Well there's hundreds of different type of red color. And now that we know that's the issue, all you would need to send is the collision map file, or just fix it your self. Depending on what graphic editing program you're using, just open the color chooser and set the color to #ff0000, or if you can't set the hex color, then you can set the red to 255, blue and green to 0. Then just repaint your collision map.
Quasi Movement
● ARCHIVED · READ-ONLY
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oooh. bookmarking this to review it when my meds dont have me all loopy. LOVE the Depth aspect!!
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Quasi, love the script. Been using it for awhile now and it's made movement feel much, much better.
I'm having one issues while using any kind of parallax script, I'm currently using Kaus Overlay and running into this issue but I've also used bind picture to map.
Sometimes the parallax seems to get stuck at a pixel or two off. It corrects itself but seems to happen every so often. I've made sure the problem was between the two scripts and have played around with the plugins but cant seem to find the reason why.
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Hmm do you think you can create a sample project with that issue and send it over to me? I don't know how to use that plugin and I don't feel like learning how to, so it would save me a lot of time.
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@Neckboi Have you tried my SpriteFix snippet? I think that will solve the problem if you're using something like this or smooth scrolling with parallaxes. If you haven't just check it in my plugin topic in Kaus Ultimate Overlay
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Yeah just tested his sample project with it, and I think it fixed it.
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Hey Quasi,
Thanks for the awesome plugin. I am having some difficulty however with the collision map system. I had a quick glance through the 13 pages but didn't really see the issue raised elsewhere.
When I hand draw a collision map it seems the character can often go through or get stuck inside the collision zone, something that never seems to happen with bounding boxes set by your plugin.
The collision map is made in Photoshop at 100% opacity with the default color (255,0,0). Additionally it seems that areas created with a selection (no feathering) and fill seem to not be seen as collision zone at all.
Any idea what's causing the behavior?
Here is an example video: -
Can you send me the collision map file so I can do tests with it? Also what version of the movement are you using? And what setting do you have for the "Collision Map Scan" parameter (default is 4, recommended to keep between 1-4 )? If that parameter is too high collision maps won't be very accurate.
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Awesome, thanks for the help. Works perfectly now. Thanks to the both of you!!
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Hey there Quasi.
These plugins are just insanely useful, practical and very well explained. Definitly gives a breath of fresh air to any RPG Maker game.
Keep up the good work, man ! -
Well I tested it and did find some bugs, but I couldn't go inside the red area for the skull like you were able to in the video.
Here's an updated version:
https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js
It fixed it for me, but again, I couldn't go inside the skull, so that's probably a different issue. -
Thanks for testing that out.
Do you have any idea why this is randomly happening? I don't understand how a solid color just randomly chooses to stop colliding.
I will test the new version and see if I come across any more issues. Thanks a lot either way! :) -
I was trying to make an intro to a miniboss fight, and I got this error.
http://www.servimg.com/view/19404814/5
The intro worked perfectly fine, and the miniboss could attack me, but I couldn't attack it. That triggered the error.
Strangely enough, two other enemies in the game work perfectly fine.
Am I just doing something wrong? -
Try this:
https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js
There was a typo in the Circle Colliders radiusX, which would cause it to get stuck in a loop. If it still doesn't fix it, let me know the colliders for the enemy, the player and the skills that were used when the crash happened. -
It's working now, thank you!
Now if only there was a way to have a switch that's activated once an enemy dies... -
Awesome!
You can in the new versions by using the <onDeath></onDeath> note tags. The abs doc's are also up - link -, Will probably go public very soon or at least an update. But anyways, that discussion should be held in the ABS thread not here. -
Hey Quasi,
Ive uploaded the file.
Using 1.26 (I believe is the latest) and scan is set to 2. Not using any of your addons, just QuasiMovement.
Thanks!
View attachment 33835
Code:These heavy png why not use the JPG with are white? -
I might be wrong but I dont think non-alpha channel supporting images work?
JPEG doesn't support alpha channels, and has compression, which I think might not be good for collision mapping.
Actually I think this kind of file would be larger as a JPEG than a PNG. -
I might be wrong but I dont think non-alpha channel supporting images work?
JPEG doesn't support alpha channels, and has compression, which I think might not be good for collision mapping.
Actually I think this kind of file would be larger as a JPEG than a PNG.
Do not worry I tried.
Save- in .jpg
And then changes the extension in .png.
Its become a false .png file.
Rpgmaker reads JPG file, but it is simply not included. (dont now why maiby a JAP rulez)
Works perfectly on my side and you lightens the memory.
Alpha chanel no need for this plugin