QPlugins - Latest: QABS

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Started by Quxios 1173 posts Page 9 of 59 View original ↗
  1. Does mouse movement work with QMovement yet, and if so, do diagonal sprites work with mouse click to move?
  2. @Lithalean ABS won't be around for awhile as I'm still waiting for my patreon to reach the goal.
    As for QMap, all the features are listed in the help and the site. There's not much, I did plan on adding more but haven't really thought of more.
    For the electron, I'm not sure, did you set it up correct? because it sounds like the mv files are still trying to use nwjs when they shouldn't if u replaced the project files with the one inside of the electron wrapper folder. Either way I'll run a test later today, since I haven't tested it with mv 1.4.0, they may have added a new nwjs call that I need to change.

    @PsychicToaster It has worked for about ~2months, you need to use QPathfind to enable it. Make sure all of my plugins are latest versions though just to avoid any errors.
  3. Thank you good sir. Sorry, I probably ought to have read the entire thread but I figured it'd be quicker for someone to answer.
  4. @PsychicToaster No problem! I try to reply to all questions either way

    As for @Lithalean, I tried my electron mv with 1.4.0 and ran fine. So you must have set it up incorrectly, or if you had it setup fine before but then updated your project to 1.4.0, make sure you didn't replace the index.html file, if you did then thats the issue. ElectronMV requires a custom index.html (you typically never need to replace the index.html file when updating an mv version anyways, unless they add in a new lib).
  5. Just tested all the latest updates. The new QPathfind update has fixes my issue with the straight and diagonal sprites flickering, it's much smoother looking now, thanks for all your hard work Quxios!

    Had three problems:
    Settings:
    A) Grid size 3, tile size 48, map size 20x12
    B ) Using collision map
    C) Player collider: circle, 36, -10, 6, 46

    1)Sometimes the player gets stuck after walking into small enclosed areas. (keyboard movement, see picture)

    2) Using jump command makes collision box go up a few pixels after the jump, but not the player. E.g. I jump right, the player jumps correctly but the collision box ends up a few pixels up.

    3) Sometimes QPathfind will continue after being interrupted by keyboard movement.
  6. @ZcheK Cool, no problem!

    For your settings, what do you have off grid as?

    1. Kind of hard to see what you mean. But collision map checking is less accurate then collider checking since it only checks if the colliders edge touches anything in the image. So for better results you shouldn't have any small / thin areas in the collision map. You can also enable mid pass, which will run an extra check.

    2. I'll look into it, was there any colliders between the jump?

    3. From a qpathfind plugin command or from the mouse movement?
  7. Off grid set to true

    1. It is as you said "a small, thin area" that the player can go into to, but can't get out of, I'll just remove the area it isn't important.
    2. No colliders.
    3. From mouse movement. (Keyboard movement interrupt via QInput, mapped to WASD).
  8. @Quxios The problem was with electron and mac os. Electron seems to work better in windows.

    Qmap on Mac OS
    Spoiler
    40448-88def0e69e5d41c82917914291f6fe30.jpg
    * No Pictures will display in the map editor, but all other elements remain editable.
    * I couldn't get the sprite animator app to even open.

    ​
  9. Thanks for all these awesome plugins @Quxios! There seems to be a problem when saving the game though, specially with the QMovement I think - the player will be transferred to the center of the nearest tile when the game is loaded, not to the exact place the player saved, and this can cause some collision problems. I also got some error messages sometimes when I tried to load a save file (can't send a picture of the error right now, but I just turned that crystal of your demo into a save point to get it)
  10. @ZcheK I just tried the jump and pathfinding bugs and couldn't recreate. Since I forgot to ask last time, make sure your plugins are all up to date, The last QPathfind and last 2 QMovement fixed some issues with the mouse movement. While the last QMovement update fixed a bug with jumping. Those 2 fixes may fix the bugs you're having. If you do have the latest version let me know, and I'll try to recreate the bugs again.

    @Lithalean I think electron should run just as fine as windows on mac. Most likely just bad code on my side.
    For the QMap, since you're running it locally, can you run it with dev tools (just add the --dev option) and check for errors? I'm assuming the issue is how I'm passing the img urls, I probably have to correct the path. So you probably have some 'Image file not found' error. And for the sprite app, that was one of my first apps so it's badly written and a new one will be out soon, but it'll most likely have the same no images shown issue as the QMap.
    Also when you tried the ElectronMV, did you try to run it with the editor, or did you run it manually with the cli? If you ran it with the editor, that may be the issue since I added a hook so if it ran with the editor it closes that process and runs the bat file to run as electron, and I don't think the bat files work on osx. So if you ran it from the editor, try to run it through the cli

    @Musashi I'm not getting that position change, but I do get a warn when saving. I'll look into it, thanks for letting me know! And just in case, are you using any other plugins with mine? Since those plugins might be causing the position change on load.
  11. Ah, sorry, I just did a few more tests, seems like the position change only happens if the game project is edited after the game is saved (I tested using only your plugins).
  12. Updates​

    QMovement 1.1.9

    • Changes to saving. Should fix some saving errors, but may have added new ones. If you get any errors with the new saving let me know! I had a bug the first time I tested it where the player disappeared when loading. But couldn't recreate it when retesting it, so not sure what happened.

