Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 15 of 17 View original ↗
  1. Thanks for the demo I've added compatibility for Dragon_SmoothCamera now, I gues i was using an old version or something causei t was workign fine in my project lol regardless, it's now working as intended again ^^ gonna upload the changes here in a few minutes just double checking everything now ^^


    EDIT: Updat should be live now ^^; also threw in a few other fixes..
  2. It's working for my project now. Thanks for this!
  3. Thank you again for the Follower Distance patch--I have officially begun the process of ripping out my old QMovement + Collision Maps in favor of this amazing plugin. The performance improvement is outstanding. Game changing!

    I wanted to follow up with one more silly request: currently the plugin handles diagonal movement in a way that it either Normalizes or Clamps the movement speed/amount so that the player doesn't move "faster" on the diagonal axis. How would I do about changing that? For my game, I like the gameplay-feel of having the exact same speed in all 8-Directions, regardless if diagonals feel faster. Hope this makes sense?? :kaoluv:

    P.S. I have looked through the extremely well-organized code, but I am still learning JavaScript. All my training has been in Unity and Unreal!
  4. well, your not the only one requesting for non-normalized movement, so, I guess I will add a parameter to disable the normalization of the diagonal directions. ^^ Otherwise it would be a bit tricky to try to explain how to address this one lol.

    Also thanks for the compliments on the code ^^; I try to keep it as clean and readable as possible so that others may extend upon it if they feel so inclined :D also it helps me remember where everything is haha. Aso for Unity and Unreal :o you also know C# and C++? I quite actually prefer those languages( C++ is my favorite ) over JS to be honest lol, but I don't care for Unity or Unreal engines all to much ironically, ^^;
  5. I really, really enjoy C# and C++, and I'm sure I'll learn to love JavaScript in time, but the fact that we have so many awesome plugin developers like yourself is a double-edged sword, because it means I get to keep putting off sitting down & taking the time to learn bahaha :kaoswt:
    chaucer said:
    well, your not the only one requesting for non-normalized movement, so, I guess I will add a parameter to disable the normalization of the diagonal directions. ^^ Otherwise it would be a bit tricky to try to explain how to address this one lol.

    Also thanks for the compliments on the code ^^; I try to keep it as clean and readable as possible so that others may extend upon it if they feel so inclined :D also it helps me remember where everything is haha. Aso for Unity and Unreal :o you also know C# and C++? I quite actually prefer those languages( C++ is my favorite ) over JS to be honest lol, but I don't care for Unity or Unreal engines all to much ironically, ^^;
  6. Love the plugin, been setting it up in my project since yesterday but noticed a bug that I'm hoping you'll have time to look at at some point :). On steam version 1.16

    There seems to be a bug when using diagonal movement at non standard resolutions on big maps:

    If the player is in the center of a map that's much bigger than the sceen (say 50x50), and the game resolution is set to 1280x720, there will be a noticable jitter on events/characters while the camera is following the player and they're moving diagonally. Fairly easy to test by creating such a map and putting player spawn in the center, plus surrounding with a bunch of event NPCs. I made a new blank project to double check this with no other plugins/settings. Only happens when I change the resolution, if I set it to 640x480 it works perfectly.

    The interesting thing is that this seems to be fixed the second the player gets close to the map edge & RMMZ stops following the character directly. It will then remain OK even when moving back to the center of the map. It seems there's a slight variance causing jitter when spawning in the scrolling part of the map that the camera changing scroll types at screen edges will fix.

    I'm currently working around this with a $gamePlayer.center command event, then switching off the centering right away with a switch. This centering seems to fix whatever causes the jitter even if I call it to the player's coordinates in the middle. Nice temp solution but hoping I can remove these in the long run.

    Thanks!
  7. Hello! thanks for the report! I will add this to my list ^^ I may be able to resolve this issue tomorrow I hope, as well as some other bugs.
  8. @Shuck I have added a toggle to prevent the normalization of diagonals, this will make diagonals act like the default way rpg maker handles them. this is a new parameter called "preventNormalization" when it is enabled, the game will NOT normalize diagonal movement, BUT if it is set to false( this is the default ), it will ensure that the diagonal movement is "normalized" or, in other words, diagonal speed, will be exactly the same as moving straight left, right down or up.

