Cool, I didnt know you could use false JPEG.
However, this image is 29kb in PNG and 33kb JPEG (compression 0) and up to 68kb at higher quality.
I believe JPEG offers good filesize tradeoff when the image is a photo/illustration with lots of detail, the compression manages to do a lot,
for simple images like this one I think PNG tends to be lighter even without compression though.
Quasi Movement
● ARCHIVED · READ-ONLY
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Cool, I didnt know you could use false JPEG.
However, this image is 29kb in PNG and 33kb JPEG (compression 0) and up to 68kb at higher quality.
I believe JPEG offers good filesize tradeoff when the image is a photo/illustration with lots of detail, the compression manages to do a lot,
for simple images like this one I think PNG tends to be lighter even without compression though.
ok is because you use PNG-8 and not PNG-24.
PNG-8 compression are 256 color with aplha chanelle, similar like .gif
PNG-8 are better than .JPG is you not use hover 256 color -
I've installed the plugin and messed with the plugin parameters and still get default grid movement. Is there something dumb I'm doing because I can't seem to figure this out.
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If you have the plugin inside the plugin manager multiple times ( like I do in the master demo: example image ). That config no longer works as well. Even if the other ones are off, it will use the settings from the one that is above all of them. So either move the one you want to use above the others, or just remove any of the ones you are not using from the plugin manager.
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If you have the plugin inside the plugin manager multiple times ( like I do in the master demo: example image ). That config no longer works as well. Even if the other ones are off, it will use the settings from the one that is above all of them. So either move the one you want to use above the others, or just remove any of the ones you are not using from the plugin manager.
I figured it out. For some reason the plugin from the GitHub didn't work for me, and I noticed a bunch of <td><span> tags in all the parameters. So I replaced the plugin with the Demo's version instead. Now it works! -
I figured it out. For some reason the plugin from the GitHub didn't work for me, and I noticed a bunch of <td><span> tags in all the parameters. So I replaced the plugin with the Demo's version instead. Now it works!
I had the same problem until I found out the reason:
This occured when I just saved the file with "right click - save link". It saved a js file but something was messed up so the plugin didn't work.
But when you go to the GitHub raw file and select and copy all code and then paste it into the file you just downloaded it works. -
Hi, I just can't get this great plugin to work, can someone help me ?
This is my problem:
When I play-test the game looks like this:
Spoiler
I can't move or anything.
This is how I set everything up:
The Collision map:
Spoiler
The map note tag:
Spoiler
The plugin parameters:
Spoiler



And my plugin list:
Spoiler



Jep, that should be everything....
I hope someone knows what I did wrong >< -
Hi, I just can't get this great plugin to work, can someone help me ?
This is my problem:
PROBLEM
When I play-test the game looks like.
PICTURE
I hope someone knows what I did wrong ><
I don't know, but I think I experienced it a while ago, I could never fix it... -
@Iliketea You might have an clear tile marked as impassable in the B or C map layers. Or if you are using regions, make sure you're not using one of my sample regions I setup, one of my sample region box is a 48x48 collider..
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@Iliketea You might have an clear tile marked as impassable in the B or C map layers. Or if you are using regions, make sure you're not using one of my sample regions I setup, one of my sample region box is a 48x48 collider..
There are no impassable clear tiles in my tilesets and I am not using the region collision feature ...
(However which sample regions DID you use and where can I see/change them?) -
If you copied the files from the master demo then, it's from the "data/RegionBoxes.json" file. You can see that regions 2, 3, 4 are all 48x48 colliders. Region 1 is a clear collider. Region colliders take priority over tile colliders, so you can fill the whole map with that clear region collider, and the whole map should be passable ( minus the collision map areas ).
Only thing I can think of, is for you to create a new map, set the size, set the collision map, but do not fill any tiles! Then test, everything should be passable minus the marked areas on the collision map. If that's not the case let me know. -
Ok so I copied the File, made a new map and tried the region events and it worked fine.
I then filled up the original problem map with the clear region and it .... still didn't work.
I think that my game cant load the collision map for some reason? -
What happens if you remove the collision map on the problem map? I'm assuming nothing will change.
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What happens if you remove the collision map on the problem map? I'm assuming nothing will change.
Indeed, nothing changes. -
Hmm if you can, can you send me a demo with just that map?
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Yes, just a second
Edit: Took out as much as possible, but uploading will still take some time, sorry!
Edit2: Here is the link and sorry and thank you for your trouble
http://www.mediafire.com/download/tygg0qg77vcxb1q/Pali.rar -
I'll send you a PM once I have looked into it.
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I'll send you a PM once I have looked into it.
Great, thank you very much ^^
Now I can finally go to sleep, good night XD -
Alright I took a look. Incase anyone wants to know what the issue is:

Your invisible tile in A is an X, set that to O and the map is fine. -
It works now, thank you very much!
Edit: Ok, I have a new problem:
On all other maps other than the now working map, the region blocks don't seem to work.
I can just walk all over the map.
(PS: I forgot to change the invisible tile in the indoor tileset to O in the new copy I out up)
This is a link to the demo with the new problem map.
http://www.mediafire.com/download/76p7cagpjd6otkd/Pali.rar
I am very sorry ><