Quasi Movement

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Started by Quxios 657 posts Page 8 of 33 View original ↗
  1. Alright the error has been fixed and the diagonal speed now properly work. These fixes will be in 1.13 which I'll release sometime before Friday hopefully, just trying to find a few more bugs before.

    Sadly you can't disable smart more off certain objects which is why my sample move at grid space plugin settings have smart move off since it doesn't look nice with them.

    And what do you mean bush tiles as water? Water tiles seem to be fine, low water tiles are colored green and deep water are blue by default. Bushes are white. This plugin detects the type of tile it is by checking it's flag the same way the default movement does, except I had to go in deeper to create boxes for certain flags.

    And 1 last suggestion, after playing your demo if you're planning to stick with that grid size, I would suggest changing the default collider. It typcially looks nicer if you collider is smaller then the grid size. But even so you should avoid using 48x48 because you need to leave some margin for impassable direction tiles. The padding depends on your tile size since the tile boxes scale with your tile size. But for a 48 grid the padding is 4 so my minimum recommended collider for a 48x48 would be 40x40 with an ox and oy of 4
  2. That was fast, thanks a bunch! I hope I'm not 

    Honestly the water thing confused me because I tried using ships, but they didn't move on the water until I moved them onto the forest where they suddenly worked fine. I just fiddled around with it some more and noticed it being due to having their terrain tag set to 5. I put it to 0 and it works fine. The bushes are still being able to be driven through with the ship though.

    Also thank you for the recommendation. The main project actually uses 16x16 tiles, and I left the boxes so big due to originally planning on using the passability settings as a simple and dirty way to set up the collision. You're right though, and I'm better off switching to regions for that (now if only I could figure out where the editor encrypts the raster data for the region icons so I can replace them with something visually fitting, but I doubt there's such a thing in the first place)

    I just hope you don't mind me trying to test as many cases as possible and reporting possible bugs?
    Just discovered another weird behavior: If you make an event and put its priority to above or below player, then set the trigger up to be either player or event touch, the event's content will keep looping indefinitely.
     
  3. I was wrong on my last post, the default padding for 48x48 is 6 not 4.  If you want to find the padding for any grid size just do "6 * (GRIDSIZE / 48)" so padding on a 24x24 would be 3.

    Ah yeah, bushes, ladders, damage tiles will always be passable. And yeh I noticed that for some reason terrain tags mess up the collisions, I'll have to do some testing with that.

    And feel free to report as many bugs as possible! Helps me make this more stable.

    I'm a bit puzzled on that last possible bug. If you mean that the event runs every time you touch it ( which on pixel mode would be very annoying ) it runs? Because if you just stand on it, it only runs once. Which sounds similar to this:

    http://forums.rpgmakerweb.com/index.php?/topic/48741-quasi-movement/?p=502153

    Which is a pretty nasty fix, and I'll probably see if I can add in a fix so it behaves like damage tiles.
  4. So in the case of 16x16 tiles, it'd be 12, 12, 2, 2, then. Good to know, thanks.

    And to elaborate, the even keeps looping while just standing on it. No movement needed. I set it up with a message box and the same message just keeps looping. It's still possible to get "unstuck" by walking inbetween the messages, but it's still pretty baffling.

    I'll attach a test project just in case.


    I'll let you know if I stumble across anything else!

    Project4.zip
  5. Well almost, the ox and oy should be equal to the padding, so it'd be 12, 12, 3, 3.

    Ah yeah I see, apparently this was fixed sometime during 1.12 and 1.13 which is why I couldn't reproduce it lol. I will pm you an early version of 1.13 so you can help me find bugs in that version before it's release.
  6. Feature request: can you add a movement command for an event to move in a circle around a specific coordinate?

    Basically, I'm building a space-based game and want the planets to slowly orbit the star.

    I know that requires some pretty fancy math and might be a bit too much to ask. Feel free to tell me to go space myself :)
  7. Oh don't worry about the fancy Math. Most of those addons use fancy Math, even this movement uses trig for collision detection. ( Math is my strongest subject ). I just have to think about this first, because I'm not too sure how to handle this in grid based movements. Should it allow it to get off grid? Or should it move in a grid like orbit? Also related to that, should it follow the path correctly, or should it do "grid like" steps ( using only the 8 directions instead of a 360 ) Honestly keeping it grid like would probably be harder lol.

