Quasi Movement

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Started by Quxios 657 posts Page 15 of 33 View original ↗
  1. Is there a way to get the PathFinder alone? Movement has some technical difficulties in my games.
  2. I have two issues with the Movement plugin and hoping for help:


    1. First one is maybe a noob question: When I download your demo and take the js plugin from there it works fine (it's not the current version of the plugin of course). But when I download the current stand-alone plugin from github, the plugin just doesn't work and it shows <\span><\td> in each of the parameters.


    2. I  use Terrax lighting plugin. When Movement plugin is enabled and when I have a moving event (p.e. moon) the light effect of the event just stays at the same spot while the event moves on. Could you release a compatibility fix for this?


    Thanks in advance for your reply, Quasi.
  3. I just figured out a new problem with the current movement version (1.26): With this version, the collision map for me doesn't work anymore (all parameters are the same). It used to work with the version that is in the demo. Am I just overseeing something?
  4. TombaLaBomba said:
    2. I  use Terrax lighting plugin. When Movement plugin is enabled and when I have a moving event (p.e. moon) the light effect of the event just stays at the same spot while the event moves on. Could you release a compatibility fix for this?



    Are you using the "Note" entry in the event to process a single Terrax event?
  5. @Minun Kind of, but would have to be rewritten because there's a bit of functions / lines that are unnecessary for vanilla mv. Which is not something I'm interested in doing, since I rather work on plugins made to work with my other plugins, not stand alones.


    @TombaLaBomba  You can also highlight the whole text and copy / paste it into a js file ( Takes long time to highlight though lol )


    As for Terrax, you have to use a patch, which is mentioned and linked on the 1st post:






    As for the collision maps, are you sure you're using the correct note tag inside the map parameters. And is the file name correct.
  6. Quasi said:
    @Minun Kind of, but would have to be rewritten because there's a bit of functions / lines that are unnecessary for vanilla mv. Which is not something I'm interested in doing, since I rather work on plugins made to work with my other plugins, not stand alones.

    Well, then... Is there any plugin similar to Pathfinder that I could use?
  7. @Minun I just checked for that "poison states not work with the plugin in the overworld?" and they are still working for me. Took me like 10mins to figure out you have to move more then 1 step for it to tick lol so I thought it was broken even in a clean project.


    As for another pathfinding, idk. You'll have to search around, there should be one or two by now.  Especially since there's an A* algorithm inside default mv, so they would just need to make some changes to make it create a move route.
  8. Quasi said:
    @Minun I just checked for that "poison states not work with the plugin in the overworld?" and they are still working for me. Took me like 10mins to figure out you have to move more then 1 step for it to tick lol so I thought it was broken even in a clean project.


    As for another pathfinding, idk. You'll have to search around, there should be one or two by now.  Especially since there's an A* algorithm inside default mv, so they would just need to make some changes to make it create a move route.

    For me, once I tap a bit instead of moving like a usual grid (AKA holding the arrow keys), the poison effect wears off until I move to another map.


    So tap pressing like you're percision jumping in Mega Man or something = Poison glitch


    Holding the arrow keys after a new map load = Poison tick


    I don't know, this plugin seems really, really glitchy. It's a good plugin though but I would only use it for tests in it's current state.
  9. Ah yeah I see now. And what else is "glitchy" Everything seems pretty stable to me, though I don't make games so I don't run into every possible bug. That's where the developers using my plugins can come in and report any bugs / issues for me to fix.
  10. Owellow said:
    Are you using the "Note" entry in the event to process a single Terrax event?

    Yeah.

    Quasi said:
    @TombaLaBomba  You can also highlight the whole text and copy / paste it into a js file ( Takes long time to highlight though lol )


    As for Terrax, you have to use a patch, which is mentioned and linked on the 1st post:


    As for the collision maps, are you sure you're using the correct note tag inside the map parameters. And is the file name correct.

    Thx for the post with the Terrax patch.  I have seen that one and tried it out with the newest version of the Terrax plugin (of course there are different lines to replace then, but with the same content). When I use the patch the Terrax plugin doesn't work anymore.


