Rosedale Collision Altering Plugin [MV & MZ]

● ARCHIVED · READ-ONLY
Started by chaucer 340 posts Page 17 of 17 View original ↗
  1. chaucer said:
    So this is a bit tricky to achieve... I'll pm you with details.



    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!
    Whenever this feature gets added in, may I get a pm for it? I'm also trying to make an isometric game, though mine would be more uhh... axonometric.
    https://en.wikipedia.org/wiki/Axonometric_projection

    Edit: OH. I am so sorry. I didn't see any of that before posting. Rest in peace.
  2. sorry, still relatively new to the RPG Maker Scene and just wanna ask something before making the purchase on steam.

    when the original post says "parallax map collisions" are included, does that mean I can use my collision maps that I originally used with QPlus in this new plugin instead?

    ran into a problem with QPlus Movement and Collision, but I have like 20+ maps created with this setup and I am looking to import a new collision detector. if i am able to use my existing collision images and just move some notetags around to make it work, this would be the best option for me.

    Attached are 3 photos as an example of how i've been layering my maps.
    image 1 is the map itself, image 2 is the collision detection, and image 3 is a layer above image 1 that allows characters to move behind an image.



    tldr; will my existing collision map files work with this newer plugin?

    EDIT: Just scrolled through the last few pages of the forum and read the terrible news. :(
    RIP and thank you for your contributions to the community. <3
  3. Forgive me if this is not the place for this. But I was late in learning that this amazing member of the community has passed away. I am so sorry to everyone who knew this individual, they were a true delight in the RPG Maker scene, both with their contributions, and their communication style. I had the pleasure of interacting with them a few times. My most heartfelt condolences
  4. Arber said:
    tldr; will my existing collision map files work with this newer plugin?
    You can recreate your collision maps in the Rosedale editor but it's done on a tile basis. I don't think you can import a collsion map from another program
  5. Terribly sad to hear the news about Chaucer :(

    After trying several different (free) options for pixel movement, this plugin has absolutely transformed my project. So many areas that I was worried about traversability in now feel good to walk around in. I almost wish I could go back and redesign areas from the ground-up now that I know I don't have to worry about fitting them into grid movement.
  6. emcautley_ said:
    Terribly sad to hear the news about Chaucer :(

    After trying several different (free) options for pixel movement, this plugin has absolutely transformed my project. So many areas that I was worried about traversability in now feel good to walk around in. I almost wish I could go back and redesign areas from the ground-up now that I know I don't have to worry about fitting them into grid movement.
    :( but good to read about yours
  7. Can someone tell me which algorithm is used to find the path in this plugin? A* or something primitive? It is important for me to understand the effectiveness of the plugin before buying it. Ideally, if the algorithmic complexity (O notation) is known.
  8. This legacy will not be forgotten.

    I hope he found a better place wherever he is.
  9. Phileas said:
    Can someone tell me which algorithm is used to find the path in this plugin? A* or something primitive? It is important for me to understand the effectiveness of the plugin before buying it. Ideally, if the algorithmic complexity (O notation) is known.
    problaby on [page 12 here], I didn't use it or know how it exactly works,
    but it might need what you seek for.
  10. Phileas said:
    Can someone tell me which algorithm is used to find the path in this plugin? A* or something primitive? It is important for me to understand the effectiveness of the plugin before buying it. Ideally, if the algorithmic complexity (O notation) is known.
    It uses some raytracing but I haven't looked at how it does pathfinding in detail. I can send you a private link to a small game I made with this later so you can look at it yourself.
  11. Hello author! I noticed in the plugin description that it states "Easily specify a custom collider size and offset for any event for each individual page." However, after watching the tutorial, it seems that it can only edit the background map blocks? I'm not quite sure how to use it to change the collision volume of the events. Could you please tell me how to do it?
  12. zhengzongdebaba said:
    Hello author! I noticed in the plugin description that it states "Easily specify a custom collider size and offset for any event for each individual page." However, after watching the tutorial, it seems that it can only edit the background map blocks? I'm not quite sure how to use it to change the collision volume of the events. Could you please tell me how to do it?
    if you read back, the author is no longer among us.
    but maybe another person using it extensive might still able to help you.

    as for offset or page is done through the tool that is included, so you need to
    read the helpfile carefully or the webpage that explain it in depth.
  13. for anyone that want IsoMetric Movement, find this line

    JavaScript:
         const angles = [ null, 225, 180, 135, 270, null, 90, 315, 360, 45];

    this make it diagonal nicely if you go press left/up, but for IsoMetric,
    comment that line out and add this line below

    JavaScript:
        const angles = [ null, 243.4, 180, 116.6, 270, null, 90, 296.6, 360, 63.4]; // IsoMetric Movement!

    Now you got IsoMetric movement if your character has <8dir> tag or not =)
    but if you do have it, it walk nicely ^^

    Also for the HIME_EventLabelTrigger NOT working, I work on this, and got it
    almost to work, to add a little radius of 24 pixels distance to activate in front.

    so I got my mechanic working nicely ^^
  14. zhengzongdebaba said:
    Hello author! I noticed in the plugin description that it states "Easily specify a custom collider size and offset for any event for each individual page." However, after watching the tutorial, it seems that it can only edit the background map blocks? I'm not quite sure how to use it to change the collision volume of the events. Could you please tell me how to do it?
    Might be a bit of a late reply, but for anyone looking for future reference.

    Run a plugin command on the relevant map with this format,

    event_hitbox_circle id [Event ID] x [X offset] y [Y offset] radius [radius]
    E.g.
    event_hitbox_circle id 17 x -24 y -20 radius 48
    event_hitbox_circle id 14 x 12 y 0 radius 24
    event_hitbox_circle id 9 x -24 y 0 radius 24

    Use the "Debug Mode" option under Plugin Manager > Rosedale_CollisionAlteringPlugin > Debug Mode (true) to check that it's working properly.

    Or for a rectangle, run a plugin command on the relevant map with this format,

    event_hitbox_rect id [Event ID] x [X offset] y [Y offset] w [Width] h [Height]

    I've attached an example of how it looks.

    1756900908833.png
  15. it sucks it can no longer be brought. I guess there is another way to support the Familia?
  16. Yeah, itch is still up. I'm really sad to only hear about this now.
  17. ReferenceError
    Game_Map3D is not defined

    How to fix this?
  18. ToriTori said:
    ReferenceError
    Game_Map3D is not defined

    How to fix this?
    Game_Map3D comes not from RoseDale, best start a new thread
    and add console log, its more a conflict between this one and the one
    that uses Game_Map3D.
  19. It's showing up only if I add roseEngine pixel movement, which already answers my own question lol.

    Thanks for the reply, though. I thought it was needed to use rosedale collisions.

    Everything is working fine now, but I had to reinstall the "js" because it was throwing an infinite call stack error.