Just saw your edit. I was thinking of doing that originally in my Ace version, but considering how slow ruby was I went with a whole different path. So my current collisions are completely math based rather then image based ( even collision map is math based ). So to be able to do that I would have to write a completely separate collision detection that is image based which is not something I want to do since I like my collisions :p
Then again, I can use my experimental collision map conversion, which it turns an image into boxes. And I can have this run on the players "mask". But again not too sure how well that will play, since the conversion will add some slight lag on map start ups and collisions right now are 1 box per player at a time, and with this conversion the character can easily have 50+ depending on the shape.
tl;dr
I don't have the time / knowledge to do that right now. But maybe someday in the future if I get ambitious enough.
Also demo is done, I'm just finishing up my site really quick. And I'm also going to write up a documentation for this script + it's addons that should give more / better information then the first post. So it should be done tomorrow! I think there will also be a new version release tomorrow, I don't remember what I changed but I do know that I added a toggle to show boxes during testing, can't remember if I fixed any bugs in this next one if I did guess it'll be a ninja fix since I don't remember.
Edit:
Demo is out
https://www.dropbox.com/s/hfawdh8l08ove33/Quasi%20-%20Demo.rar?dl=0
Please read the README.txt it'll tell you how to use the demo.
No HTML5 demo because I need to find a host for it because I don't want it to kill my sites bandwidth / cpu usage.
New Movement Documentation is also up:
http://quasixi.com/mv/movement/
I'll be adding images so it won't be a wall of text.
Quasi Movement
● ARCHIVED · READ-ONLY
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Quick question : Will depths be supported in the future? Your website states it's no longer supported. I really like the idea of it so... Yeah.
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Yes I'll eventually make another depths addon. The future one will most likely use an external editor to set the heights.
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I'm really looking forward to the new depths addon.
The posibilities for how atmospheric it can make a map makes me very giddy. -
I actually like the way the Depths plugin works right now, I've tweaked it to my use, so I changed the hex colors in the JSON file according to a green gradient of 11 greens from dark to light (darkest being zoom 1.25 and lightest being zoom 0.75; the middle green being 1.0), I created a rectangle with the whole gradient along 11 lines (48px height) on a depth layer in Manga Studio 5, so everytime I need to add some zooming effect, I quickly select the part of the gradient I'm going to use, copy it on a new layer, and free transform it to fit the mapping.
It is really efficient and easy that way, I believe. What kind of external editing are you thinking about? =)
Maybe, it is enough for me because I only use the zoom effect of your depth plugin though.^^
Anyway, forgot to thank you for this awesome plugin! =) -
Oh yeh, I really liked how the Zoom depths came out :p that one came out as intended. But for the Depths collisions I was originally going for something like:
https://twitter.com/QuasiXi/status/663879432432586752
(0:03 - 0:10) Was something I really wanted to implement but I ended up removing it because I had no idea how to handle making the sprite go behind the fence or infront. So I was thinking of working with tiled editor that way when you're making the maps you can also setup depths sorting there. But atm this is won't be anytime soon since I've decided to move on without it lol. But hopefully we'll see it in the future.
Right now I'm working on a true line of sight:
https://twitter.com/QuasiXi/status/665779613046468608
It's already fully working ( Hopefully bug free ) But I'm going to release it with a sample demo so people can see how you can use that to make smarter event chasing and stealth games / minigames. But for the smarter event chasing I have to update my pathfinding to add in a couple of features. But hopefully I'll be up within the next few days. -
Ah I see! I had never checked out your twitter! Awesome stuffs you are working on! The line of sight plugin is just awesome!!! Good job!
Now I finally understand how the depth map works then! Took me a long time to see what problem you were avoiding thanks to it, but now it all makes sense!However, I guess I'd use your collision map and overlay mapping to handle the fence design, but it surely would have been nice to get everything in a depth mapping file.=> I guess I managed to get the results expected, but overlay mapping didn't work..!
You have great ideas! I hope I will make good use of your plugins! :)
I am playing with getting used to moving events (NPC) with your pixel movement plugin, and I'd like to know if you know how to make it so that the event stops when you block his path, but carries on what he was doing while you move out of his path? Otherwise, since I've set the event to patrol in a square, once I block him for once second, the event will carry on his patrol on a different square that the one I intended him to!
I'll have a look at the region lock maybe, but it's enough for today! :) Thanks again Quasi! -
Well I've updated my pathfinding script so you can add some pathfinding in the move routes. Much easier then using qmoves buuut you don't have control over the path since it runs an algorithm to find it. ( I haven't released it yet, still need to bug test ) And I never noticed that issue with blocking the event, I'll give it a look and see if I can fix that up.
