Hmm what version are you using? and press f10, if colliders aren't visible, to make sure you can see the region map.
I did a quick test and worked fine. I test through console ( F8 ) just move the player around and then type into the console: $gameMap.getPixelRegion() and if will return the color. You can also type in:
QuasiMovement._currentRM
and it should return the name of the regionmap file, if it returned null then there was an issue loading the regionmap or reading the regionmap tag
Quasi Movement
● ARCHIVED · READ-ONLY
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Ok I found the issue I thought $gameMap.getPixelRegion() took info from the collision map and its using the region map. Is possible to do the same in the collision map? I'm trying to leave actor in a random place near the where the player was and I'm trying to check if there is collision in that place.
Thanks in advance your work is amazing. -
yeah pixel regions are for region map. If you want to check if there's a collision at some location you can use the built in collision functions, something like:
$gamePlayer.canPass(x, y, dir)
// or for events:
$gameMap.event(eventID).canPass(x, y, dir)
x and y in this function are grid coordinates, set dir to 5 for that specific location
For pixel based coordinates:
Code:$gamePlayer.canPixelPass(x, y, dir) // or for events: $gameMap.event(eventID).canPixelPass(x, y, dir) -
Thanks mate you made my day. Thanks again for all your work and your help :D
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Movement 1.295
https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js
- Added a "Cache Colliders as Bitmap" parameter. If you set this to false, colliders won't be cached and will increase performance ( very noticeable if you're trying to view colliders while using my sight plugin since those colliders are constantly reshaping )
- Pixel data is only cached for bitmaps using the custom getColor function. Might reduce data size for other bitmaps.
- A pixel based transfer plugin command:
quasi transfer mapId pixelX pixelY direction fadetype
mapID: the id of the map you want to transfer to
pixelX/Y: the x/y coordinates
direction: which direction to face, set to 0 to retain direction
fadetype: 0-black, 1-white, 2-none
- Added a "Cache Colliders as Bitmap" parameter. If you set this to false, colliders won't be cached and will increase performance ( very noticeable if you're trying to view colliders while using my sight plugin since those colliders are constantly reshaping )
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can someone be so kind to help a noob out, I would like to do what is done at 0:12 in the vid and i have read http://quasixi.com/quasi-region-lock/ (is this the wrong thing?), but I still don't know how it is done. I would very much like to ad this kind of movement to the game I have been working on so that it doesnt feel so blocky. TY
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Hi, I have a small problem:
I want an event to have a 48x48 collider.
According to the plugins documentation I need to add a comment to the event page with this: <collider:box,48,48,0,0>
However if I playtest on a map with an event with that comment I get this error:
Spoiler

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@dexni That's called a collision map, you can find info about it in the documentation: http://quasixi.com/quasi-movement-documentation/2/#cm
@Iliketea Did you hit new game, or did u load? Or was it after you did a map transfer in either a new game or loaded? Just asking so it can help me recreate the crash when I have time. But I'll look into fixing it soon. -
@dexni That's called a collision map, you can find info about it in the documentation: http://quasixi.com/quasi-movement-documentation/2/#cm
Yes sorry i just had the wrong link, i have read that... I just don't understand I guess.... I am very new and have a lot of things down. This has been something I have been trying hard to fig out and when I found this I was so happy, yet now I seem even more confused. I may not be cut out for this :(. I have even downloaded your master demo to look at thigns and well in the demo it doesnt work and I don't see what im doing deif... Thanks for the reply. -
You just create an image with all the non passable areas color'd in the color you set for the collision color ( default, pure red ( #ff0000 ) ). Place that image inside your parallax folder, then open the map properties to set the <cm:filename> tag. You can also just download the master demo and look at the collision map test map. https://github.com/quasixi/Quasi-MV-Master-Demo
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You just create an image with all the non passable areas color'd in the color you set for the collision color ( default, pure red ( #ff0000 ) ). Place that image inside your parallax folder, then open the map properties to set the <cm:filename> tag. You can also just download the master demo and look at the collision map test map. https://github.com/quasixi/Quasi-MV-Master-Demo
like i said i have done all that.... I just don't understand so i wont waste your time anymore. Thanks tho -
@Quasi
It happens if I make a new game, on a map that is completely empty except an event with that command.
If I delete the commend it works, if I put it in again, it doesn't.
I can upload a demo with just the map in question if that helps.
EDIT:
I uploaded a demo with the map, in case you need it
http://www.mediafire.com/download/xpoing7xxxciveq/Project3.rar -
Hey there Quasi.
I really LOVE your Movement Plugin. But now its time for a little more eyecandy!
I would like to use diagonal charsets. I've already used "Victors" and "Galvs" diagonal movement. This is kinda... weird with your plugin ;)
Is there a way to make it work? I saw your QuasiSprite-Plugin. But sorry, I really don't get what I have to do with the Editor xD Maybe I am to bad :p
Can you help me out? -
I know double posting is bad...
But can you help me ;_; ? -
@Iliketea Sorry I didn't see your last post! I'll take a look asap.
Edit: The issue is due to the SilvMinimap plugin. He is converting the notes into properties in the event which can break a lot of things for many plugins if their notes have a similar name to a function, like my collider note. It looked like he meant to create a meta object for events, but looks like he forgot to add notes into the meta object. So I would recommend to either stay away from it, or let him know about that issue so he can fix it. It should only be a couple of line changes, mainly in the function that starts on line 713 and anywhere else he accessed his "meta" notes. Of course this is based off his version 1.09, you can always check if he has a newer one since it may be fixed already. -
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Any idea why a tile that was previously passable would become impassable when this plugin is enabled? The only other plugin I'm running is Yanfly core engine.
Edit: Never mind :p It turned out it was because I had an impassable tile underneath it -
Using this with your sprites plugin I have diagonal movement and sprites using keyboard but not with mouse clicks. How can I make diagonal frames show with mouse click movement?
Also the character is zig zagging rather than moving diagonally when I use mouse clicks. -
Can it turn to a bigger walking sprite :(( 48x48 still too small
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@ZcheK Grab the pathfinding addon and that will add a pathfinding to mouse clicks. Though diagonals are not supported because there's some issues with them in the pathfinding.
@baboisociu This doesn't do anything to sprites. If you want bigger sprites you'd need to create them your self or find someone to make them for you. This plugin does support any size of sprites though, you would just have to change the default collision boxes for characters since they are optimized for 48x48 sprites.