QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 16 of 59 View original ↗
  1. @SoSick. I'm not sure, I just tested from my master demo and it worked fine. And from your image there doesn't seem to be any issues with the colliders. So only thing I can think of is, how are you moving the events?

    Updates​
    QCamera 1.1.4
    • Fixed parallax image positions
  2. @Quxios On the custom move route's one is set to a random route, one to approach , and the other is custom...going up and then down a few ? am I suppose to use the pathfinder plugin? thanks man for getting back.:thumbsup-left: i have have this in console?
    Capture.PNG

    UPDATE: I have put your plugins above all of yanflys and that seems to have solved the problem..:dizzy: least it's working dude, thanks. :thumbsup-left::troll:
  3. @SoSick. Like those warns say, the plugin parameters in those plugins are incorrect. So open, QPlus and QMovement and fix those plugin parameters if you using using them. And glad you got it working.
  4. QABS ERRO!

    If I remove the equipment, this error appears:
    Spoiler
    IygpeUH.png
    vF8GMNJ.png
    JMqZcNe.png

    Edit.:

    Error in Weapon Skill keys:
    Spoiler
    t5VQ1Pn.png
    ymscw1J.png
  5. @Quxios I was mad excited to see QABS released. I've been working with Quasi ABS for some time and have managed to successfully upgrade to the new system. It is a great improvement. Enemy movement is so fluid now, and being able to directly map controller input is amazing. I can also now use the enemy sight plugin with no lag. Thanks!!

    With a few really basic changes I managed to get QuasiABSGuages to work with the new system but my limited .js knowledge hasn't yet allowed be to get the QuasiABSHud to work: something to do with the way skills are now handled I think. Do you have any plans to port that HUD to the new system or to create a new one? I don't think I'll delve any deeper into doing it myself if I know your expert skills are on it :)

    Cheers,
    Beth!
  6. @fabrizio Thanks for the report! Will look into it asap.

    @Warped_Tales Ah I forgot to release those addons. There's already converted versions of those plugins for QABS, they're included in the demo folder. Just added them to the repo:
    Gauges
    Skillbar

    Also I've added a few more details in the QABS Skill Sequence help. Will be adding more details when I have time.
  7. Quxios said:
    @Warped_Tales Ah I forgot to release those addons. There's already converted versions of those plugins for QABS, they're included in the demo folder. Just added them to the repo:
    Gauges
    Skillbar

    Also I've added a few more details in the QABS Skill Sequence help. Will be adding more details when I have time.

    Amazing! Thank you.
  8. Been updating all my maps to use Qmap and have some requests:

    1) It would be good if keyboard arrows could be used to move objects, to get them pixel perfect. Also sometimes when I move with the mouse the objects disappear and the words NaN appear on the coordinates.
    2) Layered selection. it's hard to select an object behind another object. I would prefer if the side bar acted as 'layers' so that only the object you have selected in the side bar can be moved.
    3) Undo feature would be very helpful too.
    4) In the help file it's possible to add an interaction box to Qmap objects, but how can you use that interaction in RMV?
  9. @Quxios - It's Beth again. The new HUD is working fantastic, as is QABS. Since the upgrade however I've bumped into a small issue with QPlus: it seems to be removing some text from game windows. Specifically with Vlue's Recipe crafting. Load order seems to have no effect but it is definitely the culprit. Sadly, the problem is beyond me. If you, or anyone else reading this, can see a simple fix for the issue I'd be super grateful!

    EDIT: Nevermind, I realised that if I turn quick test off it works again!?! - I guess it Vlue's script does something during boot that makes it work! Cheers anyway :)
  10. @ZcheK Yeah I've been wanting to improve the QMap editor for awhile, but just been busy with QABS.
    1. Yes I'll be adding hotkeys soon, so arrow keys will move the map obj by a pixel value, and if holding shift it'll move by 2 or 5 pixels ( I'll do some testing see which feels better ). I'll also add mouse scroll listeners on the inputs, so if you scroll up on an input field, i'll increase it by 1.
    2. Yeah not really fond of the layering either. I could make it so selected objects take priority. But I also want to add in, locking / hiding map objects. When locked you can't click it, and when hidden, well its hidden and it can't be clicked (hiding will only hide it in the editor, not in the actual map)
    3. I was planning an undo feature, but not to sure how to handle that correctly with minimal memory usage
    4. With with all <colliders> tags you can add / create any type of collider incase there's a plugin that make use of a different type. In the case of MapObjs, collision or default are used for collisions. And Interaction is only used with the <onPlayer> tag, which lowers it's transparency when the player is touching it.