    @AMW30 so this is a problem with the way rpg maker handles tile maps and characters... so.. in ANY programming language when you work with float values, they are.. pretty inaccurate... I.E... 0.0001 + 0.0003 = 0.000399999999999999...
    and this is a problem... because well.. rpg maker character positions are calculated SEPERATELY from the characters... they both get their positions independent of one another... so... that, with the pixels being put into float values with my plugin... sometimes the values can be.. incorrect.. between the map and the characters... SO... to mitigate the jitter... I have added a new parameter called "snapToPixels", when enabled, it will automatically snap the distance the player travels to real pixel values, ensuring the map doesn't scroll by fractions of pixels.. NOW this will make scrolling diagonally super smooth, BUT it also affects the speed of which a character moves. which may not be too big of an issue. but.. for that reason, i've left it a parameter, instead of forcing it on everyone. also I'm not 100% sure if there will be any ufnorseen bugs as well. as it's.. a bit experimental. lol

    This upate is not quite ready yet, but will be available probably later tonight, jst adding one more thing before I push this update..

    The other feature I am working on is a new region ID parameter, this will be probably labeled "Stack Region" or something similar.. and.. to explain what it does, first, the way colliders are read on the map, is, it finds the TOP most tile... and it will use that tiles collider... I have had reports that in some scenarios... some users are wanting ALL colliders on a tile to be read/used.. so this stack region, will essentially ensure ALL tile colliders are read on a given tile.. I had originally added the "ignore collider" but in some rare instances this is not a 100% solution.
  9. Hi there! I haven't been able to add a project into the Collision Tool since the new update. When I select Import MZ, and link my project's rmmzproject, this is the error I receive:

    Screenshot 2024-11-24 at 5.11.24 PM.png
  10. @Shuck you can better add the console log as it's hard to know
    it it's really the collisionAltering plugin.

    or what cause it.

    it can also be a parameter issue (specially if it's a new one), so you can try
    to click each parameter and press OK and apply on each of them and see if it
    happens still, if it does, screenshot the console log, for the root of the problem.
  11. @Shuck does the project your adding already have collision data setup? it seems as though it is unable to read the JSON file for some reason... I'm not entirely sure what this is coming from... I have made no changes at all to the tool itself so I can't imagine the cause except for a malformed JSON file somewhere in the project :( I'll pm you so I can get more info here.

    @ShadowDragon I intentionally removed the console for.. various reasons from the tool, apologies u_u
  12. chaucer said:
    I intentionally removed the console for.. various reasons from the tool, apologies u_u
    I mean the console F8 or F12 to show the cause, I doubt you block this as it can still
    show what line causes it though.
  13. Hi. A quick question...

    On cliff autotiles - is it possible to have the collision only on the edges? In other words, so that the grass or whatever is passable, but the edges are not?
  14. Apocalypticat said:
    On cliff autotiles - is it possible to have the collision only on the edges? In other words, so that the grass or whatever is passable, but the edges are not?
    just set collision on the edges and it should work like BE tiles.
  15. ShadowDragon said:
    just set collision on the edges and it should work like BE tiles.
    Thanks for your reply. Unfortunately it does not work - but it's fine. I think that it might be due to the tileset I am using.
  16. Apocalypticat said:
    Thanks for your reply. Unfortunately it does not work - but it's fine. I think that it might be due to the tileset I am using.
    only the center it seemt, the better way for cliffs for edges is to make it on a BE tile.
    so you can make the edge impossible to walk, as autotiles is more like pool.

    not sure how to do it though.
  17. @Apocalypticat sorry, but currently you cannot do so with auto tiles, this is because it's... very hard to map auto tiles properly, normal tiles, are calcualted in one single 48x48 tile, so it's easy to assign a collider to these, but auto tiles are one single 48x48 tile, but it is made up of 4 24x24 tiles inside it... and those tiles are constantly changing based on the formation of the auto tiles around it.. this makes it very hard to map auto tiles properly...

    currently i recommend avoiding autotiles that need such intricate design, instead I recommend integrating the cliffs into an A5, or B tile, as it will give you the control your looking for, granted it will not be as easy to setup in your maps, but, at this point in time i have not haddtime to work on auto tiles... sorry :(
  18. Thought I should add here (v 1.15.0), when followers are moving towards the player while the player is on a low traction OR friction surface, their .isMoving() or .isPixelMoving() flickers on and off rapidly when catching up to the player moving at less than full speed. Not sure if isSliding() ever turns on for followers?
  19. ladyshallt said:
    Thought I should add here (v 1.15.0), when followers are moving towards the player while the player is on a low traction OR friction surface, their .isMoving() or .isPixelMoving() flickers on and off rapidly when catching up to the player moving at less than full speed. Not sure if isSliding() ever turns on for followers?
    did you update the plugin to 1.19.4?
    if it's still persist in the latest version, report back :)
  20. the only things that are missing, IMO, are a plug-and-play version that works with existing collisions and doesn't require to create customised collisions, and an option to disable pixel movement for events.