OcRam - Passages plugin (MZ/MV)

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Started by OcRam 528 posts Page 4 of 27 View original ↗
  1. Feli said:
    Our .. :LZSblush: I did not even realize that it is outdated ... I was almost sure that I downloaded it from here ... strange .. now yes it's ok!

    obs. there is only one incompatibility with the Basic Event Shadows of the Galv .. the plugin adds simple shadows under the events .. however where I put the region 19 in the case (or 18 on the bridge), the shadows disappear .. I do not know why, but it is only where there is possibility of passage over and under .. This problem has coming now in version 2.05.

    Thank you. :LZSwink:
    New version (from v2.0 to latest) keeps cover tiles always drawn (that's why shadow goes beneath drawn tile). But I will let you know when I have fixed this.
  2. Does your plugin support Actors whose animations frames aren't the standard 48 pixels in width? I've tried it with stock RPGMaker MV characters and it worked fine, but as soon as I switched to sprite sets that weren't uniform in size, I noticed odd offsetting issues.

    To make sure it wasn't a plugin conflict, I tested it with a brand new project that only used "OcRam - Passages". Here's my simple test-map:

    OcRam_test1.png

    The black tile represents region 17, while the teal one region 16, like so:

    OcRam_test2.png

    Stepping on the black tile and activating the region 17 trigger instantly snaps the first Actor to the left, as if no longer centered within the 48 pixel wide tile, and draws them over the followers:

    OcRam_test3.png

    Some y-sorting issues also seem to crop once all the followers step through region 17, with all the actors overlapping each other improperly:

    OcRam_test4.png

    Stepping on the teal tile representing region 16 restores things back to normal, one character at a time.
  3. I can confirm that this happens with my sprites as well, which are also taller than the 48x standard. I didn't bother reporting this as a bug because I figured the plugin was only intended for standard sprite sizes. But if you can fix this, that'd be great.
  4. I'd guess using much larger sprite sets would be problematic in a variety of areas, but could be masked with extra over tiles (these are already necessary for 48x48 characters since they're raised 6 pixels up) provided they work OK in the rest of the game. The characters I use work fine other than the region 17 issue, and I could fit them in symmetric 48x96 spaces, but then turning left and right wouldn't leave their feet "centered" on a single spot so some have a bit of extra padding. In OcRam's video, he shows a 144x144 monster being toggled between "floors" with no offsetting issues, so I'm guessing the lack of symmetry is an issue here.

    The height might be a bigger problem, though, as the party sorting seems to be reversed once region 17 is activated, but this wouldn't be visually apparent with the 48x48 characters.
  5. Neo Soul Gamer said:
    I can confirm that this happens with my sprites as well, which are also taller than the 48x standard. I didn't bother reporting this as a bug because I figured the plugin was only intended for standard sprite sizes. But if you can fix this, that'd be great.

    QuietBoutique said:
    I'd guess using much larger sprite sets would be problematic in a variety of areas, but could be masked with extra over tiles (these are already necessary for 48x48 characters since they're raised 6 pixels up) provided they work OK in the rest of the game. The characters I use work fine other than the region 17 issue, and I could fit them in symmetric 48x96 spaces, but then turning left and right wouldn't leave their feet "centered" on a single spot so some have a bit of extra padding. In OcRam's video, he shows a 144x144 monster being toggled between "floors" with no offsetting issues, so I'm guessing the lack of symmetry is an issue here.

    The height might be a bigger problem, though, as the party sorting seems to be reversed once region 17 is activated, but this wouldn't be visually apparent with the 48x48 characters.
    Thank you for the messages @Neo Soul Gamer and @QuietBoutique

    I just tested characters (width) 42px * (height) 90px and there was minor offset issue (1px too much to the left). Also noticed that draw order must be changed (by y axis). By the way are you using the latest version of this plugin? And what are exact measures of the characters that doesn't work?
  6. Thanks for checking in! I was using v2.05 of your plugin, and all characters were 96px in height. The first two characters in the party were 54px wide, and the last two 48px wide. The latter two didn't suffer the same left-offset, but the y-sorting issue was prevalent for all.
  7. This is a really cool plugin but I have a question. It seems while having this plugin on it does something to steps tiles. Even when I don't designate any region IDs when I walk up steps I'm on top of events that are player level (npcs, doors). It works fine with region IDs set up up right or the plugin being off. If I use this plugin will I have to manually set the players level every time I use steps? Also why are steps changing my level in the first place? I am using 2.05 with RPG maker MV 1.6.1. I also updated my project to the latest standard (I think).
  8. OcRam_Passages.js can't use with Vehicle d2.png d.png
  9. fugahagen said:
    This is a really cool plugin but I have a question. It seems while having this plugin on it does something to steps tiles. Even when I don't designate any region IDs when I walk up steps I'm on top of events that are player level (npcs, doors). It works fine with region IDs set up up right or the plugin being off. If I use this plugin will I have to manually set the players level every time I use steps? Also why are steps changing my level in the first place? I am using 2.05 with RPG maker MV 1.6.1. I also updated my project to the latest standard (I think).

    Thank you for the message!

    What are "step tiles" because like 1st page states: "If autotiles A3 (roofs) or A4 (walltop) tiles are used "Auto-assign" (no comments found) will assign the event to higher floor level, else event is assigned to lower floor level."
  10. OcRam said:
    Thank you for the message!

