Rosedale Collision Altering Plugin [MV & MZ]

● ARCHIVED · READ-ONLY
Started by chaucer 340 posts Page 11 of 17 View original ↗
  1. Heya, bought this plugin and I have to say that it’s such a pleasure to use, my hat’s off to you, truly. Thanks for making it!

    I’ve been going through your (wonderfully organised) code and I’m curious if there’s any edits that could allow the degrees for diagonal movement to be aligned at an isometric angle* (so instead of [45º, 135º, 225º, 315º], it’d be [26.5, 116.5, 206.5, 296.5]?

    *That is, the ‘isometric’ angle used in pixel art, which is normally 2 horizontal pixels for every 1 vertical pixel (see image below). I’m casually interested in isometric parallax maps w/matching movement.
    Iso-angle example
    Screenshot 2024-05-09 at 20.15.19.png

    I was going to try some trial and error on my own part to see if it’s possible or straightforward, but it’s likely more complicated than I think and I’d feel like an amateur with a crayon scribbling on someone’s beautiful painting, so I thought I’d just check in here first. ^^”
  2. .
  3. zeusclef said:
    Heya, bought this plugin and I have to say that it’s such a pleasure to use, my hat’s off to you, truly. Thanks for making it!

    I’ve been going through your (wonderfully organised) code and I’m curious if there’s any edits that could allow the degrees for diagonal movement to be aligned at an isometric angle* (so instead of [45º, 135º, 225º, 315º], it’d be [26.5, 116.5, 206.5, 296.5]?

    *That is, the ‘isometric’ angle used in pixel art, which is normally 2 horizontal pixels for every 1 vertical pixel (see image below). I’m casually interested in isometric parallax maps w/matching movement.
    Iso-angle example
    View attachment 304602

    I was going to try some trial and error on my own part to see if it’s possible or straightforward, but it’s likely more complicated than I think and I’d feel like an amateur with a crayon scribbling on someone’s beautiful painting, so I thought I’d just check in here first. ^^”
    So this is a bit tricky to achieve... I'll pm you with details.

    mvdeveloper said:
    Any update on this? No rush at all, just curious.

    Sorry this... is not as easy to achieve as it sounds.. it'll probably be some time before I add this in.. my apologies, as there's a lot of other things I need to address/add before.. :/


    Also sorry for the delay again,I should have a new update out for this plugin soon ^^, I just need to add a few more finishing touches. :) hopefully in the next couple days!
  4. .
  5. mvdeveloper said:
    No problem! If you aren't up to it, that's totally fine! I wont be able to use the plugin without it, but it's not the end of the world for me, heh. It's an extremely niche feature anyway, so focus on what you think is most important!
    I will definitely get to it, but I have some other stuff to work on first, ^^ is all I meant, I will definitely add this, lol but just wanna get a few bugs fixed, and features added, I have a pretty hefty update that takes care of the majority of these things almost ready to go, but I also got many other plugins to fix bugs for, and add features to as well T_T also have some plugins that are still waiting to be finished D;
  6. So, I just launched a pretty huge update for the collision tool. I apologize for those of you whom I missed your bug request or changes... I didn't wanna delay this any longer, but I still managed to pack a lot of features into this update! Look forward to hearing your feedback and suggestions

    Code:
     ● Version : 1.8.0
     ● Date : 15/04/2024
       ★ Add - Option to use Legacy Follower Mode( the mode that was used before ).
       ★ Add - Region Restrictions for players, followers, and vehicles.
       ★ Add - Command to disable rounding of variables( see help file for more ).
       ★ Add - Command to enable rounding of variables( see help file for more ).
       ★ Add - Touch Input can now Trigger Events( mouse and touch screen input ).
       ★ Add - Chunk based Path finding( better performance, but increases time ).
       ★ Add - More accurate path finding collision detection and ray tracing.
       ✩ Fix - bug with follower 8 direction sprites & character motions.
       ✩ Fix - math computation error for PointxRect collision checks.
       ✩ Fix - incorrectly placed line segments from collision tool.
       ✩ Fix - incorrect handling of counter tileset tags.
       ✩ Fix - triggering rectangular events was wonky.
       ✩ Fix - issue with diagonal walking from set destination.
       ✩ Fix - followers should not collide with events.
  7. Do you have any plans to release just the pathfinding as its own plugin? It's better than KOTC's paid pathfinding plugin and I've been recommending this plugin for people wanting pathfinding. (The person bought your plugin on my recommendation but it's hard to recommend buying into an entire collision control plugin for just one feature).

