Quasi Movement

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Started by Quxios 657 posts Page 19 of 33 View original ↗
  1. It does have a magic wand tool, but I already tried that and it didnt work. 


    I dont know who to adjust it :/


    Nevermind, found out how to adjust it and now it works perfectly ^^ Thanks!
  2. I can make an edit so it ignores the shade if it has an alpha value ( transparency ). As for bird, can't you just set it to through and above character?
  3. Would it be possible for you to add something to fine-tune the movement speed of the characters, and to adjust the rate of how fast or slow the "walk" animation is? Set move route either is too fast or too slow
  4. Quasi said:
    I can make an edit so it ignores the shade if it has an alpha value ( transparency ). As for bird, can't you just set it to through and above character?



    *facepalm* Yes, of course.... I forgot to set the event to through.... Sorry
  5. Urg, me again, sorry ><


    I am having a small problem with your plugin and Yanfly's Event Chase Player Plugin.


    I want to make a On-Map enemy event ( event sees player, chases him, battle starts) and I follow the instruction of the event-chase-player plugin but it doesnt work.


    It plays the sound and balloon like it should, but other than that it just stands there.


    The reason I post it HERE is because the plugin works just fine if I turn Quasi movement off.


    Do you know how to solve this problem :(?
  6. @lonewolph You can adjust the move speeds by using some script calls and settings it to a decimal value instead. example for player:
     


    $gamePlayer._moveSpeed = 3.5


    that will set the speed to 3.5 which is between 3 and 4.


    As for the animation speed, RM makes it based off their move speed. If they have a faster move speed, the animation is faster. You can use my sprite plugin http://quasixi.com/quasi-sprite/ which lets you set a constant animation speed for all your poses.


    @Iliketea I had a patch for it before but I will no longer patch it because approach does not work that well in pixel based. Instead I recommend you use my pathfind addon's chase + my sight plugin. My sight plugin has a real line of sight built in, so events can't see over objects they should be able to see. In the master demo there should be 2 example maps of using my pathfinding addon with the sight addon to create a chase.
  7. Quasi said:
    @Iliketea I had a patch for it before but I will no longer patch it because approach does not work that well in pixel based. Instead I recommend you use my pathfind addon's chase + my sight plugin. My sight plugin has a real line of sight built in, so events can't see over objects they should be able to see. In the master demo there should be 2 example maps of using my pathfinding addon with the sight addon to create a chase.



    Oh nice, I will try that out, thank you!


    EDIT: I tried it and it works perfectly ! Now I even can have the events move randomly before chasing the player, yay!
  8. I'm having another small issue with the plugin, my character won't stop stepping even when she's static. I fixed this before, but I cannot remember what I did to make it work ^_^' Thanks in advance, I'm probably missing something obvious.


    Edit: Moved it up my load order! Fixed it :)
  9. I have no clue. Did you make an event that turns on the players stepping animation and forgot to turn it off?
  10. Hi,


    Sorry for my bad english but I would like to ask :


    Do you plan to make different colision restriction/reaction ?


    For example when you touch the water (a blue color ?) the hero would fall into it same with a hole.


    This is just a suggestion since you're making an abs plugin.
  11. Hi,


    is it normal that you can't interact with events that are placed on a region with a 48x48 collider ?
  12. @Chaos17 You can just use region events or touch trigger events that when you touch them you "fall"


    @Iliketea You still need to be next to the events collider to interact with it. So if the event that's inside that 48x48, has a smaller box then that with no offset, then you won't be able to interact with it because you won't be able to get next to it.
  13. Quasi said:
    @Iliketea You still need to be next to the events collider to interact with it. So if the event that's inside that 48x48, has a smaller box then that with no offset, then you won't be able to interact with it because you won't be able to get next to it.



    Ok, that makes sense. I guess making the event have a 48x48 box would solve that ^^ 


    Thank you!
  14. Quasi said:
    @Chaos17 You can just use region events or touch trigger events that when you touch them you "fall"

    It's not optimal option with your pixel mouvement plugin specialy if the tileset isn't square.


    Take for example an oval pool/hole :


    01.png


    Look at the orange zone, specialy the corners.


    You can't trigger properly a fall animation because the character won't be touching the edge of the corner when the event will be triggered.


    So the result is that he is gonna fall before really before touching the void/water of the hole.


    My point is : in an abs with pixel mouvement, the player will expect to fall only if he touched/walked in the void/hole, not when he just walking close to the border.


    Sorry for my bad english -.-'
  15. It is possible with my region events addon:
    http://quasixi.com/quasi-region-events/


    But instead of using the default regions, you will create a region map and set a region event every time a color on that region map is touched.


    Also if you were doing with an event, for like an oval, you would just use a circle collider instead of a box collider.
  16. Quasi said:
    It is possible with my region events addon:
    http://quasixi.com/quasi-region-events/


    But instead of using the default regions, you will create a region map and set a region event every time a color on that region map is touched.


    Also if you were doing with an event, for like an oval, you would just use a circle collider instead of a box collider.

    Oh, I'm sorry, I didn't know you made your own region plugin.


    Edit : I will take a look, thanks for the tips.
  17. This plugin is very useful. Thank you for making it!
  18. Hi Quasi, I'm having problems with your  $gameMap.getPixelRegion(); Is really strange because It always answer #00000.


    In Capture.jpg is my current code. I tried to do  Capture2.jpg and It's always answering me "black" even when i put the actor in the collision zone and still give me #00000. I asked a friend who works in Supercell and he told me maybe it has to do with isReady but he is not sure. I also want to point that the collision is working properly.


    Thanks in advance mate,

     

    Capture.JPG

    Capture2.JPG
  19. Don't forget you need the pixel coordinates. From that screenshot it looks like you are using the grid coordinates. That function also defaults to the center of the players box if you don't pass anything. So you can just use:
     


    $gameMap.getPixelRegion()


    and it will return the value at the center of the players box.
  20. Thanks for the answer I need to pass the coordinates but I understand I need to pass in pixels( I will work about that) however when I try do the follow(without me passing coordinates etc...) just for testing it still give me the black even when i put the player in middle of the collision zone(Its working as intended)

    Test.JPG