@Leprikon01 I have fixed these issues, and passed version 1.1.1 of the tool and editor on to degica which resolves all the issues you have mentioned ^^
@Random Panda please be careful with version 1.1.0, of the tool D: as it can sometimes render tiles inaccurately u_u sorry for the inconvenience. As for your questions.
1. Yes! It SHOULD support full sprite sheets, I altered the code to work in both scenarios, with the big characters tag, and without! However I'll be honest I was a bit tired when I had implemented that, and then I forgot to test it the next day, but I'm pretty confident it will work! However I cannot verify if this will work with the other persons plugin, as I don't change much of the sprite class, I feel like it might work? however cannot confirm anything.. However if it doesn't I do plan to add support for walk/run/idle, and custom motions for this soon anyways. ^^;
2. yeah this method is simply checking tile distance, however if you need more accurate collision detection.. I guess I should have implemented that istead my bad... for now this is the easiest way to check collision between two events..
CollisionManager.testCollision( $gameMap.event( 3 ).getCollider(), $gameMap.event( 10 ).getCollider( true ) );
A few things to note.. it is VERY IMPORTANT that ONE of the "getCollider" has true as an argument, like shown above, ONLY one, and not both! Also replace 3 with the id of the first event, and 10 with the id of the second event.
Rosedale Collision Altering Plugin [MV & MZ]
● ARCHIVED · READ-ONLY
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I was never able to get 1.1.0 of the tool, only the plugin file. It seems that steam won't update that part of the DLC for some reason.@Leprikon01 I have fixed these issues, and passed version 1.1.1 of the tool and editor on to degica which resolves all the issues you have mentioned ^^
@Random Panda please be careful with version 1.1.0, of the tool D: as it can sometimes render tiles inaccurately u_u sorry for the inconvenience. As for your questions.
1. Yes! It SHOULD support full sprite sheets, I altered the code to work in both scenarios, with the big characters tag, and without! However I'll be honest I was a bit tired when I had implemented that, and then I forgot to test it the next day, but I'm pretty confident it will work! However I cannot verify if this will work with the other persons plugin, as I don't change much of the sprite class, I feel like it might work? however cannot confirm anything.. However if it doesn't I do plan to add support for walk/run/idle, and custom motions for this soon anyways. ^^;
2. yeah this method is simply checking tile distance, however if you need more accurate collision detection.. I guess I should have implemented that istead my bad... for now this is the easiest way to check collision between two events..
CollisionManager.testCollision( $gameMap.event( 3 ).getCollider(), $gameMap.event( 10 ).getCollider( true ) );
A few things to note.. it is VERY IMPORTANT that ONE of the "getCollider" has true as an argument, like shown above, ONLY one, and not both! Also replace 3 with the id of the first event, and 10 with the id of the second event.
Also so far the 8 directional char-sprites only seems to work with a single character "$" sprite sheet. Even in the sample project, if I try to use a full sprite sheet it gets chopped up. Like I will only see half of the sprite, facing in an unexpected direction. But if I use a single character one it works fine. I am using MV if that helps at all.
Thats amazing that you plan to integrate that feature into this plugin. I am always happy to reduce the amount of plugins I have running. Regardless, thank you for making this. Its already so cool. I look forward to when the next updates come out! -
Hmm that's strange, but yeah definitely hold off til 1.1.1 launches to get the tool otherwise you cam get some weird stuff happen as mentioned by Leprikon01 D:
As for the 8 directional thing I will definitely fix this as it was intended to work with full character sheets as well! o_o; sorry for that . :(
Also yeah, I plan to actually add a lot to this plugin as there's many many features I have in mind for this! But I'm not sure this feature will make it in the next update, probably the one after though! ^^ -
I'm thrilled to see that this plugin seems to be compatible my game as I would love to use it. Great job on it and thanks for adding parallax support!
I seem to have run into an issue. I added collision to part of the map as well as the required note tag. When testing the map I discovered that it resulted in collision boxes following my character around. They appear to be related to the collision I added via the engine's vanilla functions. Oddly one map worked well, but this map doesn't. They both have previously added collision via the engine. They're both parallax as well.
It's almost like it made the original collision inverse.