    Post in thread 'Request: Change Movement Pathing For Character on Mouse Click' https://forums.rpgmakerweb.com/inde...-character-on-mouse-click.168061/post-1439914
  8. Currently this path finding is strictly tied to this plugin because of how collisions are detected... but perhaps I can detach it, and roll it into it's own plugin as well. This path finder though, only uses finds path via functions specifically tied to this plugin. for example, Iam using ray casts, as well as the built in collision detection format for for the coliders assigned to a character. I have not added support for path finding via the default collision routes >.<; but I can add that, and roll it into it's own plugin definitely.
  9. That would be great. I just see a lot of people buying KOTC's pathfinding plugin then complaining in the comments how buggy it is. (I bought it too, it was a waste of money). Then I want to recommend they get your plugin instead but it's unfortunately tied into the entire collision system when they might just want the pathfinding
  10. I just posted in the thread you linked, but yeah, with these latest changes made to the path finding in my plugin, I think it could be a decent plugin to release on it's own ^^;

    I made a LOT of upgrades to it in this last update, namely a roughly 30% performance gain, as well as 100% lag-less searches, no matter how big of a search it is( thanks to splitting the search into chunks ).

    Also the path finding will now honor the skippable tag in the move route command. I.E. if the path is NOT skippable, but the path ends up getting blocked by a character at some point, the character with the path, will travel as far as they can, and when they can go no further( they reach the character blocking the path ), they will simply WAIT for the character to move to continue the path!

    This was pretty thoroughly tested, so, I am confident in it's reliability, stability, and performance.
  11. I just bought your plugin, and I would like to know a few things:

    I am using the Galv Character_Frames and GALV Character_Animations plugins. Are they compatible?

    The sprites in my game use a 32x32 grid in RPG Maker MZ, but my character sprites use a larger and custom grid, such as 70x70, 96x96, etc. When I use your Collision Alter plugin and load a complete spritesheet, only half of the sprite appears, not the whole sprite. How do I fix this?

    When I collide with something, it shows 'Cannot read property '1' of undefined.'
  12. hmmm..... so firstly, I have not tested compatibility with these plugins, but I do have a single plugin that I specifically designed to work seamlessly with my collision plugin as well, which can be found on my itch.io page ^^; I cannot link it here as it is a paid plugin( sorry for that.. ). It basically combines both of these features... and adds a bit more as well.. The plugin is called "Rosedale Character Motions" which a quick google search should be able to provide you the link.

    However If your game is currently working with both of galv's plugins I see no need to change plugins!

    Now then onto the issue of your sprites appearing half displayed... Firstly... do your sprites have diagonal frames? If they do not... make sure you do not add the "<8dir>" note tag to any of the actors in the database. :x If this did not help I may need more info...

    As for the error when you collide with something is this an error that is occurring from my plugin directly? It may be in fact a compatibility issue with galv's plugin :/ I have not seen such an error in any of my testing. to help find the cause though would you be able to provide me with a screenshot of the the error in the console?( press F8 ), I would be able to more quickly assess the issue ^^; sorry for the inconvenience!
  13. I've seen your plugin Character Motions, I love it, but I'm Brazillian, and Itch.io only supports dollar payment, and I'm just an indie dev with low-budget for making my game. The sprites I've shown uses a 70x70 grid.

    I have other question, is there a move route script or command to make event or player turn to a diagonal direction? Like "turn lower-left" or something similar.
  14. Hmm... so I believe this is down to a compatibility issue between galv's plugin and my own... due to how he integrates the running/walking motions... It's unfortunate but I do not believe they will work together properly... :(


    So, currently, I do not have a way to set direction via a command... bit in my plugin you CAN set it via a simpke script call in a move route.