    @Warped_Tales glad you solved it!
  11. @max7 Was there any error? Any is it blank on all the maps?

    Updates​
    QABS 1.2.2
    • More help info
    • Renamed plugin parameter 'Attack Towards Mouse' to 'Aim with Mouse'.
    • Added plugin parameters 'Aim with Analog', When using a gamepad, the skills will be used in the direction of the right analog stick
    • Fix for crash on weapon change. Weapon skills should now work as intended
  12. @Quxios yes its blank on all maps
    there is no error in master demo but still all the map are blank

    when i use qmap in my project it give error qmap.json not found and all map are also blank
  13. Quxios said:
    @max7
    • Added plugin parameters 'Aim with Analog', When using a gamepad, the skills will be used in the direction of the right analog stick

    Ah, that works really well. It was only the other day that I was wondering about such a feature. Do you know if there is a simple way to have the character always facing towards the direction of the cursor/right analoge stick? So that if they were walking down, but aiming up they would be moving backwards.
  14. @max7 I don't mean an error in MV, but an error when using the QMap Editor. When there's an error in the editor it should appear in a red box in the lower right side of the editor. And you need to use the QMap Editor to create the qmap.json, which is required for QMap plugin. When you load your project with the QMap Editor and if it doesn't have that json, it'll create it for you.

    @Warped_Tales With a plugin it's possible. I had one before but was for facing mouse cursor.
  15. Quxios said:
    @Warped_Tales With a plugin it's possible. I had one before but was for facing mouse cursor.
    Oh yes I vaguely remember. I'll take a look, thanks. I've popped a video below to show you what I'm doing with your ABS. Thanks again for all the help.

    Beth

  16. @Warped_Tales Nice! Though sounds off, but I'm assuming that's not due to the plugin but from recording?
  17. I just downloaded QABS (as well as the HP bar addon, the skillbar addon, QPopup, QSight, QPathfind, and QCamera). I'd already had QPlus, QMovement, QM+CollisionMap, and QAudio installed, and the game still works fine when it's just those plugins turned on. However, when I have QABS turned on and start a playtest, then hit "new game", the game lags for a couple seconds (as in, I've hit f2 to watch the framerate, and it hangs at the number it was at when I clicked "new game". Though it's possible that's just my laptop being slow.), and this error turns up. Before I hit "new game", the game acts like everything is normal.
    qabs_error_by_natfromgamefire-dbf1xqm.png
    It also doesn't report the same thing each time, for the "at <file>" bits. This is another one that I got, with the same exact plugin setup and the exact same steps.
    qabs_error_2_by_natfromgamefire-dbf1ya7.png
    Also odd is something else that happens with this error. I'll hit f8 to see the console, close the console, hit f8 again (and the "at <file>" bits will be different), and this will be added to the console (I've seen it appear both above the "at <file>" parts and below it).
    qabs_error_3_by_natfromgamefire-dbf1yx0.png
    But when I check the QABS demo (and the NewData folder), no such files exist. There's files called "pixi.js", "pixi-tilemap.js", and "pixi-picture.js". But nothing with the .map extension.
    For reference, I tried to figure out which plugin(s) were causing the error by turning off all of your plugins and then turning them on one by one to see when the game would throw the error. Turning on QABS made the error start appearing. Turning on QPathfind doesn't cause the error, nor does turning on QCamera, QSight, or QPopup.
  18. @GameFire looks like an incompatibility issue. So keep the QPlugins on, but turn off your other plugins to figure out which ones are causing it to get stuck in a loop. Try the ones listed in the errors first, so like YEP_EquipCore or LeStateAutoTrigger, or you can disable all of the other plugins besides the QPlugins, and enable them back 1 by 1, which ever method you feel would be faster for you to test.

    As for the last errors with the "Failed to load". You don't need to worry about that. That error typically runs when you reopen the console, it's nothing serious.
  19. Turning off LeStateAutoTrigger didn't fix the error, though it did make the console mention YEP_X_Subclass. Turning off YEP_EquipCore and LeStateAutoTrigger (as well as a plugin that requires YEP_EquipCore) brings up a new error:
    error4_by_natfromgamefire-dbf428n.png
    No mention of the maximum call stack error, so maybe that's it?