    What is the version of OcRam_Passages.js? Because latest version should support vehicles.

    version 2.05
  11. Wattana32 said:
    version 2.05
    Ok... What is the version of the RMMV? Version info can be found in Your project folder ./js/rpg_core.js from first few lines.
  12. OcRam said:
    Thank you for the message!

    What are "step tiles" because like 1st page states: "If autotiles A3 (roofs) or A4 (walltop) tiles are used "Auto-assign" (no comments found) will assign the event to higher floor level, else event is assigned to lower floor level."
    Thank you for the reply,
    I meant the stairs or steps that are on the stock A5 part of the sets but had nothing to do with them.
    Turns out I didn't realize my floor was a roof tile.. Who knows how much time you just saved me thanks!
  13. OcRam said:
    Ok... What is the version of the RMMV? Version info can be found in Your project folder ./js/rpg_core.js from first few lines.
    Sorry, I was so busy this time. My RMMV version is 1.5.2 Sorry, i'm not good at english
  14. I love the idea of this plugin, but I'm having some issues with different camera plugins I've tried with it.

    With SumRandonDude's Camera core, I try to set the camera to follow another NPC (this is for a cutscene), but for some reason the tiles that I set to be above the player move with the camera.

    Also, even just moving the camera with the built in Scroll map command has a bit of an issue, it's like it shifts the tiles that are set to be above out of position a little bit as the camera moves.

    I'm just doing it the hard way atm, by making the tiles I need for overpasses and putting them on the B set, but it would be awesome to be able to use your plugin. I'm surprised this sort of plugin isn't built in.
  15. Hayden said:
    I love the idea of this plugin, but I'm having some issues with different camera plugins I've tried with it.

    With SumRandonDude's Camera core, I try to set the camera to follow another NPC (this is for a cutscene), but for some reason the tiles that I set to be above the player move with the camera.

    Also, even just moving the camera with the built in Scroll map command has a bit of an issue, it's like it shifts the tiles that are set to be above out of position a little bit as the camera moves.

    I'm just doing it the hard way atm, by making the tiles I need for overpasses and putting them on the B set, but it would be awesome to be able to use your plugin. I'm surprised this sort of plugin isn't built in.
    Thank you for the message!

    I can confirm that SRD Camera Core doesn't work properly with this plugin. I can try to take a look at it, but can't promise anything.

    Didn't notice anything unusual in RMMV default map scrolling. Can you post link to video or something where tile shifting is shown?
  16. Wattana32 said:
    Sorry, I was so busy this time. My RMMV version is 1.5.2 Sorry, i'm not good at english
    Then I think it must some kind of plugin conflict. Have you tried this plugin in new project?
  17. I downloaded your plugin and found two issues with it (one I have fixed personally).

    1) Like someone mentioned previously, while testing in my game, tiles were not correctly aligning if they were marked by a region set by the plugins Region ID values. This is most likely because the plugin is set up to work with MV's default 48x48 sprite/tile system. I went in to the plugin itself and proceeded to find all values labelled "24" and "48" and replaced them with "16" and "32" to correctly align them in a 32x32 format (my project is converted from VXAce and this is required).

    2) It's too restrictive to what Region ID's you have set in the plugin. What I mean by this is that unlike Khas's Ultra Lighting or Yanfly's Region Restrictions plugins, it does not provide the ability to setup which regions to use in the maps "Note" box.

    To give you an example of what I'm talking about. Say that you're using Khas Ultra Lighting plugin and you have one map that has a bridge that's 2 tiles high off the ground and on another map, there's a bridge that's 3 tiles high off the ground. Khas plugin is designed to align the "shadows" height depending on which region you've marked by a value of 10 (eg = Region 15 -> 1 tile high | Region 32 -> 3 tiles high). Without this functionality, you're restricted to the regions via the plugins settings rather than being able to adjust on-the-fly depending on the map.

    Could you look in to adding the functionality within the maps Note box instead of being forced to use the plugins settings instead?
  18. Espilonarge said:
    I downloaded your plugin and found two issues with it (one I have fixed personally).

    1) Like someone mentioned previously, while testing in my game, tiles were not correctly aligning if they were marked by a region set by the plugins Region ID values. This is most likely because the plugin is set up to work with MV's default 48x48 sprite/tile system. I went in to the plugin itself and proceeded to find all values labelled "24" and "48" and replaced them with "16" and "32" to correctly align them in a 32x32 format (my project is converted from VXAce and this is required).

    Hmmm. My tiles are 48x48, I think. I haven't changed them that I remember, so the default, and I got the not aligning tiles correctly.

    OcRam said:
    Thank you for the message!

    I can confirm that SRD Camera Core doesn't work properly with this plugin. I can try to take a look at it, but can't promise anything.

    Didn't notice anything unusual in RMMV default map scrolling. Can you post link to video or something where tile shifting is shown?

    Yeah, I'll get some pics for ya.
  19. OcRam said:
    Thank you for the message!

    I can confirm that SRD Camera Core doesn't work properly with this plugin. I can try to take a look at it, but can't promise anything.

    Didn't notice anything unusual in RMMV default map scrolling. Can you post link to video or something where tile shifting is shown?

    Okay, here's some pics. I uglied up the tiles so it might be easier to see. 1st image is how I've got the regions set up. 2nd is how it looks before any camera movement and 3rd is taken during camera movement. I've pointed to wear the tiles shift.

    One other thing that might help in troubleshooting, is I tried with Galv's Cam plugin as well. He has some inertia effects with the camera. With his plugin enabled, the tile shifting happens when the player is moving as well.

    Hope that helps.

    1.png
    2.png
    3.png