From testing earlier, it doesn't seem like this script with collision mapping works all that well with 8dir spritesheets (using Galv's DiagonalMovement since it's the only one I know of). Above or below the script, things just break down. Maybe I'm doing something incorrectly? Seems like the reason is the sprite collision size only applies to the selected spriteset, not the diagonal sheet that's placed below it.
Quasi Movement
● ARCHIVED · READ-ONLY
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It's probably some incompatibility issue since my plugin adds in 8 direction movement, which probably conflicts with galvs 8 dir.
I have created my own sprite plugin that lets you use diagonal sprites:
http://quasixi.com/quasi-sprite/
Only Patreons have the download link, public link will be put up on Friday. -
Yanfly has released a Smart Jump plugin, is there any chance of having a compatibility fix for Quasi Movement's jump system?
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I'll take a look into it next weekend.
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When I move the Character with the mouse and he moves diagonal he has some kind of wierd clipping mistake, like he's swapping left and right for each tile. Is there a fix for that one?
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Nope because that's working as intended. By default, mouse click just moves your character to the mouse location which will zig zag if its at an angle. If you want it to look smoother / better then install the pathfinding addon and it will run much better and will look more like default mv clicks.
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It's probably some incompatibility issue since my plugin adds in 8 direction movement, which probably conflicts with galvs 8 dir.
I have created my own sprite plugin that lets you use diagonal sprites:
http://quasixi.com/quasi-sprite/
Only Patreons have the download link, public link will be put up on Friday.
Thanks :) Will check it out. Sounds like it supports both idle + movement anims as well? Or that on the todo under "playing poses." (Also, would it support more than 3 frames of animation?) -
Everything listed is built in the plugin. The "To Do" is just for me to finish writing on how to use that feature lol. Probably should have written as "Need to write" or something to avoid confusion.
I'll have the doc complete by the official release. -
Forgot to release the weekend updates! So sorry for the late patches!
Movement 1.255
https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js
- Fix for diagonal moves in move route
Depths 0.95
https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/InComplete/QuasiDepths.js
- Fixed a bug that reset the colliders zoom when you changed scenes.
Pathfind 1.11
https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiPathfind.js
- Added some auto stop chasing when event changes pages or gets erased.
- Fix for diagonal moves in move route
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Your scripts are awesome but sadly I have two problems, help would be awesome.
When using grid size 1 events with random movement are moving very wierd, almost no distance and mostly rotating.
Also when using event chase the enemy is moving to the bottom right of the player and "sticking" there. Unless I move down-right the event touch won't trigger. I've placed the movement patch correctly. -
@brandos
grid size 1 events with random movement...
You're better off using the autonomous movement type: random. If you can't and need to do a random in a move route you can do a "Turn at Random" -> "1 Step Forward". This will give you a tile move based random.
event chase the enemy..
What Movement version are you using? That should have been fixed in one of the newer version ( one of the 1.25X ). Also If you're using yanfly chase ( Since you mentioned patch ), idk if they still work as they were made for a Movement version from like 3-4 months ago. -
Hi Quasi
Thank you for your Movement plugin, especially the collision map system.
I have an issue with using it together with Terrax Lighting plugin. I know you once uploaded a patch for the Terrax version 1.2.5 in this forum. I use the newest version of Terrax (1.2.7) and without your patch, the player just can't move while your Movement plugin (the one from the demo) is enabled. When I use the newest version of Terrax lighting with your patch the player can move, but the Terrax plugin doesn't work anymore. Is there a new patch I missed or would you be able to update it?
Thanks for your help! -
Movement 1.26
https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovement.js
- Added a new Parameter "Collision Map Scan", which is used to optimize Collision map detection. Old Default was 1, I set new default to 4. The difference between the values is noticeable when using the Pathfinding addon. So if you experience lag with pathfinding, try increasing the value. Although depending on how accurate you want the pixel detection, you shouldn't increase the value to high.
- Added a Fix for collision maps resetting to default value if you changed with a script call and then opened / closed the menu.
- Few other small fixes
- Some new features for future usage.
Movement Plus 1.11
https://raw.githubusercontent.com/quasixi/RPG-Maker-MV/master/Systems/QuasiMovementPlus.js
- Added an escape in the Adjust Jump function, would cause ABS to freeze.
- Added a new Parameter "Collision Map Scan", which is used to optimize Collision map detection. Old Default was 1, I set new default to 4. The difference between the values is noticeable when using the Pathfinding addon. So if you experience lag with pathfinding, try increasing the value. Although depending on how accurate you want the pixel detection, you shouldn't increase the value to high.
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Is it possible to define a region map as a region ID (p.e. this region map = region ID 4). Because I would like to block out the light in Terrax lighting where I can set a region ID to block certain regions.
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Not possible because region maps are pixel data while region id's are grid squares.
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Umm is it just me or does poison states not work with the plugin in the overworld? Moving around does not damage the character affected by poison in the overworld.
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I'll look into it this week, it's most likely a bug.
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With a fresh project using only your plugin and a 256x256 map I have a 5+ second load time with only some mountains sprinkled around for collision.
When the collision gets more complex (more mountains, trees, water, etc.) the load time seems to increase.
What is the recommended map size to use for this plugin? -
Yeah that's a very big map. I wouldn't go over 100x100 in any pixel type game. If you want to create some large open world game with pixel movement, it would be better off creating lots of maps that are "stitched" together to look like 1 single map.
But for this plugin I can you can be save making maps under 150x150, not sure haven't really tried much large map testing. -
Just putting the word "Roguelike" in this thread, as anyone searching to make one (or at least a game with roguelike elements) might find the blocked vision effect very useful. Thanks for all of this, very creative stuff that I did not know was possible yet.