Quasi Movement

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Started by Quxios 657 posts Page 2 of 33 View original ↗
  1. Quasi said:
    @Siul How did you try to download it? I click on the Raw button then right click save as, and then save it into my js/plugins folder and loads up just fine.
    To be honest I don't know what the heck I did, the third attempt was ok doing the same things (I'm pretty noob tho).

    Once I achieved the download (proud me...) I find a "TypeError. Cannot read "bitmap" or undefined". As I said I'm pretty noob at this so any help will be welcomed. Thanks in advance for your time.
  2. Can you push F8 to open the console and show me a screen shot so I can see the exact cause of the error? Sounds like it might be related to the collision map or region map, maybe it can't find the map you're trying to load?

    Updated the script. Saving and loading should now work and I don't remember if the event bug was fixed in this patch or last patch lol. Circle collisions was started but I'm having some issues properly detecting them because of the y axis being flipped so I left it out from this version.

    Edit: Added version with Circle colliders functional now.
  3. Hello there again Quasi, sorry for the late answer but I had no time till now to test it. I attach you the two screens I've made. Once I saw the console, I tryed turning off Kaus Overlay and then the error disappeared.

    In the other hand, I still found a little "bug": as you can see in the second picture, the "red-mask-test-colision" is not exactly over the image below (it's supoused to be the same image as the parallax for testing). I guess is something related to the screen resolution or... dunno... Any clue?

    test.jpg

    console.jpg
  4. That's pretty odd. Are you using the latest version? And whats the screens size and map size so I can attempt to recreate. Also does the collisions occur in the proper place? If so are they allied with the collision map or the parallax? You can test by setting the parallax to a copy but maybe invert it so it's a different color so you can tell which one is the parallax and which is the collision map.

    For the kaus overlay, you can try placing my script under his because it looks like it's not creating my collision map and that's why it's giving the error, so kaus overlay might be over riding one of the methods I used to create the collision map.

    I also remembered circle collisions is incomplete, I didn't finish the circle - box collision, which I might have done tonight.

    Fixed but there it's allowing a slight overlap on certain sides. Guess that's what happens when I don't do a proper overlap check and do a very simple check ( only compares a single points instead of full shape ) or could be floats or just my smart move function.
  5. I've been testing and checking other forums about the "bug" I told you. There's nothing on your plugin, it works properly and keeps the collision as intended. The problem seems to be about RM itself since the pictures you bind doesn't bind to the map properly and it slides when you move the camera.

    then.... nothing else at the moment Quasi, thanks for your attention and your job ^^

    EDIT: Found another issue: I've set an event to move on the map and it doesn't move at all. Turning off your plugin allows the event to move properly. 
  6. Cool cool, did you add the prefix ! to your parallax to make it fixed on screen?

    And how are you moving the event? Because I just quickly tested qmove and mmove and they both worked, as well as the default move commands.
  7. Using Kaus makes no need of prefixes. In the other hand, nice to know that you can fix it just adding that ^^.

    About the movement, I just made an event and tested both random and custom movement route sequences. It just stayed at the start postion and faced diferent directions without any movement else.

    Seriously, am I that bad at RM or just so unlucky? 
  8. Hmm is the event on a passable tile? and if you're using transparent tiles don't forget to make it passable in the tilesets since they're impassable by default. Well on a side note, I found out events stop moving if you stand right next to them, which can also be what you're experiencing maybe.
  9. The whole map is full passable, I checked it out many times 'cause I was freaking out. About the proximity, it doesnt' matter at all in my case, I can place this guy anywhere else far from me and still keeps facing-not-moving. 

    I will try to erase that event and place another, dunno if the RM engine loled that hard but... sometimes it does! I'll notice you as soon as I can check it tomorrow.

    Honestly, thanks for your patience and your attention.
  10. Playing around with it today!

    I settled on a 384x216 resolution.

    A few things (i'm sleepy so it might just be my own dumbness)

    I turn on the game and it asks me this

    2Y5Ik51.png

    even though I set region boxes to false.

    2. walking perfectly!