One example of using upcoming Line of Sight addon:
This addon was one of the main reasons I originally created my movement script for. So glad it runs better on MV, guess it's because it's the third time I remade this script, third time is the charm :p
Edit:
@basicleader I've set up the move route like:
And it look like it runs the same route, even if I block him.Spoiler
But if I check "Skip If Cannot Move" then he'll start going on a different route. -
Thanks for your help Quasi,
Actually I think the problem lies with the depth plugin..! :'( if I turn it off, the movement behaviour works just fine! When it's on, the character will get little by little away from his path, I made him go right and left the same distance, and it does so, but everytime, the whole cycle slides slightly to the left until the character reaches the side of the screen! :'(
I will try to check the plugin myself, who knows, but I'm no great scripter at all! hahahaha =)
Apart from that, your line of sight plugin seems to work so well!!! I'm looking forward to play with it! =)
edit: just a video to show you what happens to my character when the depth plugins is ON. -
Is that Serge??? :o
Quasi you make quick progress! Never ceases to impress me! I'm so excited with what you do, this is the single most exciting MV plugin yet, imo
So powerful and opens room for so many dev possibilities! -
Serge? And thanks! Those type of comments are what convince me to release public instead of keeping them to myself or selling them. Also sight addon might be up today just doing 1 more mini game / test.
Also to if anyone is interested in making maps / test maps for the Master Demo feel free to pm me. It'll save me some time and would look better since I'm no mapper!
Edit: Forgot to say:
@basicleader - i'll look into it. Is that with just depths? or depths and zoom depths? or just zoom depths?
Edited again. Nvm found out its with zooms lol. I'll look into now. -
You're already working on it! Huge thanks! xD You are super impressive Quasi! I just started the JS courses on codecademy yesterday, and seeing your passionate work on plugin dev makes me really motivated to go through all the courses fast!!!
@JosephSeraph: Yes, it is Serge charset from chrono cross, I have a few characters from that game that I keep to try out multiple frames plugins, but afterwards, I do my own charset for amemaking, if you want me to send some CC characters to you, just PM me!
Need to go back to work, have a fruitful day guys! -
Fix is up:
https://github.com/quasixi/RPG-Maker-MV/blob/master/InComplete/QuasiDepths.js
But if the events zoom depth changes during the move, then it's move will be incorrect again. It only considers the zoom at the position when the qmove or mmove is first called. -
Thank you for the plugin. The movement system and map collisions is really smooth and precise.
I am using the movement system with the YEP EventChasePlayer plugin to set up a Visible Encounter system, but I'm having trouble to executing the battle On Event Touch when the Enemy's collision box runs into the Player's collision box for some reason. Sometime after a few seconds have passed, On Event Touch is no longer activated even if the collision box is overlapping the Player's.
Also, I don't know how to properly set it up so that the Player's collision box is on the sprite's feet itself. It's way off to the left side of the Player, but my actor still collides with the map collision fine. My Player's box is (32, 49, 0, -18) -
What settings did you use? For my testing I just used:
this._chaseRange = 6and seemed to trigger the event on touch. But I think I might have ninja fixed it in my test movement version. Dropbox one will be updated same time I finish the sight addon, just in case there are other changes I need to make. -
Yes, it's set to 6 as well like the demo. I also already had the compatibility patch. The Enemy collision box just sticks to the side of the Player's collision box without doing anything. I have to manually trigger the battle by walking in the direction of the Enemy's collision box instead of it triggered when it touches me.
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i'm having other trouble with event random movements, they move really fast and move for like 3-4 pixels...also with terrax light plugin i have a light over them and with your script the events move and the light stand in the start position...how can i fix that? i have your movement fix for yanfly plugin but still don't work as intended i think, tell me if you need pictures or a video or a demo.
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@MikeMakes - Well if the issue still exists once the next update is out let me know.
@RogdagoR - Yeah I recently changed random so it moves better, that will also be in next update. Haven't heard of terrax light plugin, I'll have to look into it. Also which yanfly plugin?
Pictures / videos / demos are always appreciated. -
Actually my plugins are setted like this
Spoiler
If i put the terrax plugin below yours my character can't move at all, and anyway the lights over my events will stand there while the event is wandering around(not that far since they have really weird random movement)
Edit: Here's the demo http://www.filedropper.com/project1_1 -
Alright, to fix terrax you'll have to do some manual editing, since he kept a lot private so can't make a patch.
The fix:
SpoilerFix is for version 1.1.1 other versions might have a different line number!
Open up TerraxLighting.js with a text editor.
Go to line 777 and you will see
Game_CharacterBase.prototype.updateMove = function() { Now delete that whole function.
(In version 1.1.1 it is lines 777 - 818)
Now get the patched version of that method from here:
https://gist.github.com/quasixi/b8061d2df1b3346a9ad7
Copy and paste that into the area we just deleted.
Final step. Place TerraxLighting below my Movement script in the plugin manager.