Quasi Movement

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Started by Quxios 657 posts Page 22 of 33 View original ↗
  1. Absolutely amazing work Quasi,



    I downloaded your master demo and the depth plugin 0.95 just isn't working (I know it says incomplete as you didn't want to pursue that way of doing depth control and have no desire to continue it) but should it work?



    (I do not script whatsoever so) 


    I'm just thinking that with all the great updates you've been doing with the movements and such that leaving the depth plugin in the mud means it no longer works?



    I'm surprised people haven't screamed for the depth as it vastly opens another dimension in RPG Maker 'ing'!
    Reason why I'm so interested for it is because I use parallax mapping and create everything in my drawing style (see pic) with that depth control added to the Y position in the plugin (or even gradient mapping) would really help my angle of my backgrounds.

    so I'm just wondering if you'll ever return to the depth plugin in the future?


    or even if anyone has a link to a plugin that does depth control as I've tried searching for it and came back with nothing,


    I noticed Basicleader talking about it in earlier posts which was quite some time ago, so im wondering if they have like an older version of the script as it worked with them,


    I even saw a video of theirs with a bouncing ball moving around a parallax map of sorts which is exactly what I want to do.


    Thank you for any help in advance, I hope I'm not repeating what someone else has asked..

     

    screenshot.jpg
  2. I wasn't aware that it didn't work any longer. I'll look into it.


    Even though I'm no longer "working" on it, I do still want it to work. Mainly because the "Zoom Depths" features from it are complete, and many users used it for that feature. Depths was only dropped for the "Z depths" features I was trying to do.
  3. Sorry if I am too noisy, but... did you have a chance to take a look at the pathfinding?


    I disabled an mouse input for now, but I'd like to re-able it soon.... ><


    I know you must be buys, you have so many awesome plugins after all! 


    A tiny yes or no would be enough ><

    Iliketea said:
    Hi, me again.


    I am having some issues with the path finding plugin.


    If the player moves using the mouse the movement is very messy and sometimes the player moves to a completely different tile than the one he clicked on
  4. @Iliketea Think you can find if there's any conditions that make that happen? Cause it looks fine to me:
  5. Strange, I will have to take a look at it then, maybe some plugin is messing with it
  6. ...speaking of the pathfinding. I found that if you click somewhere the player can't reach, the player will continue to try and get there regardless (as the click icon is still showing and the player rotates like crazy xD). Is there a way to disable the movement of the player if the player can't reach where you click. Maybe if you have it so if the player hasn't moved a pixel over a couple seconds, the player stops trying? I'm no good with scripting so this could be very difficult for all I know.

    I just want to thank you for all the support you've given this one giant script(s) and making these particular movements possible. It just adds a whole new dimension to my game (and of course many others) :D.

    In the meantime I will be waiting patiently for the parameter naming setup thing :p
  7. I'll look into it. And no problem, thank you guys for enjoying my stuff!

    As for the SpriteAnim.json thingy, feel free to try the new version






    Late version 1.08X lets you change the identifier. Also the identifier can be anywhere in the filename, doesn't need to be a prefix. So you could have done something like: "filename#test-.png"  ( I just remembered it didn't need to be a prefix when I made the renaming parameter )
  8. Quasi said:
    I wasn't aware that it didn't work any longer. I'll look into it.


    Even though I'm no longer "working" on it, I do still want it to work. Mainly because the "Zoom Depths" features from it are complete, and many users used it for that feature. Depths was only dropped for the "Z depths" features I was trying to do.


    Ah great stuff Quasi I understand a change of tactics in how you approach ideas, please do let us know what the problem is, I really hope the problem isn't on my end as I'm sure I've set it up correctly, I was playing about with it for about 10 hours lol, holding my fingers crossed that I can use this feature as its going to greatly help me on so many levels and add that pop I really need!

    Thanks again bud for such awesome work!
     
  9. @Salad Spaceman Well I just took a look into Depths, and both, zoom and the z-depths, seem to be working as they should be working. Make sure your colors are set correctly in the json and in the image file. You can also send me a sample map / project so I can take a look.

    Also a small update:
    Movement 1.296
    https://github.com/quasixi/Quasi-MV-Master-Demo/blob/master/js/plugins/QuasiMovement.js

    • Fixed a bug where switching collision maps would make it all passable.
  10. ahh thank you so much! The game exports and I can play it on my phone now :D  (it just lags like crazy on the phone for some reason... nothing to do with your plugins though)
  11. Just passing by to say thank you! Your plugins are super awesome.  :)  
  12. Hello Quasi,


    Could you explain what exactly are:

    • py, px
    • _py, _px
    • realPY, realPX

    Appreciated, and thanks for this wonderful script.
  13. @Lucas Kich Thanks!