    JavaScript:
    this.setDirection( 1 );
    // 1 is down-left
    // 3 is down-right
    // 7 is up-left
    // 9 is up-right

    As for not being able to access the plugin this is a shame :( so I have created you a key for the plugin over on itch.io free of charge ^^ You should get a pm from me here in just a moment.

    Also if you can provide some details on the error your encountered as well it would be great ^^
  15. I just fired this up again after a couple months and clicked the update button and the external tool (not RPG Maker) is giving me this error? It just shows this screen as soon as I double click the application open.
    1720657947612.png
  16. Hello.

    Found the topic and decided to post here as I'm not sure if you will see the topic I opened on javascript support.

    I see that you made a chasing event feature but I couldn't find anything in the help file? Maybe I'm dumb and didn't find it (wouldn't even be surprised) but if it isn't ready yet, is there a workaround you could advise?
    So far the plugin completely breaks the chasing system, events go full dumb.

    Also I found this out : I tried to use this script "$gameMap._events[this._eventId].moveStraight($gameMap._events[this._eventId].findDirectionTo( $gamePlayer.x,$gamePlayer.y ));" as adviced on a tutorial but it seems it removes the hitbox on the event completely, probably something you might want to look into.
  17. Very impressive plugin indeed. :o
    I was looking for something like this and it just popped on my screen.

    I'll give that one a try. :kaopride:
  18. Lars Ulrika said:
    I see that you made a chasing event feature but I couldn't find anything in the help file? Maybe I'm dumb and didn't find it (wouldn't even be surprised) but if it isn't ready yet, is there a workaround you could advise?
    So far the plugin completely breaks the chasing system, events go full dumb.
    So there's basically two "chasing" scripts you can use

    this.setDestination($gamePlayer.x,$gamePlayer.y)
    This is smooth but has the issue of getting caught on walls. It's the same issue in Altimit.

    this.findPathTo($gamePlayer.x, $gamePlayer.y)
    This is actual pathfinding but will make the event move in an angular path, e.g. a series of 45 degree-multiples angles to get to the destination. Not smooth but the event will pathfind its way out of being stuck. The event will also resample the path every so many steps/frames, leading it to pause while it recalculates the path.

    Ideally you want to use the first script as the main, but have a check to see when it's caught on a wall to kick in with the second script as a backup, or make it jump over whatever's blocking, or set it to through temporarily to just go through whatever is blocking it. You'd have to do something like continually log its last position in a property of its event object, check against its current position. If they're the same (it's stuck) increment a idle property count, then when that idle count reaches a certain threshold (10 frames?), kick in with the second script.

    Oh yeah, there's also the third option: Log the player's path then make the event follow the player's path exactly. This plugin has some of that built in, it's also what I wrote in my followPlayerPath plugin for Altimit. However it will look strange when the event is taking detours to follow your previous path when there's a shorter direct path to the player.
  19. AquaEcho said:
    So there's basically two "chasing" scripts you can use

    this.setDestination($gamePlayer.x,$gamePlayer.y)
    This is smooth but has the issue of getting caught on walls. It's the same issue in Altimit.

    this.findPathTo($gamePlayer.x, $gamePlayer.y)
    This is actual pathfinding but will make the event move in an angular path, e.g. a series of 45 degree-multiples angles to get to the destination. Not smooth but the event will pathfind its way out of being stuck. The event will also resample the path every so many steps/frames, leading it to pause while it recalculates the path.

    Ideally you want to use the first script as the main, but have a check to see when it's caught on a wall to kick in with the second script as a backup, or make it jump over whatever's blocking, or set it to through temporarily to just go through whatever is blocking it. You'd have to do something like continually log its last position in a property of its event object, check against its current position. If they're the same (it's stuck) increment a idle property count, then when that idle count reaches a certain threshold (10 frames?), kick in with the second script.

    Oh yeah, there's also the third option: Log the player's path then make the event follow the player's path exactly. This plugin has some of that built in, it's also what I wrote in my followPlayerPath plugin for Altimit. However it will look strange when the event is taking detours to follow your previous path when there's a shorter direct path to the player.
    I got the same behavior on both script calls, except the first one gets caught in walls indeed. It could be fun for a kind of rush attack, but it's not what I need for these battles.

