Quasi Movement

● ARCHIVED · READ-ONLY
Started by Quxios 657 posts Page 3 of 33 View original ↗
  1. @heartlessmuchroom Yeah that will be an incompatibility issue. I just took a look at it and I think I know where the issue is. 

    @Draek97 Yeah I noticed right after I uploaded that I forgot to fix the offsets on the sprite lol. It'll be fixed in the next update which will be tonight. I'm just cleaning up some unnecessary code that I had. Like when it checked for collisions it would check for boxes around the player first, then it would check if it collides with any boxes around. The first check was completely unnecessary since it was included in the 2nd check as well.

    Edit: Alright new version is up. I changed a few of the collision checks, so there's a chance that it might crash because I forgot to test something. If that happens, push F8 and post a screenshot of the console so I can see which function I forgot to update. But I'm pretty sure I got everything. New version also adds a small fix for vehicles and the box sprites offset issue. Box sprite does get offset when you get off a vehicle and I'm not sure why lol, I probably won't fix it though, because the sprite is unrelated to actual collision, it's just for testing purposes.

    Patch for YEP Event Chase is also up
    https://github.com/quasixi/RPG-Maker-MV/blob/master/Compatibility-Patches/Movement-Patches.js

    Instructions in patch header.
  2. I shoudl also point out another incompatibility issue, this time with Yanfly's Region restruition plugins.

    Regiones makred as  restricted no longer restrict  event movement, thei could be a non-issue  in practice really as smaller hitboxes and pixel-by-pixell steps mean the player is less likely to get blcoked off from important areas by events.

    But stilll, just pointing out iif you're planning to roll more compatibility patches soon.
  3. Lol you posted as I edited.

    Well that region restriction sounds similar to my vxa Region Lock ( https://github.com/quasixi/RGSS3/blob/master/System/Region%20Lock.rb%C2'> Which I will be converting very soon. If it's not the same let me know and I'll take a look at seeing how easy a patch will be.
  4. I have one little question: would it be possible to have the collision map override the "native" collision boxes? It'd be especially useful for parallaxing.

    I have everything set to have nice, smooth edges, but the water (I'm using it from the tileset layer, since I want it to be animated) still has boxy, green boundaries, even though the collision mask has them smoothed out and detailed.
  5. You will have to open the script and remove 2 tileboxes from the tilebox object on line 370. The 2 boxes you want to remove will be 2575 and 2063 ( lines 380, 381). You can either just delete them out or change the box to [0, 0] instead of [48, 48]. This will make the changes to all water tiles though not sure if that's what you want. And you just reminded me that I didn't add support for passability levels on collision map, meaning you can walk on water colors when you shouldn't be able too.
  6. That's exactly what I wanted, thank you!
  7. Thanks, the patch works perfectly!
  8. Glad to hear it worked for you both!
    I just released my depths addon. It is incomplete and I probably won't finish it because I was not liking how it you had to set it up.

    https://github.com/quasixi/RPG-Maker-MV/blob/master/InComplete/QuasiDepths.js

    Examples of what you can do with the incomplete version:

    Spoiler
    Download this json, and place it in the json folder you picked in Quasi Movement parameters

    https://gist.github.com/quasixi/c888b981ba41e42d34f6

    Example 1 Bridges:

    Save this image as depths2.png

    http://i.imgur.com/RPoQpx5.png

    Create a new map 17x13 and open the map properties and put:

    <depths><rm=depths2>in the map notes.

    Place you player start location in this map and play test and you'll be able to go under and above the bridge.

    --There is a bug that you can activate events under the bridge when ontop of the bridge.
    Example 2 Zoom perspective

    Spoiler
    Save this image as depths.png

    http://i.imgur.com/eleUiFk.png

    and save this image as Test-CM.png

    http://i.imgur.com/UgnzEdQ.png

    Create a new map 17x13 and open the map properties and put:

    <zoomdepth><rm=depths><cm=Test-CM> in the map notes
    Place you player start location in this map and play test and walk around the green areas to see the zoom differences.
  9. I really puke rainbows with your Depth's plugin. Just to make me know, would you mind to upload a simple and sample demo with your features? I find your scripts really awesome and it could be really nice for the users (most of all those like me... you know me XD). Of course is not mandatory, just the community (and I) loves those Master Demos like MogHunter does, sometimes they are self-explanatories and takes many annoying questions.

    If you make it, you will be on my game's credit as the guy that stands me so hard XD.

    Anyways, good job
  10. Lol yeah I was planning on creating a "master" demo and it'll have different maps, each showing off a different addon. But I just just waiting to finish up 1 last addon and also waiting to finish my site so I can put it as an html5 demo with a download link on bottom, so people can test it before downloading since it's a bit harder to make light weight demos :p
  11. Hello again. I know you are gonna hate me but, suddenly with the new version of the plugin it doesn't load the collision map properly and gives me a full red image (the red from testing collisions). I did nothing else but updating the plugin and suddenly no collision map was uploaded, nor possible movement since it seems to load as unpassable the whole thing. Any clue?
  12. Does sound odd. Does the map have any tiles other then the collision map? or did u create a new map, left it blank, and added the collision map? I think I also did some slight changes to the collision map colors, so what colors did you use on your collision map for the passable areas or are they transparent, and while we're at it, are you still using red for the collisions color?
  13. One more thing, a feature that I'd like to see implemented somewhen in the future...