    Also, I didn't change anything regarding the note tag inside the map parameters and the file name with the Movement plugin. But I found out that the whole plugin is not working when I download it stand-alone (also when every other plugin is disabled). So obviously I'm doing something wrong but can't figure out what it would be. In the plugin manager it looks all normal.
  11. @TombaLaBomba First, I won't be adding a demo with his plugin. 2nd try moving his plugin around, try having it below all my plugins, and above all mine ( I can't remember the order it's suppose to be, I think it's suppose to be below mine ).


    If you think the plugin isn't working at all, hit test play, hit new game and push F8 to open the console log. Wait a few seconds for the new window that appeared to load, once it's load you might see an error there or multiple errors, if you do see errors, take a screenshot and show me what you see.
  12. Quasi said:
    @TombaLaBomba First, I won't be adding a demo with his plugin. 2nd try moving his plugin around, try having it below all my plugins, and above all mine ( I can't remember the order it's suppose to be, I think it's suppose to be below mine ).


    If you think the plugin isn't working at all, hit test play, hit new game and push F8 to open the console log. Wait a few seconds for the new window that appeared to load, once it's load you might see an error there or multiple errors, if you do see errors, take a screenshot and show me what you see.



    Thx for the reply. The moving around thing wouldn't change anything; everything works fine with the plugins that I copied from your demo (also the Terrax one actually). When I replace it with the newer version it doesn't work anymore. Here is a screenshot of the situation with the (working) Terrax plugin and the non-working Movement plugin (it also doen't work when I disable all other plugins): 

    Screenshot.jpg
  13. Looks like it's the filename, rename it to "QuasiMovement.js" not "QuasiMovement 1.js"
  14. You're right, the name caused the plugin not to work at all. I renamed it and now most of it works. But the problem with the collision map remains. It doesn't show any errors in the console now. I didn't change anything, everything is at the same parameters as in the old version and the plugin is at the same position in the plugin list as the old version, too. As you can see in the screenshot, the player can walk on the map where shouldn't be able to walk. In the old version it blocks at the right position.

    Screenshot.jpg
  15. True, not to mention if the collision map loaded correct, there would be a lot more red on that map since you have the debug display boxes turned on.


    I've currently working on the movement, and I think collision maps are bugged, but my error is a bit different, no sprites load.
  16. This is actually because I use Kaus Ultimate Overlay. If I disable that plugin then I can see the red part (where it should block) but it still doesn't block. With the old version it looks exactly the same but it blocks.
  17. Ah alright, well open the console and type:
    $gameMap._hasCM


    it will return true if it loaded a file or false if it didn't


    I also fixed my issue, wasn't related to my plugin. So collision maps still work fine for me.


    Also make sure your collision maps colors are the exact color you set in the "Collision" parameter in the plugin settings, default is #ff0000.
  18. Did it and it showed me: true


    I now disabled Kaus so you can see the red part. The other background colors is for the QuasiDepth but it doesn't affect anything if I take this out too.


    I also used the same hex color  #ff0000. Didn't change the default.


    Screenshot.jpg
  19. Ok then next tests lol.


    Move your character completely over a collision map area ( players box should be inside of it, like your previous screenshot ) and type in the following in the console:


    QuasiMovement._collisionmap.getPixel($gamePlayer.cx(), $gamePlayer.cy())


    After you pasted that in and hit enter, type this next one:


    $gamePlayer.inpassableColors()


    You should see the color from the first call, inside the list from the 2nd call.


    Example console:

    Spoiler
    FOucHJ2.png




    If you're still having issue try to see if you can recreate it in a new project, and send me to project. Or if you don't mind just send me your current project so I can try to fix it.
  20. Thanks mate! It shows me a different color: #b71400 (which is also red)


    That's weird. Since I don't change the cm-file and the collision map parameter is in both plugin versions at the same default hex color  #ff0000.


    I will send you a link to my project tomorrow so you can have a look at it. Cheers for your help!