    Collisions are perfect or at least almost so as I haven't tested it detailedly.

    eD2jnWH.png

    3. But if I try to press the action button I'm greeted by this:

    S5igIZX.png

    Not sure what'd be causing it. In any case I'm happy it's looking solid! Thanks for this, Quasi! <3
  11. It's okay, I wrote more then half of this script with major lack of sleep cause I just wanted to finish.

    As for the region boxes, I just took a look and I forgot to make it check for that option before loading them lol, so it was ignoring the setting and loading it. Surprised it wasn't reported earlier.

    And for the type error, I'll need you to push F8 so I can see the console with the lines leading up to the error.
  12. that's the dev way of doing things rofl

    t2WFAyK.png

    i tried pressing f8 yesterday but the screen was blank. Then I found out I had to _wait_ lolololololo
  13. About the movement issue, I checked it out: no matter what movement I code in, it just faces anywhere but doesn't move. I tryed with new events but nothing new happened. My screen resolution is 1600x900 (you asked for it)

    I'm gonna try disabling plugins one by one. I just have the plugins from the release plus kaus overlay but I have no clue about what is happening so I have to try this.

    BIG EDIT: Got it! There's something between your plugin and Yanfly's Save Event Location. Even when the event doesn't have any call to this plugin, it makes the problem. Pfeew, at least I found the problem...
  14. I think I got it working now.
    https://github.com/quasixi/RPG-Maker-MV/blob/master/Compatibility-Patches/Movement-Patches.js

    Edit: I also updated the Movement script, because I had a different version. I really hope it was a stable version lol. I think all changed was a few methods to get it ready for an ABS.

    I also uploaded the pathfinding while I was at it. Note that the pathfinding isn't optimized so if you're using this with pixel movement expect some delay if you click far. The pathfinding also doesn't have it's help written in yet. But you can use the pathfind on events with something like:

    $gameMap.event(ID).startPathFind(x, y)with x and y being in pixel terms.
  15. Hi Quasi, I think I've found a bug, though it could just be operator error. When a passable B-E tile overlaps an impassable B-E tile (for instance, tree leaves covering the base of another tree), the tile is incorrectly read as passable. I'm not sure if I'm doing something wrong on my end.
  16. Bug is confirmed. I'll have it patched up by next update. Thanks for informing me! This would have gone unnoticed since I hardly use the map editor.

    Edit: Updated version is up

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js

    Added a few new Parameters so don't forget to reload your parameter settings! ( Just open the plugin manager, double click on the script and push ok, apply then save project )

    Pathfind addon also has it's Help text written

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiPathfind.js

    And Depth addon almost ready, will probably edit this with a link later tonight:
    Depth preview on twitter: https://twitter.com/QuasiXi/status/663561581041614848
  17. Not sure if this is the right place to ask, but Quasi, how do I set the bounding box on the door and the chair in this picture? It extends downwards, and I kind of need it to extend upwards. This is plain only your plugin. Nothing else.

    http://i.imgur.com/mDS8fZB.png
  18. This is the correct place to ask since it's related to the script. And I just tested it and seems like there was a slight bug which wasn't allowing for negative values in the offsets.

    So if you don't want to wait for a patch ( sometime tonight ) here's a quick do-it-yourself patch?:

    Once the bug is fixed, you can do something like this for the box:
     

    <bbox=48,96,0,-48>( I'm assuming that door is 48x96 ) Or you can use the newer notation for colliders. I just like to use bbox when I'm just making a box.

    Edit: Updated version is up. I also fixed jump. Apparently I had the x and y values mixed up so it wasn't jumping correct.
  19. Hi, Im loving this script, gives the characters the freedom of movement I always desired. I have one issue with it though, I have Yanfly's "Event chase player" plugin in addition to this one, 

    When I place it above your plugin, enemies dont' even see the player, When I put it bellow your plugins, the events react to the player's precence, but they no longer move.

    Do I need to specify something specific in the movement pathing or is this a compatibility issue?

    Is there a way to achieve the same results without using Yanfly's  plugin but using yours?
  20. @Quasi Thank you! It's working now, although the red overlay during testing isn't showing properly...

    I like using bbox more then collider since I'm used to it, having played with your VXAce script of the same name.