Quasi Movement

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Started by Quxios 657 posts Page 10 of 33 View original ↗
  1.  

    Quasi said:
    Well that's pretty much was the smart move does, but it only tries to move you 1 step. 
    Yes, I noticed it.

    Is it possible to change this value (blue arrows) by hand? If no - is it possible to add this param in the settings?

    The character move down:

    Spoiler
    Dist.1451967725.png
  2. Not really, because it keeps you on grid. So it just does a diagonal move. To be able to adjust that distance, you would either have to do multiple diagonal moves, while ignoring the collisions for all of them except the final one. Or change the whole move system to allow for angles so you can adjust the diagonal length.

    In the example in your picture the ideal next move would have been 2 pixels left ( maybe 3 or 4, hard to tell with that AA ), 1 down. Not the full length of the blue.

    I'll probably mess with the multi diagonals first and see how it looks. Because I do want to add in angle moves but I'm far too lazy to do that atm lol specially since the next update changed like the whole collider classes so I want to wait for that to get bug free first.
  3. Movement 1.17

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js

    • Completely rewrote Collider classes, Polygon is now the parent collider.
    • New Colliders can now be scaled / rotated
    • Changed how colliders are displayed, they now should display correctly based off their data. You will now be able to see how collision are detected since colliders do not slide from old position to new position, they "teleport" from current to new position for better performance. Box Colliders also do not appear at the correct size, this will be 1 pixel smaller in width and height, but collision should still be pretty accurate.
    • Added the new smart move direction method, you will need to turn it on in the parameters. Doesn't work for followers, and I most likely won't add support / fix for it because I'm not a fan of followers and don't like to add support for them.
    • Maybe more? This may be an unstable version since the whole collider change.
    Movement Plus 1.07

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovementPlus.js

    • Global Lock fix
    Pathfind 1.07

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiPathfind.js

    • A fix to work with Movement 1.17, without this new version game will get stuck in a loop
    Depths 0.93

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/InComplete/QuasiDepths.js

    • Box Collider is no longer the parent, so those were methods were moved to Polygon Collider
    • Zoom method was also changed
    Sight 1.02

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiSight.js

    • Some stuff rewritten to work with Movement 1.17
    • Few methods rewritten / separated to look cleaner
    • Few extras but I'm too lazy to write out lol
    • * Slightly unsure if this version still works, I don't remember if I completely tested it.
  4. Movement 1.20 ( 18-19 were ninja releases )

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js

    • Collision Map bug inaccuracy fix
    • Circle Collider inaccurate collision fix
    • Box Colliders should display correct
    • Events update fix ( Apparently they were moving slightly slower then they're suppose to ). All events will now move faster due to this, so sorry in advance if this messed up any cutscene timing.
    • Few other bugs fixed ( Thanks to Tuffey for reporting )
    • A "Move On Click" option added in parameters
    • A bug with followers was fixed.
    • Can change Colliders during game play with a script call "$gamePlayer.changeCollider(type, width, height, ox, oy)" more details in the Script calls section ( Last Section ) in the help
    • Modified Smart Move to work a little better. Was triggering to often in previous version and made it hard to trigger events.
    • Events with the Note ( Note not comment! ):
    • <nosmartdir>Will not trigger smart move.
    Movement Plus 1.08

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovementPlus.js

    • Slight change to work with Movement 1.20
    New Movement Video:
  5. Woo, the update! Thanks for all your hard work Quasi, time to give this version a go :)
  6. Damn, this is awesome, I'm gonna definitely have to check out the 'depths set region zoom' thing. I'd love to just create a simple script for that alone.
  7. Hey Quasi, it's just amazing to see such a big update! Thanks for the hard work!

    I just tried to turn the diagonal movement to "false", and the player's behavior with keyboard controls ends up being different from MV's normal behaviour, can you see if you get the same results? When it's 'false', let's say, I push the down button, the player will go down, but if I push the right button while maintining the down button, the player will stop moving until I release one of the two buttons! The normal behaviour would always take the last button pushed as the new direction for the player even if you still have another key pressed! I hoped I could get this behaviour!