    Well I got the arcing or spinning, not even sure if arcing is a word, working. I just want to ask a few more questions though. Should you define the frames it takes to spend or should it base it off it's move speed? And should it check for collisions?
  8. I'm sure other people will have other applications for the script with different needs, but in my case:

    Off-grid would be best but I'd love anything, honestly!
    I'm using direction-locked planets, so the direction/rotation of the sprites is a non-issue. I just need them to simply orbit the coordinate they're given.
    Either movement speed option would work fine. The frames-to-orbit option would probably give better fine-tuned control.
    I will need the player to be able to detect collisions to land on the planets, but the events won't need to detect each other or any other barriers in their orbits. As long as player touch/event touch is working, I should be good!
  9. So amazing! I'm excited.
  10. Movement 1.13

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js

     > Few bug fixes

     > Rewrote touch / mouse triggers ( I think I finished rewriting it lol )

     > Added Arc movements

    Spoiler
    To arc a character through move route < Script Call >

    arc(pivotX, pivotY, deltaRadian, counterClockwise, frames)// orarcTo(charaId, deltaRadian, counterClockwise, frames) pivotX: The pixel X location to rotate around.

    pivotY: The pixel Y location to rotate around.

    charaId: The character Id to rotate around, if Id is 0 it will rotate around the player.

    deltaRadian: The distance to travel in the arc in radians ( Default 2 PI ), leave blank, null or false to use default.

    counterClockwise: Set to true or false. Default: false

    frames: How long should it take to complete the arc.

    Examples:

    arc(50, 50); // will arc around pixel coord 50, 50arc(50, 50,,true); // will arc around pixel coord 50, 50 in counter clockwisearc(50, 50, 3.14); // will do 3.14 arc length around pixel coord 50, 50 ( half a circle ) arc(50, 50,,,60); // Will arc arounc pixel coord 50, 50 in 60 frames* Touch triggers work while arcing.

    * Collision detection is not applied while arcing, will be treated as through.

    * The radius is found from the distance of the character to the pivot point.

    * Move script calls are replaced once when they first run!

     ^ Meaning if you pivot around a character that's moving, it will pivot around the point when the call first ran, it will not recalculate every time the character it's pivoting around moves. 
    Pathfind 1.04

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiPathfind.js

     > Some slight changes for the rewritten touch / mouse triggers

     > Better "move next to" pathfind

     > Started on some diagonal / successor functions, but they are not working as intended

    Movement Plus 1.04

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovementPlus.js

     > Bug with "Face towards Mouse" option

    Documentation / PDF will be updated with this info sometime today and maybe an updated demo this weekend.
  11. This is going to be awesome! As soon as I get my ships completed I'll send a video.
  12. A fixes up a few bugs.

    Movement 1.14

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js

    • There was an issue with ship vehicle not working correctly.
    • Terrain tags were making water tiles not marked as water tiles.
    • Overworld deep water wasn't marked as deep water.
    • Maybe more? I can't recall
    Region Lock 1.01

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiRegionLock.js

    • Events without a region lock were able to move through impassable tiles.
  13. Hi Quasi, I have two questions, It can be that you already answered them and I am just blind, but I hope you can help me either way.

    1. Is this compatible with Kaus's parallax plugin? 

    and 

    2. What a the terms of use, I did not saw any 
  14. Quasi, the events with random movement set are working "odd", they don't move naturaly. I'm just using Quasi movement with the compatibility addons. Could it be possible to set the events to move randomly, at least, following the grid?
  15. Iliketea said:
    Hi Quasi, I have two questions, It can be that you already answered them and I am just blind, but I hope you can help me either way.

    1. Is this compatible with Kaus's parallax plugin? 
    YES! But Kaus Overlay I put above Movement because... just test it by Yourself (I can not explane  :) )

    ======================================

    :(

    Movement do not understand passage dir like that. It's [passage] just not working:

    Passage(4dir).1450187612.png
  16. @IlikeTea

    I never tried it buy Cvrtix says it does. Also terms are under the links in the first post and even in the header of the plugin:

    https://github.com/quasixi/RPG-Maker-MV/blob/master/README.md

    @Siul

    If you set autonomous movement to random it will move at a nicer random. If needed I can add a a fix for random inside move routes. You can also do a little "cheat" with qmove like:

    Spoiler
    WyPuj3T.png
    @Cvrtis

    I'm honestly a little confused. I think that's suppose to be 2 separate images from from the map editor and in game? And looks like the U like passable isn't working or its appearing as L instead? I'll look into it anyways, there's a chance I forgot to make one of the combinations of passages.

    Edit: Confirmed that the plugin was missed all 4 of the ( 3 sides not passable ) passages. Fix will be included in next update.
  17. How do you change the collision box of followers? It seems to only work for the Main Leading Character in the actor notes. Also would it be possible to add the ability to determine the follow distance of followers?
  18. @lonewolph Think I fixed the follower boxes in 1.15, you'll set it the same way as you do with the player. I just forgot to check for follower notes. Do note that followers do not have any collision detection the only use of their box is to determine the distance away from the previous character.

    Some updates:

    Movement 1.15

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovement.js

    • Added missing Passages
    • Fixed a crash on loading
    • Made the Sprite_Collider class public instead of inside QuasiMovement
    • Followers read their notes for collider settings
    • Added a few new functions I can't remember.
    Movement Plus 1.05

    https://github.com/quasixi/RPG-Maker-MV/blob/master/Systems/QuasiMovementPlus.js

    • Fixed Global Lock / Unlock
  19. I have a problem, I am unable to move or do anything once I enter my game, and parralel/autorun events wont start. No idea why?