    QMap 1.2.3
    • Updated for the QMovement 1.1.9 changes

    QPathfind 1.4.1
    • No update, just added a version check if you're using QMovement

    Also the new QSprite editor is out for early release for my patrons, link. Public release will probably be in ~2 weeks. But the app is nearly done, so I'll start focusing more of my time on plugins again soon. Though I might go do a quick update for the QMap by adding sortable list for the map objs.
  13. New plugin​
    QImport - Link
    This plugin is used to help ease development of configurations by letting you import from different sources. If you have a note tag that is going to be used in multiple game objects, you can configure just one of them and have the rest import the notes from that "master" object. Then whenever you edit the "master" all the ones that are importing from it will also get the change.

    It's been ready for awhile, but I was having trouble figuring out how to explain it's use. But imo it should be really helpful in development!

    Also I added a video section in QMovement Link. If you want your video to be featured there, just send me a pm with a link or link it here, but just let me know that you want it shared so I know I have your permission.

    @Lithalean I looked at the QMap Editor code the other day and the issue is with the urls. I must have blanked when doing the image paths part because I wrote it to only work on windows basically. If interested I can show you have to fix it, though I'll be releasing an update for it in a week or 2 as I'm also going to make the map objects a sortable list + a few other changes.

    Updates​
    QUpdate 1.2.0
    • Added a notification to upper right of screen if there is an update for any of your installed QPlugins. This way you don't need to update the QUpdate scene to check if there's any updates.

    QSprite 2.1.1
    • Few code changes
    • Fixed a typo in one of the aliases that may have been causing a crash with sideview battlers
    • Changed the js.json. Just rename your SpriteAnim.json to QSprite.json and should work fine.on file name to QSprite.json instead of SpriteAnim
  14. Quxios said:
    @Lithalean[/USER] I looked at the QMap Editor code the other day and the issue is with the urls. I must have blanked when doing the image paths part because I wrote it to only work on windows basically. If interested I can show you have to fix it, though I'll be releasing an update for it in a week or 2 as I'm also going to make the map objects a sortable list + a few other changes.

    @Quxios I've got tons of stuff to do with my game, so I can wait. I can easily focus on the photoshop side, and stack up QMapEditor work. Once that is done though, I'll make some videos for you. I've been wanting to do a time lapse of Photoshop to QMapEditor, Basically, showing a "Tilesetless" map creation.

    I've tested QMovement & QM+CollisionMap, and could turn those on to video that as well if you wanted, but personally, I'm still on QuasiMovement because of QuasiABS. I'm looking forward to seeing how QABS will work with QPathfind, because QuasiPathfind lags my game to the point I can't use it (Mainly when I first come in contact with an enemy). There are also some added functions with the QMap i'm looking forward to as well, so that'll be a good day.
  15. @Lithalean Awesome!

    QABS will work pretty similar to QuasiABS, but it probably will be slightly faster since I did do a lot of performance patches for QPathfind last month + the small performance changes in QMovement vs QuasiMovement. But not sure how much better it'll perform since for me, QuasiABS ran smooth. Though I did recently download the ABS master demo (when I first start the QPathfind plugin) and the QuasiPathfind was very slow, I might have uploaded the wrong QuasiPathfind in that repo. Though with the current QPathfind there is still some performance issues I still need to fix, one of them is with the chase. If you have like 4+ events chasing the same target, there can be some massive lag when they surround that target, since those that haven't reached the target are trying to get closer to the target but can't which leads to a failed pathfind and failed pathfinds are expensive.
  16. Setting 'Mid Pass' to true in Qmovement 1.1.9 whilst using QPathfind 1.4.1 gives the error "Cannot read property 'x1' of undefined".
  17. @ZcheK Can you tell me the line that's giving the error? Should be near the end of that error log. As I can't replicate it.

    The new QSprite editor is out! You can found the links + details in the updated repo:
    https://github.com/quxios/QSpriteEditor#qsprite-editor

    New editor should be easier to use and quicker to setup poses.

    I'll also be releasing an update to QMap editor soon. It'll include a better help, a bug fix for paths (so should work for other os), and remade the manager system so I can add in sortable lists to the map objects.
  18. New project, using only Qplus, QMovement, Qpathfind, QM+CollisionMap plugins, also using a using a collision map. Here is the error (which happens after clicking to move)
  19. @ZcheK Ah I see now, the issue was fixed in my dev version that's why I wasn't getting it. Was going to release this version today or tomorrow anyways, so might as well release it now.

    Updates​
    QMovement 1.2.0
    • Removed some uneeded code
    • Changed a few variables name
    • Changed a few variables, instead of using alpha for hiding / showing colliders, using the visible property (performance boost when hidden maybe?)
    • Some changes to moveRadian, fixedRadianMove functions
    • Change to smartMove function, returns value from a property instead. This can enable added smart move to other characters besides the player
    • Added moveTowardCharacter / moveAwayFromCharacter. Forces smart move 2 for better results, uses moveRadian if offgrid is enabled
    • Fixed moveTypeTowardPlayer
  20. Hi quasi,

    In the old QuasiMovement, there was a solution to move event of a few pixels using comment:
    <ox=...> and <oy=...>

    Is it possible to implement the same in the new QMovement?
    I particularly need it to position accurately the shadow sources of QuasiSimpleShadows, according to my parallax map.