    I was thinking of something along that idea you gave to check if the event is stuck, but didn't think of using these script calls because they don't refresh the coordinates after one script command kicks in.

    Thank you very much !
  20. Hello all.. sorry for the delay again... Ive been... struggling with my mental health a bit... sorry... I won't go into details...

    Anyways... back on topic.
    AquaEcho said:
    I just fired this up again after a couple months and clicked the update button and the external tool (not RPG Maker) is giving me this error? It just shows this screen as soon as I double click the application open.

    This is... highly unusual D: sorry for the inconvenience.. can you try redownloading the app.. and try again? if that does not work please pm me asap! I will work with you to get to the bottom of this!

    Lars Ulrika said:
    I see that you made a chasing event feature but I couldn't find anything in the help file? Maybe I'm dumb and didn't find it (wouldn't even be surprised) but if it isn't ready yet, is there a workaround you could advise?
    So far the plugin completely breaks the chasing system, events go full dumb.

    Also I found this out : I tried to use this script "$gameMap._events[this._eventId].moveStraight($gameMap._events[this._eventId].findDirectionTo( $gamePlayer.x,$gamePlayer.y ));" as adviced on a tutorial but it seems it removes the hitbox on the event completely, probably something you might want to look into.
    actually... I did not make a chasing event feature only a basic path finding, and a move directly to destinatino function... :( This WILL be added in the future though possibly...

    Technically i guess it DOES already exist... but ONLY for followers.. it does not work for anything else.

    AquaEcho said:
    this.findPathTo($gamePlayer.x, $gamePlayer.y)
    This is actual pathfinding but will make the event move in an angular path, e.g. a series of 45 degree-multiples angles to get to the destination. Not smooth but the event will pathfind its way out of being stuck. The event will also resample the path every so many steps/frames, leading it to pause while it recalculates the path.

    Hmmm that's odd... it should not re-calculate path unless the path is explicitly blocked.. that is odd D: I'll do some more testing on this thanks for the report ^^; Also to prevent the pause you can try adjusting the chunk size in the parameters!

    Lars Ulrika said:
    I got the same behavior on both script calls, except the first one gets caught in walls indeed. It could be fun for a kind of rush attack, but it's not what I need for these battles.

    I was thinking of something along that idea you gave to check if the event is stuck, but didn't think of using these script calls because they don't refresh the coordinates after one script command kicks in.

    Thank you very much !

    I see... your trying to use this for an action game it seems? if that is the case... my ABS is very nearly at an alpha state... I'm going to add a basic enemy AI soon, after i finish up the hitbox/hurtbox tools, the n i will release it in an alpha state! This alpha build will NOT include projectiles.. but that will be what comes next! This ABS... is going to be... VERY ambitious.... here's a preview of the hitbox/hurtbox editor in progress.. I still need to add pixel precise editors for hitbox/hurtbox X, Y, WIDTH, and HEIGHT, and i plan to add "damage modifier" values for hitboxes too.. I.E. maybe there is a spot on the back of an enemy, that if you hit it, it will deal 2x damage etc... as well as a "guard" flag for hurtboxes.. I.E. maybe an enemy has a shield, and if the player hits it, it negates the players attack. etc..

    Also I will be adding a priority value for each hitbox, the higher the priority, the more that hitbox/hurtbox takes precedence. I.E. again using the weak spot on the back on an enemy... let's say that weakspot is covered by hitbox 5... so, what if the players hitboxes are covering the enemy's hurtboxes 5 AND 3, you can give hurtbox 5 a higher priority, so that it will use this hitbox, instead of 3, OR set it to a LOWER priority, so that the player has to really be precise with his attacks!

    And if this seems extremely intricate... this is just for hitboxes/hurtboxes/animations... projectiles will be just as detailed, as well as every other aspect if the abs! again... this is... a very ambitious project...

    My goal is to make professional feeling action games/platformers( yes it will also be capable of building platformers as well with a small addon plugin! )

    Anyways here's a video preview of the ABS tool so far( the hitbox/hurtbox editor specifically.


    Also there is an update coming soon to fix several bugs, and add several new features ^^; just doing some last minute testing.