabling the plugin does not get so much experience. I made a new project, installed a plugin and still gets a huge amount of experience after winning the fight. -
Hey i have been having a few compatibility issues, i was wondering if you may have an idea of what is happening here
Context: I have been using this 3 Galv´s plug ins for the characters
Galvs Animations; Allows the actors to have diferent animations, Idle, Walk, Dashing, etc
Galvs Frames; Allows the sprites to have more than 3 frames,
Galvs Diagonal Moment; self explanatory
so this 3 plug in can work together
i can have a characters sprite to have 8 frames with idle and all that, even the diagonal animations
Here are my problems
+The diagonal movement doesnt work on the other players, perhaps this an input i have to set, but i dont really understand how to edit the inputs/controlers for other players
+The other problem seems to be that whenever the first player moves, the walking animations get triggered for all the other players even if they are not moving, but i do have noticed that this is caused by the animations plug in
soooooo is there something i can do to fix it?
or is there a way you could add support for this plug in?
since i do very much recommend the use of this plug ins, perhaps you could even use it, since they really do give a different vibe on and off, i would say its kind of essentail to not make "Just another RPG Maker Game"
@SergioV7 Main reason for implementing VE_DiagonalMovement was that it has implemented essential methods in BASE character class (where it is inherited to followers also). I think Galv has made it differently… but I'll try to work those plugins out somehow.
After disabling the plugin does not get so much experience. I made a new project, installed a plugin and still gets a huge amount of experience after winning the fight.
@DEXTIpl45 Please go to Local_Coop plugin parameters and enable "debug mode" and then send console log (F8) after battle and what is RMMV version in your project? -
@SergioV7 Main reason for implementing VE_DiagonalMovement was that it has implemented essential methods in BASE character class (where it is inherited to followers also). I think Galv has made it differently… but I'll try to work those plugins out somehow.
@DEXTIpl45 Please go to Local_Coop plugin parameters and enable "debug mode" and then send console log (F8) after battle and what is RMMV version in your project?
Here is my log, but I do not know how to check the RMMV versions
showTextOnScreen('Player 2 joined the game!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Player count is now 2.
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(0) - playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 1 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(1) - playerInTurn = 2
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 2 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(2) - playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 1 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 update() - BattleEnd(ok) & playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Event unlocked by player 0
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false -
Here is my log, but I do not know how to check the RMMV versions
showTextOnScreen('Player 2 joined the game!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Player count is now 2.
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(0) - playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 1 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(1) - playerInTurn = 2
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 2 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 changeActor(2) - playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 showTextOnScreen('Player 1 turn!')
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 update() - BattleEnd(ok) & playerInTurn = 1
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Event unlocked by player 0
/C:/Users/Kuba/Documents/Games/Project2/js/plugins/OcRam_Local_Coop.js:1458 Scene_Map.isReady(true) - Battle System ATB/CTB = false
Log seems to be ok. Please open your project folder and open .\js\rpg_core.js -file (example in notepad) and first 3 lines should tell the version of RMMV core:
//=============================================================================
// rpg_core.js v1.x.x
//============================================================================= -
Log seems to be ok. Please open your project folder and open .\js\rpg_core.js -file (example in notepad) and first 3 lines should tell the version of RMMV core:
//=============================================================================
// rpg_core.js v1.x.x
//=============================================================================
Here is the version of my RMMV rpg_core.js v1.5.2 -
I used different version. Ok now I got it! Thank you for pointing this out! I will release update in few days.
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@SergioV7 Main reason for implementing VE_DiagonalMovement was that it has implemented essential methods in BASE character class (where it is inherited to followers also). I think Galv has made it differently… but I'll try to work those plugins out somehow.
VE Diagonal Movement its a good alternative, unfortunately it is compatible with Galv´s animations thats why i used Galv´s diagonal movement,
I really mean it, additional animations can make your game really cool, i´ve always disliked that when they are ot walking the characters seem static; for reference, have a look at what a character can look with extra anims and frames,
i recorded this video just to show you the difference it can make.
(Sorry for the lack of zoom in video, i still haven´t gotten around how to zoom in game and make the window size bigger)
Edit: For some reason the video quality is , ill try to fix it
Edit 2: I figured out the video quality is bad bceause i recorded it with the game window size being small, i havent found a way to make the window size bigger without it losing quality -
New version of OcRam_Local_Coop (v2.04) released today (2018/05/24)!
This will fix victory aftermath (exp, rewards etc...) to work as it supposed to!
Thank you @DEXTIpl45 for report! -
VE Diagonal Movement its a good alternative, unfortunately it is compatible with Galv´s animations thats why i used Galv´s diagonal movement,
I really mean it, additional animations can make your game really cool, i´ve always disliked that when they are ot walking the characters seem static; for reference, have a look at what a character can look with extra anims and frames,
i recorded this video just to show you the difference it can make.
(Sorry for the lack of zoom in video, i still haven´t gotten around how to zoom in game and make the window size bigger)
Edit: For some reason the video quality is , ill try to fix it
Edit 2: I figured out the video quality is bad bceause i recorded it with the game window size being small, i havent found a way to make the window size bigger without it losing quality
Yes it will gives more polished feel in game if there's more frames, idle animations etc... But I don't know when I have time to do this. I will update this threads "Under development" part when I start working on it. -
Yes it will gives more polished feel in game if there's more frames, idle animations etc... But I don't know when I have time to do this. I will update this threads "Under development" part when I start working on it.
Nice, I´ll be looking forward to it. -
I'm having a problem when any other player interacts with anything, or even opens up the menu I get an error message saying
"Uncaught reference: Resource Handler is not defined."
I'm not sure what I'm doing wrong but any help would be much appreciated