    I'm gonna check the plugin setup after posting as it might actually be doable right there hahahaha^^ haven't checked yet, sorry!!! Alright, I'll be back!
  8. basicleader said:
    Hey Quasi, it's just amazing to see such a big update! Thanks for the hard work!

    I just tried to turn the diagonal movement to "false", and the player's behavior with keyboard controls ends up being different from MV's normal behaviour, can you see if you get the same results? When it's 'false', let's say, I push the down button, the player will go down, but if I push the right button while maintining the down button, the player will stop moving until I release one of the two buttons! The normal behaviour would always take the last button pushed as the new direction for the player even if you still have another key pressed! I hoped I could get this behaviour!

    I'm gonna check the plugin setup after posting as it might actually be doable right there hahahaha^^ haven't checked yet, sorry!!! Alright, I'll be back!
    It's a bug with this version  :)  I messaged him about it the other day so I'm sure a fix is coming soon!
  9. Thanks Tuffey, good to know! I messaged him too about another problem of mine!... Poor him xD
  10. Thanks! I had to update that fixed list like 5 times because I kept remembering something that I forgot to list and was pretty important lol.

    As for the diagonal thing it should be a pretty quick fix, I just have to add a condition to use dir4 or dir8 based on that parameter setting, I might have it up later tonight or tomorrow.

    I've been sick this weekend, which is why I'm replying late. Most of you probably know I typically reply pretty fast.

    Edit:

    Quasi Movement 1.21

    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js

    • Diagonal set to false should work as it used to
  11. It works perfectly! Thanks for the fix! =)
  12. Quasi said:
    • Can change Colliders during game play with a script call "$gamePlayer.changeCollider(type, width, height, ox, oy)" more details in the Script calls section ( Last Section ) in the help

    Awesome!
  13. Gonna update my project straight away! I'll update here if I find anything weird ;)


    EDIT: Everything looks great, no compatibility problem either! =)
  14. Movement 1.23


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js

    • Changed the Move towards and Move away functions so they don't start "spazzing out" when they are at a diagonal of a character in pixel movement.
    • Added some plugin commands of a few existing script calls

    Sight 1.03


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiSight.js

    • Small change to be able to pass in custom sight settings to check. Needed for ABS.
    • Changed how inside shadows was being checked, should be more accurate now.

    Demo


    https://www.dropbox.com/s/yasv5qqyrfqensq/Quasi.rar?dl=0

    • All plugins / addons are up to date.
    • Changed the indoor map example to include another example of how to use the Sight plugin.

    I didn't test the new Sight or the Demo, so hopefully they work well! If you feel something is wrong, or just completely broke let me know!
  15. Hey i just tried to install and use the demo but its gives me an error. 


    "Failed to load: js/plugins/Quasilight.js"


    And something about Windowfix.js
  16. Okay here is what i could test so far and may not working correct if i didnt do something wrong :)


    Movement + Depths: the character cant move on both maps after he got teleported.


    Sight test 1 and 2: Nobody tried to catch me or something i just went to the exit :D  
  17. Thanks for the reports! I'll try to have a fixed version soon. Might be a bug in the plugins that I didn't notice lol.


    Yup both were bugs that I somehow missed.


    Sight 1.04


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiSight.js

    • Forgot to add the self switch change when I rewrote. Self Switches now work



    Depths 0.94


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/InComplete/QuasiDepths.js

    • Didn't add depths to new collider class, so depths collision was not working



    Pathfind 1.08


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiPathfind.js

    • Added a Chasing function



    Movement Plus 1.10


    https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovementPlus.js

    • Small change to let new Pathfind Chase function work



    Demo was also updated. Hopefully it works fine this time lol


    https://www.dropbox.com/s/yasv5qqyrfqensq/Quasi.rar?dl=0
  18. Hey Quasi, on the indoor map, the collision map has got a too thin red line for the walls, so you end up going through it if you run, but then cannot come out of the wall anymore! =)


    Or did I get the wrong demo file? xP