Quasi Movement

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Started by Quxios 657 posts Page 18 of 33 View original ↗
  1. Alright I took a look.


    First, you should enable the "Draw Tile Boxes"


    xoqCnE8.png


    This is good for debugging since you can see the tile boxes. Disabling this might increase the map load time by a small fraction ( for large maps ) since it won't draw them, but I honestly saw no difference in load time with it on or off.


    Then once you hit play test, I noticed half the screen had 48x48 colliders. So I checked the tileset, and the invisible / clear tile isn't still isn't set as passable. Once I changed that and hit play test again, it was all fine.


    As for region boxes not working, you need to enable the region boxes parameter:
    Ou9Ui6L.png


    Enable that and test it now.


    Although when testing that I noticed it wont place a regionbox if that tile doesn't have a tile ( you resized the map and didn't fill it with anything ). So fill the whole map with the clear tile and it will work fine.
  2. Thank you so much!


    It works now, for 95%. 


    The only small problem left is that I cant walk in this section of the map, as if something is blocking the way.


    fXq2vmA.png


    I made sure that there is no tiles blocking the way and also removed the Parallaxe.


    I am so sorry for being so difficult ;_; ;_;  
  3. Any idea why the vehicle for ships and boats do not work if I turn on this plugin? I really would like to use its pixel movement feature but I definitely need to be able to use ships and boats. I seem to have tried everything and my frustration brought me to this forum. Help me Quasi! I tested the air ship and it works just fine. The ship moves just fine when I use super orange movement but I'd much rather use your plugin because its better (except for not being able to move ship part :p)


    much love


    Earthwarder
  4. @earthwarder They're working for me:










    1st make sure you're water tiles are set as "water tiles". You can do this by using terrain tags that you pick in the plugin parameters:


    AWk9qE1.png


    If it's set right, your water tiles will be green, and deep water will be blue like in the video ( results may be different if you changed the water and deep water colors in parameters )


    2nd make sure the boat / ship collider is reachable, ex:


    js2CR3U.png


    If the ship is too far out, you won't be able to interact with it. ( I created this example by using debug movement ( ctrl ) to get off the ship while it was still a bit away from land )


    If you're still having problems, let me know. Also let me know what grid settings you are using, might be a bug with a certain setting.
  5. Quasi said:
    @earthwarder They're working for me:










    1st make sure you're water tiles are set as "water tiles". You can do this by using terrain tags that you pick in the plugin parameters:


    AWk9qE1.png


    If it's set right, your water tiles will be green, and deep water will be blue like in the video ( results may be different if you changed the water and deep water colors in parameters )


    2nd make sure the boat / ship collider is reachable, ex:





    If the ship is too far out, you won't be able to interact with it. ( I created this example by using debug movement ( ctrl ) to get off the ship while it was still a bit away from land )


    If you're still having problems, let me know. Also let me know what grid settings you are using, might be a bug with a certain setting.

    Hello Quasi!


    Thank you for the swift reply! It's much appreciated. However, I'm still having the problem unfortunately.


    ( http://imgur.com/0wTiX9X ) & (  http://imgur.com/a/60o6G  )


    I thought maybe it was my plugins causing the interference so I tested this on a fresh game and Im still having the same problems. I have the terrain ID's set, etc but still shows the water as red. I tried using a Grid of 1, 24, and 48, all of which gave me the same result. 
  6. Only thing I can think of is that you didn't set the terrain tag to the water tiles, like:


    V2PGGei.png
  7. So I made a trapezoidal collision map like so: 


    When I run along the left side vertically, my character runs smoothly but when I run them vertically on the right side, they get all jittery. 

    testing.png
  8. Ugh. Thanks so much Quasi. I feel stupid x_x

    Spoiler
    Captain-Picard-Facepalm.jpg 
  9. @moldy Not sure what you mean










    Both sides seem rough to me. If you want to smooth out the smart diagonal movement, you can try using a circle collider for the player. ( more oval shaped the smoother )
  10. Hmm....interesting. Oh well, I switched to circle collider and that seemed to do the trick (although rarely will the jittering happen again but I can live with that).
  11. So it looks like this mixed with the multidirectional walking plugin and on-map enemies will finally put me one step closer to Earthbound/Mother 3 controls#
  12. New version:
    https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js

    Highly recommended for users to update. There was a pretty major memory leak with the collision maps which is very noticeable on memory if you changing between a lot of large maps.


    And @dapperjabber not sure what you mean by multi directional walking, cause this does allow for diagonals, and if used with my sprite plugin you can have diagonal sprites too.
  13. Love this script, it's a must have to create much more free movement for the player (I can't stand the uniformity of the regular grid) however I'm having a problem with collisions on certain surfaces. I've overridden a few of the default collisions on the tileset so I could use them as part of a puzzle, however my character not only refuses to climb, but also refuses to walk across the 'bridge' I've created. Without the plugin she can manoeuvre these obstacles just fine, I'll include images in case there's something wrong with my player character's collision shape :)


    c0a3c6129d47dc50799023ea42482cfb.png6f91b1bc017912ec83b6d171d9c0c150.png


    Edit: It seems anything with an inpassable block beneath it won't let my character walk across (Even if there's a passable block layered on top)
  14. That;s some what related to this conversation:





    You will need to create a passable regionbox that overrides  the tilebox. There's also an example of this inside the master demo's first map ( used to make the bridge passable )
  15. Quasi said:
    That;s some what related to this conversation:






    You will need to create a passable regionbox that overrides  the tilebox. There's also an example of this inside the master demo's first map ( used to make the bridge passable )

    Ahh thank you for your help! I'm sorry for not realising!
  16. No problem! If you're still having issues go ahead and ask!
  17. Hi, thank you again for helping me, this time I have a , well you could say "luxury problem"


    When I make the collision maps for my game I usually use the the gimp file I used for making my overlay map. 


    I merge all layers that contain stuff you cant run on, lock the transparent pixel, make my pen really big and then  paint everything with the nice red color.


    And that works really nice and - more importantly - really fast. A "YAY" for laziness! 


    The problem how ever are SHADOWS. Some objects, like trees, got some really large ones and when not erased before making the collision map they get painted red too.


    Not the same shade as everything else, kinda transparent like , well a shadow. A red one.


    Like this: ( In a spoiler to prevent eye-cancer, I need the high contrast colors to find all shadows)

    Spoiler
    3wBlUpK.png





    Now at first I thought " Hey doesnt matter, its a different shade so you can walk on it right?" buuuuuuuuuuuut you cant so I had to manually erase them.


    Is there a way to make it more shade sensitiv? 


    Sorry for hurting your eyes.


    EDIT: Also, is it possible to make a event ignore the collision map? Like a bird for example?
  18. Does GIMP have a magic wand tool? Then (after some tolerance adjustments) you would just have to click each shadow and then delete the selection