    @masterlobo Sure, I'll just explain for x ( as y would be the same ).
    .px and ._px are exactly the same ( I just copied what mv did for .x and ._x ), basically you use ._px if you want to edit the value and .px to view the value. Also these are the pixel values, while the old normal x / y variables are in grid units. 

    ._realPX is the real pixel x value of the character. Whenever a character moves, lets say the grid is 48, so if you moved once the 48 will be added the the ._px, and since the ._realPX and ._px aren't equal that means the character needs to move, so a small value ( based off the characters move speed ) is added to ._realPX until they are equal. ._realPX is also used for the sprites location. 
  14. @Quasi Thank you for having a look into it, I did go into the JSON file to look into the colour to make sure they were set the same as your descending boxes in your demo version, I'm actually just using your demo download, I'm just going to have a look again make sure I haven't messed anything up...

    I will also download them all separate from your first post and see if I can create something manually


    Cheers for the help Quasi, will let you know how it goes so you can see my progress! :)  if I cant for the life of me to get it work will send you a sample map to look into!


    Additional-
    I've just downloaded your demo again and its now working :/ I have no idea what is different as I've not done anything differently? mmmm...
    Going to check the last demo download project and see how its different...


    I will be implementing it into my game very shortly, getting excited about this!
  15. Hey there, @Quasi,


    First, let me thank you for the time and effort you've put into making these plugins.


    I've recently gotten into making a game via RMMV and was going to start coding a plugin almost identical to this for my own game. However, given that your plugin is readily available, I thought I'd try to see if I could get it to work for my purposes.I want to make a movement system based on the character's agility, which I have managed to do through modifying the following segment:

    Spoiler
    var Alias_Game_CharacterBase_realMoveSpeed = Game_CharacterBase.prototype.realMoveSpeed;
    Game_CharacterBase.prototype.realMoveSpeed = function() {
    var speed = Math.log(($gameParty.members()[0].agi));
    if (this.constructor === Game_Follower) return (speed+2);
    return speed - (this.isDiagonal() ? QuasiMovement.diagSpeed : 0);
    };



    As you can see, I simply changed the speed variable to based on the character's agility. However, this has had the understandable yet unintended side effect of changing the speed of the vehicles to be the same as the character. I have attempted to add in modifying code to adjust the vehicle speed to a speed unrelated to the character agi, but all attempts have proved unsuccessful. I was hoping that you might shed some insight on the matter.


    For reference, I have attempted to add if statements regarding the constructor being a vehicle as well as changing the code to be a switch instead.


    Any insight you might be able to provide would be greatly appreciated. Thank you.
  16. Hey Quasi, so I try to use this plugin, but when I use it and try to play test my game, there is always some red boxes on every event.


    Can you help me how to solved this problem?

    quasired.JPG
  17. Nevermind, I figured it out.
  18. @KOBE Those are the colliders. Since you didn't know that I'm assuming you didn't read the documentation which is really important as this isn't an easy plug and play plugin. So give the documentation a read, at least read up on colliders as that's the main big point / difference from my pixel movement and others.


    http://quasixi.com/quasi-movement-documentation/


    As for the colliders showing, you can toggle them on or off with F10. You can also set them to be off by default in the plugin parameters. Colliders also only appear when play testing.
  19. Fantastic plugin, the only thing i can't quite figure out yet is how to best use map edge transfers.


    I had been using the 'Map edge transfer' plugin up until now, but your program ('plugin') makes that one not work.


    But if i'm using touch events instead, then transferring the player to the map edge tile of the next map is also a touch event, and the player is automatically transferred back again on first movement, and then back again and so on.


    A simple fix is to transfer the player to the 2nd tile from the edge on the next map instead... but ... it's just not a very clean way to go.. 


    I'm wondering if there's a better solution? Or just some function of this plugin i have not yet figured out?


    The player always transfers to the middle of the tile, so if a touch event could have a collision box that's just a couple pixels along the tiles edge, that would be one solution.


    I don't know if that's possible in this plugin?


    If anyone can point me in a good idea direction i would appreciate it.


    Thanks!


    ...and again, well and truly a spectacular plugin(s).
  20. Quasi said:
    @KOBE Those are the colliders. Since you didn't know that I'm assuming you didn't read the documentation which is really important as this isn't an easy plug and play plugin. So give the documentation a read, at least read up on colliders as that's the main big point / difference from my pixel movement and others.


    http://quasixi.com/quasi-movement-documentation/


    As for the colliders showing, you can toggle them on or off with F10. You can also set them to be off by default in the plugin parameters. Colliders also only appear when play testing.

    Thank you for the explanation, it really helps. Okay, I will read the documentation more carefully. Thanks again^^