Sounds like it's correct lol. But it shouldn't be happening with the default settings, unless you're going really fast. You can always turn on "Mid Pass" parameter and that may fix it. Or you can just override those thin walls with a 48x48 region collider ( I believe I have that set up on region 2 )
Quasi Movement
● ARCHIVED · READ-ONLY
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Terrax Lighting patch links back to this post.
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I have a problem where every color I use blocks in the collision map. Using the first versions I got to use other color to later user the getpixelregion, as you told me. But since some versions ago I cant use other colors since all colors block(not black). In the image from the plugin config I have the color without # but I also have the problem using the #
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@Crysillion Link is fixed. The patch was made for an old version of Terrax. If Terrax doesn't work with this without patch let me know and I'll see if I can make a new one. Old link:
@Folkner Confirmed, I'll see if I can have it fixed soon. Also shouldn't you use Region Maps for the other colors? Since getpixelregion() gets colors off the region map file. -
@Crysillion Link is fixed. The patch was made for an old version of Terrax. If Terrax doesn't work with this without patch let me know and I'll see if I can make a new one. Old link:
@Folkner Confirmed, I'll see if I can have it fixed soon. Also shouldn't you use Region Maps for the other colors? Since getpixelregion() gets colors off the region map file.
Omg when you tell it sound so easy :( Thanks for the help and for your work, as always amazing. -
@Crysillion Link is fixed. The patch was made for an old version of Terrax. If Terrax doesn't work with this without patch let me know and I'll see if I can make a new one. Old link:
Yeah, I was unable to move my character at all when I had your scripts + Terrax Lighting enabled at the same time. -
Hi Quasi, awesome plugins.
I have a question. Is there a way to use the movement script only for force movement and disable the other functions?
I am looking for an plugin to show hugs or sprite collusion for scripted scenes but with the whole collusion detection would be a little bit oversized for this purpose. -
@Crysillion I'll take a look at it and see what I can do.
@Shibas Sadly you can't. This movement revolves around the new collider system. You can use this with the 48x48 sample settings I have in the 1st post and it's pretty similar to default movement.
Edit:
@Crysillion I downloaded the demo and everything seemed to work fine. I just placed my plugin before his. I only encountered 1 issue, event lights don't follower the event.
Edit:
Here's the new fix for Terrax Lighting 1.2.5
SpoilerSpoiler
Open Terrax Lighting Plugin with any text editor and go to line 1571 or search for:
Game_CharacterBase.prototype.updateMove = function() {
And replace that whole function, lines 1571 - 1614 with:
https://gist.github.com/quasixi/b8061d2df1b3346a9ad7
Save file, and place this plugin any where below Quasi Movement.
He still keeps his variables private so I can't create a proper patch. You will have to manually apply this on every update he releases. The lines you have to replace will most likely change every time. -
Very strange...
I installed the plugin, and then added a png layer "!map1" to the "parallax" folder.
After I added the tag to map note:
<cm=!map1>
Start test and ... the main character can not move. Events too.
All other plugins are disabled
Dear Quasi, please add the first post of a few simple examples, and also course of action to activate the visual changes, such as a only "collision" or "regions". Tnx -
@PTS It sounds fine. The current version has a slight bug where it's not properly checking which colors aren't passable. Right now only white, black and transparent are passable while all other colors are impassable. This fix will be included in the next version. Also if you think your bug is not related to that, feel free to send me that image so I can run some tests with it myself.
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@PTS It sounds fine. The current version has a slight bug where it's not properly checking which colors aren't passable. Right now only white, black and transparent are passable while all other colors are impassable. This fix will be included in the next version. Also if you think your bug is not related to that, feel free to send me that image so I can run some tests with it myself.
reinstall plug with little shaman`s dance with a tambourine...Now it works without problems.
I use 4-byte, two-colored version (#FC0000 / transparent) without interlaced png-8 file (~3000 x 1800 px) = 10,5 kb
I am sorry to bother you! Thank you for the plugin !!! -
I'm getting an error message saying "qmove not defined" when I imput it in to my movment, this is my current format:
qmove(2,3,48)
Am I typing something wrong? -
That's odd. Sounds like my movement plugin crashed. Can you push F8 and show my your console log?
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Hello Quasi!
This may be a stupid question, but I can not understand how to use the region map.
Added png file with alpha channel, where black color highlighted some areas. So what is next? )))
I think that I can add something to these areas, but I can not understand how.
I tried your demo. Note of "Map Collision" section in the demo has two tag:
<cm=!CollisionMap>
<rm=!RegionMap>
Сollision map works well and it's clear to me - the red area is not available.
Region map - is unclear. My character steps on marked area and nothing happens.
or do I need to do something else? -
Region Maps at the moment don't do much. It's used for the depths addon. The the Collision Map demo, I used to have an event where it could only walk on that colored area in the region map, but I forgot to add it back in.
If you want to make an event that can only move on a color in that region map, you would first need the Region Lock addon and add this in the event:
<region=#0000ff>
That's assuming the color I want them to be able to move on, on the region map, is blue. There are more examples of that inside the Help for Region Lock addon.
You can also grab the color at a position using the script call, which can be used for making some "advanced" stuff
$gameMap.getPixelRegion(x, y);
x and y are in pixel values.
If you just use "$gameMap.getPixelRegion();" That will return the color at the players location. -
Its me again. ))
Testing yo plugin with Terrax Lighting.
If your plugin above in my plug-list - characters and events cant move
If below - Movement plugin work, but Terrax Lighting start glitching, ex: Flashlight function for event fixing one place and don`t moving.
Game console - without errors.
Forgive me if I distract you, but maybe there is a fix for this problem?
Terrax Lighting patch links back to this post. -
Before I go download and test again. Is that with this new terrax patch?
^ Bottom of that post, in the spoiler -
Before I go download and test again. Is that with this new terrax patch?
Yeah! Great! Its work!!!!! Big tnx!!!! -
@Shibas Sadly you can't. This movement revolves around the new collider system. You can use this with the 48x48 sample settings I have in the 1st post and it's pretty similar to default movement.
Ty Quasi the default settings worked like a charm.
But i have another question about the region boxes from the Movement plugin. Is there a way to define a region that only events can pass, even when the collusion marked it als blocked? -
@Shibas No but you can mess around with the region lock addon. Although I think it'll make that whole grid space passable. But you can use region maps to make non grid based regions.