QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 11 of 59 View original ↗
  1. Quxios said:
    are you asking for a dark theme?
    Yea, kinda. I thought I'd show you ideal for me, instead of just asking for a dark theme.
    Honestly, that might be a bit dark for most people, just as (IMO) your's might be a bit bright for most people.
    Doubtful it's a big deal to anyone, but less white would be nice. I'd go with a light grey (to be best for everyone)(If not wanting two themes)
    I do my best work late at night, in low light situations. Most Unity/Photoshop users I know stay on the dark theme.
    SideNote: I wish MV would ditch the Crayola Icons on top and go with monocromatic Icons on the sides... maybe a Pro version of MV?
    Spoiler
    41576-6ffc7f25d43b39976c37b1a32f561abc.jpg
  2. Great updates @Quxios !
    I made another video showing animated (and anchored) parallaxes, also Qpathfind and mouse movement this time.

  3. Hey Quxios I think I may have found a new bug. Trying this out on a new project updated to the latest version causes this error when trying to initiate a battle.

    rpg_managers.js:1756 TypeError: undefined is not a function
    at Sprite_Actor.isQCharacter (/C:/Users/Moisesjr/Documents/Games/Project5/js/plugins/QSprite.js:798)
    at Sprite_Actor.startMotion (/C:/Users/Moisesjr/Documents/Games/Project5/js/plugins/QSprite.js:807)
    at Sprite_Actor.startEntryMotion (rpg_sprites.js:876)
    at Sprite_Actor.setBattler (rpg_sprites.js:722)
    at Spriteset_Battle.updateActors (rpg_sprites.js:2657)
    at Spriteset_Battle.update (rpg_sprites.js:2449)
    at Spriteset_Battle.Spriteset_Base.initialize (rpg_sprites.js:2127)
    at Spriteset_Battle.initialize (rpg_sprites.js:2428)
    at new Spriteset_Battle (rpg_sprites.js:2421)
    at Scene_Battle.createSpriteset (rpg_scenes.js:2150)

  4. Can't save a screenshot. Mind looking into that?
  5. BloodletterQ said:

    Can't save a screenshot. Mind looking into that?

    I had the same problem. What you should do is rename your "screenshot0" file in your main game folder to something else or move it and I'll allow you to save your screenshot.
  6. @HasdrubalBarca So much better. Thanks.

    I am interested in knowing if there's an optimal method to making the collision maps. If I just do the map without the ground I still have the grid showing.
  7. It would be great if you could use Qmap to to also visually and precisely place Qsprite events on the map. :) I'm using your plugin command to do it currently, but it's difficult getting it just right when you can't see it.
  8. A few more concerns about the movement plugins:
    • I don't think they work with Yanfly's Region Restrictions.
    • Is there a recommended way to work with animated water autotiles?
  9. @BloodletterQ
    The way I do it is to take a screenshot and fill the screenshot up with a single color using the bucket tool in GIMP. From there upload the screenshot in the map editor and place it underneath all the objects. Set the Z value to 0 or less than that then take a screenshot of it. In GIMP pick the select by color tool and mess around with the threshold until you get a result you're satisfied with and then delete that. It won't come up looking pretty but it will be pretty serviceable I think.
    Spoiler
    http://i.imgur.com/a1axPwG.jpg
    For that one I set the threshold somewhere between 100-130 and then in GIMP I pasted the objects to a new layer.

    As for your region restrictions there's the region colliders plugin
    https://quxios.github.io/#/plugins/QM+RegionColliders
    AFAIK yanfly's region plugins won't work. Actually I don't think the majority of region plugins are compatible with QMovements. But for your problem there's the Region Colliders.

    With water autotiles you could just use the same ones in game. If you're using GIMP for terrain just leave the places with water blank and just use the water from the editor.
  10. Sorry for late replys! I was out of town for the weekend.

    @ZcheK nice!
    What plugin commands do you mean? Don't think I have any for qsprite placement.

    @HasdrubalBarca I'll get that fixed!

    @BloodletterQ Thanks for the report! I'll get that patched up.
  11. i think i got the same or very similar bug to HasdrubalBarca

    TypeError: undefined is not a function
    at Sprite_Actor.isQCharacter (/E:/Amarok%20RPG/Old%20work/Armada/Game/Amarok720p/js/plugins/QSprite.js:806)
    at Sprite_Actor.startMotion (/E:/Amarok%20RPG/Old%20work/Armada/Game/Amarok720p/js/plugins/QSprite.js:815)
    at Sprite_Actor.startEntryMotion (rpg_sprites.js:876)
    at Sprite_Actor.setBattler (rpg_sprites.js:722)
    at Spriteset_Battle.updateActors (rpg_sprites.js:2657)
    at Spriteset_Battle.update (rpg_sprites.js:2449)
    at Spriteset_Battle.Spriteset_Base.initialize (rpg_sprites.js:2127)
    at Spriteset_Battle.initialize (rpg_sprites.js:2428)
    at new Spriteset_Battle (rpg_sprites.js:2421)
    at Scene_Battle.createSpriteset (rpg_scenes.js:2154

    It only happens when using side view battlers.
  12. Updates​
    QMovement 1.2.3
    • Some changes with ColliderManager and Game_Map
    QPathfind 1.4.3
    • Fixed bug where mouse movement didn't stop when an event was triggered (with QMovement)
    QYScale 1.1.0
    • Made a QYScale static class, move functions from Game_Map into QYScale
    • * Still haven't fixed the collider offsetting
    QSprite 2.1.3
    • Fixed a crash with Sprite_Actor
    https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins

    QMap Editor 2.0.2
    • Fixed error when pushing screenshots after the 1st time
  13. I mean the "qMovement setPos" plugin command, I'm using it here to align these flower events to their base, but doing it this way is hard, I never seem to get it quite right.
    upload_2017-5-2_18-25-17.png
  14. @ZcheK I see and oh there's also the <ox:X> notetag you can use. I just checked the QMovement help and looks like i never mentioned it. But you can set an events initial offset using:

    Code:
    <ox:X>
    or
    <oy:Y>
    To offset their x/y values (in pixels) So <ox:-1> should shift that event to the left by 1 pixel.
  15. Ah thanks :)
    Found a bug in latest master demo.
    If you try to save game in the Qmap room.
  16. Thanks for the report!

    QMap 1.3.2
    • Fixed a crash when saving
    Also here's a patreon post that has a summary of april + whats to come in may, link
  17. ZcheK said:
    Great updates @Quxios !
    I made another video showing animated (and anchored) parallaxes, also Qpathfind and mouse movement this time.



    What Z coordinate do you use for the object to have it appear above the player when the player is behind and below the play when the player in front?

    If I use Z=3 it is always below and Z=4 it is always above.
  18. jobar said:
    What Z coordinate do you use for the object to have it appear above the player when the player is behind and below the play when the player in front?

    If I use Z=3 it is always below and Z=4 it is always above.
    You have to set the anchor points. .5 and 1 are good.
  19. @jobar You have to set their z values the same first. If their Z values are the same then the one with the lower Y value will appear below. Then you mess with the anchorY value to set which part of the sprite is the y position and like @HasdrubalBarca said, an actor of 0.5 for x and 1 for y is typically good. But it all depends on the image.
  20. Yes, it is working fine like this. Thanks. This Map Editor is a very powerful tool!