    Smoother movement around the edges of collisions? What I mean is when you hold left-up right now and run into a collision above you, it stops you dead in your tracks. I'd like to see the character moving left when that happens, and continuing to move diagonally left-up again when there's no longer any collision above.

    I know that Orange's movement system has a feature like that, but since your script rewrites the collisions so much, I don't think it would work straight out of the box...

    Nevermind, I just noticed the smart move option...
     
  14. The updates are fantastic! I think I've found one more passability bug (although as always it could be operator error). When a passable B-E tile is placed on an impassable A tile, the tile is incorrectly read as impassable. (examples: ladder on a wall or bridge over water)

    I know this wouldn't be an issue if I were doing "pure" parallaxing with the collision maps, but I'm doing a sort of hybrid with a parallax bottom layer and normal tiles on top of that. I hope my feedback is helpful and not too much bother. :)
  15. I really like your plugin, and I'm going to try depth as soon as I fix some issues with kaus parallax.

    Maybe I'm crazy but do you think its possible do a collision map and assign that zone a region ? I know you have the region map, but I would like paint my collision map, so when character goes into this zone something happen(my imagination thinks about a stealth mode, where you can hide in the shadow zones :D

     
  16. @Angius Lol it's okay, there are a bunch of options, so I can understand people missing things.

    @chalkdust Yeah is a "bug". When it makes the boxes it creates it for all the tiles on the tile. I had it so it replaces the tiles to the most top one, but there was a bug with that before so had to change to make all boxes. One easy work around is to enable RegionBoxes and make a passable region like:

    { "1": [ {"width": 0, "height": 0} ]}And then just place region 1 over the tile to make it passable. I had to do this for a few bridges that go over water tiles.

    @Folkner Not sure why you wouldn't want to use region map? If you're doing this with eventing you can can do something like this in the conditional branch script (bottom of tab 4)

    $gameMap.getPixelRegion() === "#00ff00"Just change that color too what ever color you want it to check for. I left out the x and y parameters in that function because it defaults to game players location.
  17. Quasi said:
    @Angius Lol it's okay, there are a bunch of options, so I can understand people missing things.

    @chalkdust Yeah is a "bug". When it makes the boxes it creates it for all the tiles on the tile. I had it so it replaces the tiles to the most top one, but there was a bug with that before so had to change to make all boxes. One easy work around is to enable RegionBoxes and make a passable region like:

    { "1": [ {"width": 0, "height": 0} ]}And then just place region 1 over the tile to make it passable. I had to do this for a few bridges that go over water tiles.

    @Folkner Not sure why you wouldn't want to use region map? If you're doing this with eventing you can can do something like this in the conditional branch script (bottom of tab 4)

    $gameMap.getPixelRegion() === "#00ff00"Just change that color too what ever color you want it to check for. I left out the x and y parameters in that function because it defaults to game players location.
    OMG thanks thats awesome. I was not sure about the region maps but that clarify everything thanks 
  18. Quasi said:
    Does sound odd. Does the map have any tiles other then the collision map? or did u create a new map, left it blank, and added the collision map? I think I also did some slight changes to the collision map colors, so what colors did you use on your collision map for the passable areas or are they transparent, and while we're at it, are you still using red for the collisions color?
    I took the same image before. I checked the color of unpassable and it was ok. The map is full empty with full passabilty emptyness (at least, when I dissable the plugin).The most odd thing here is that once I updated to the new version, I get full red screen transparency, as I had a full red collision map there (of course, it's not). I guess is something related with the way the plugin loads the image... is like it invent the image by its own xD.

    If you need, I'll make some screens of what is happening if I'm not explaining myself properly.
  19. Sounds like you're having a similar issue as chalkdust. So just enable Region Boxes and make a passable region like:

    { "1": [ {"width": 0, "height": 0} ]}then fill the map with that region ( in that example the region is 1 ) that will force all tiles that are impassable to become passable. If you still have issues, or need more help setting this up, feel free to send me a pm with more details / screenshots so we can see what we can do.

    On a side note, I almost have the "Master" demo ready. I'm just finishing 1 last plugin, I will most likely edit the first post with a link to it tomorrow. Not sure if the html5 one will also be ready, since my site is close to being complete but not close enough because I'm wasting all my time on MV instead lol.
  20. Quasi, as I told you, this program loles so hard... I tryed one last thing before sending you a pm and bother you once again XD: I just re-made the image from zero and set up the collision map in its brand new map. Everything worked....... Srsly sorry for the warning, can't help but say sorry, everything is working fine (AT THE MOMENT XD). I'll tell you if something odd appears.

    PS: Cannot wait for you demo :D

    EDIT: Quasi, I was wondering if it would be able to make a kind of collision-mask for the charas... I mean, similar to your collision map called by <cm=> but on the characters and so... You know, I know nothing about programming but this idea came to my mind. Would be awesome to put in the notetags/comments something like <cc=Eric> and, with your proper collision chara in the folder, you have your f******ing-awesome-pixel-perfect-collision. Just make us know if it's possible or not, just to puke even more rainbows and so XD.