Quasi Movement

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Started by Quxios 657 posts Page 25 of 33 View original ↗
  1. Quasi said:
    @Jory4001 I have no clue. This movement plugin should not affect the parallax or any image binding plugins at all.



    I discovered the Issue, It was actually caused by KSU_ParallaxSmoothing.js but as a result of QuasiMovement.js.


    KSU_ParallaxSmoothing was causing issues when the player's pixel.X or pixel.Y was an Odd number creating decimals and sometimes rounding in a direction that caused the 1 pixel shift.


    Changing QuasiMovement's grid size from 1 to 2 and turning off the Smart Move speed adjust, leaving it on Direction only prevents the p.X and p.Y from becoming an odd number and fixed the issue!
  2. Hi Quasi!


    I have a short question: Is it possible to modify the Pathfind plugin to use diagonal movement? So when Events chase the player with pathFindChase or when the player uses the mouse to navigate?


    Thank you!


    josaaku
  3. @deathsia My page 2 custom route looks like:
    vwAPD3v.png


    @Noctis Probably a compatibility issue. And region map is just for other dev's / programmers to use to do a little more.


    @josaaku It is, but I probably won't be adding that in anytime soon. 
  4. Quasi said:
    @deathsia My page 2 custom route looks like:
    vwAPD3v.png


    @Noctis Probably a compatibility issue. And region map is just for other dev's / programmers to use to do a little more.


    @josaaku It is, but I probably won't be adding that in anytime soon. 



    Still getting this error and idk why:


    edbfe5dd8c.jpg
  5. @deathsia Push F8 to open the console and show me the error that appears there.
  6. Quasi said:
    @deathsia Push F8 to open the console and show me the error that appears there.

    775210032c.png
  7. That error looks like you're either leaving the parameter empty, or setting it to an event id that doesn't exist. Example of incorrect usage:
     


    pathfindChase()

    Code:
    pathfindChase(-1)

    Code:
    pathfindChase(100)


    * Last one will only crash if there is no event with event id equal to 100


    But if you are doing it properly, make sure you have the latest version, it might have been a bug that I fixed. And if you do have the latest version try creating a sample map for me, so i can debug it.


    Also an update for the sight addon:
     


    Sight 1.07


    https://github.com/quasixi/Quasi-MV-ABS-Demo/blob/master/js/plugins/QuasiSight.js

    • Fixed a bug where bush tiles were treated as walls
    • Fixed a crash when loading a savefile
  8. Okay so issues fixed but I have a question: I want a certain tile to "hide" the player when they walk into it so that the NPC's line of sight is cut off like when the player runs behind a building.


    How do I accomplish this without using events?
  9. I only downloaded the core js. When moving diagonally the script makes my character move too fast (x10 probably). like teleporting. Using mouse walking with the path finding doesnt't work as well. and a red tile underneath the character appears constantly.
  10. @deathsia Atm you can't. I'll edit the sight addon to add some sort of "stealth" toggle that when it's on the player till be "hidden". Then you could just use a region event or touch events to toggle it on / off.


    @Scubidubi I'm assuming you mean just the Movement plugin. For diagonals, that will depend on what value you set for the "Diagonal Speed" parameter in the plugin, default is 0. And since you said you just downloaded the "core js" I'm assuming you didn't get any of the addons. So if you don't have the pathfinding addon, then the mouse clicking will be really bad as it doesn't use pathfinding. And the "red tiles" are colliders, they are there to help you set up collisions / event triggers. They only appear when play testing and you can toggle them on / off with F10
  11. Quasi said:
    @deathsia Atm you can't. I'll edit the sight addon to add some sort of "stealth" toggle that when it's on the player till be "hidden". Then you could just use a region event or touch events to toggle it on / off.



    That would be great, ty.


    I think that would be a great feature to basically a stealth mechanic plugin anyways. :)
  12. Hi, 


    Thanks for this amazing plugin.


    I have one question: Is it possible to change the "player box" ingame (With a script or something else) ? And how can i do it ?


    Because I want to change the player box when the player go to another map.


    Thank you!
  13. I found something weird. The plugin works fine, but the maps that I made are all glitched out.

    0.PNG

    00.PNG
  14. I've been having problems using Quasi Movement paired with Quasi Pathfind on mobile. I know it's not optimized, but its literally unplayable on a simple, next to vanilla game I have hosted on a Google Drive folder shared in a browser. When the Pathfind module is disabled, it plays fine except the whole default pathfinding ignoring collision maps on my overlayed map so the player attempts to move into walls and gets stuck. Is there any good workaround for this problem?


    If I'm not making more sense, I'll explain further.


    Thanks for the awesome scripts!
  15. Hey. Thanks for the plug. Tell me how to make a character move only diagonally?
  16. Hi Quasi! Thank you very much for making this plugin, it is super helpful!


    Collision maps work perfectly for blocking off areas etc, but is it possible to attach a collision map to an event, instead of using a box or circle collider? In otherwords, could this plugin support "pixel collisions"?


    Thanks!
  17. @citronpute and @DehFunTimez : exactly what @Kanoonoo said. The Doc's covers how to change the collider, and this plugin shouldn't be editing the tiles, so it's probably an issue from another plugin.


    @shaynec1981 Well without the pathfind addon, there is no pathfind on default. By default it just moves towards the mouse location, which isn't a pathfind. And there's not much to do to try to lower the lag but to change your game to use a grid movement instead of pixel based.


    @Yoraee It is possible, but it's not something I would be interesting in doing, since it can cause quite a bit of problems and also add even more unwanted lag to collision checking.
  18. @Quasi and @KanoonooI don't have other plugins with this one, it's just this plugin i have put in.
  19. @Quasi Right on. But is this normal? If you have a vanilla game except Quasi movement with Pathfind enabled and ran from a browser played on mobile? If so then I'll stop trying to figure out if it's the Google Drive connection speed is just too slow lol.