** Edit **
Here's an image of where the original collision is set, I'm using the 24X24 tilesize option MZ allows.
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Hello everyone! I've recently passed a new update( Version 1.2.0 ) to Komodo! This update adds a new jump mechanic! Well, rather than explain it I'll post a video here! I'm not too sure when this feature will be release, but be sure to keep an eye out!
I hope this feature finds a use in your projects! ^^
Also with some assistance from @TSR we were able to make his plugin TSR_Mirror fully compatible with this plugin! He has put out a new update recently which covers this, and there's no need to wait for Version 1.2.0 to make this work! :D
Just as well, I had also previously worked with @OcRam to get his plugin OcRam_Passages compatible with this plugin as well( this has been out for a while, but.. ), this brings me to my next point, If there are any plugin creatorsand or users who want to make a plugin compatible with this one I am absolutely open to helping out! Just shoot me a message either via this forum or my discord server, or email! I am also open to suggestions for new features/changes as well! :)
Also thank you @Tea++ for bringing this to my attention I'll be addressing this issue in a future update for everyone else, but at the moment, if anyone else encounters this issue with parallax maps please don't hesitate to pm me and I'll share the changes with you as well! Also thanks for the suggestions for the tool as well! I appreciate the feedback! ^_^
Below is a full list of patch notes for version 1.2.0!
Tool Version 1.2.0
★ Add - Jump Tool to editor!
✩ Fix - issue with move tool clicking points when mouse out of editor.
✩ Fix - issue with clicking scroll bar.
Plugin Version 1.2.0
★ Add - Jumpable colliders( I.E. jumping off cliffs ).
★ Add - 8 direction notes/comments now read even if the map is not pixel movement.
✩ Fix - 8 direction support for full size sprite sheets.
✩ Fix - issue with events colliding with invisible followers. -
The plugin looks awesome, before buying, does anyone know if the pixel mouvement feature is compatible with AnimaX Plugin from Pheonix KageDesu ?
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I just tested my plugin in the demo project in the link you've provided, and it seems to be fully compatible as far as I can tell!
However the project in question is using rpg maker MZ 1.2.0, which I guess my plugin is NOT actually compatible with, So I just upgraded the files to 1.7.0, and the error was resolved. I'll also be addressing this incompatibiltiy with older versions of RPG Maker MZ in the next update ^^
But as long as your project uses a newer version of rpg maker MZ, the plugins as far as my testing goes are fully compatible! However if you run into any issues( if you decide to pick up a copy ), I'll be more than happy to fix it! :D -
Do all collisions on tiles need to be created manually or is there something like an automatic function based on a tiles transparency/alpha?
Also, is it possible to set up custom collisions and assign them to regions? -
All collisions are mapped via geometric shapes, and it would be very difficult to auto create colliders based on pixels. ^^; So unfortunately it is necessary to map all colliders, however this plugin comes with a stand alone tool which makes the process very fast and easy. :)
At the moment it's not possible to create colliders for regions however in the early versions of this plugin collisions were originally mapped to regions and not tiles. Perhaps in the future I will add region based collisions again. ^^ -
Oh! I'm not sure which update might have allowed this, but it seems that this plugin does now work partially with the VisuStella Movement Effects plugin! Footstep sfx play as expected in the proper regions, though it seems to not be terribly fond of allowing the player to walk into water despite the player being given the ability to swim. And sometimes (but not always) I've caught what seems to be a bit of lag between the player moving between regions and the footstep sfx changing properly - ie, region 1 has sfx 1, region 2 has sfx 2, and sometimes there's some lag between the player leaving region 1 and sfx 2 being played. But that's a much smaller issue than before when it just didn't play the footstep sfx properly at all!
So now the only thing left is for compatibility with QMovement/QMap, which I have a coder friend looking into implementing.
Edit: The only thing that seems not to work is that any regions set to restrict player movement (a feature from Events & Movement Core rather than Movement Effects) just don't. Thankfully for most cases I can just take the solid black tile and set that to have a full square collider, since I was mainly using that to keep the player from wandering out of bounds. -
Oh this is great news! I must have patched it accidentally, haha. ^^;Oh! I'm not sure which update might have allowed this, but it seems that this plugin does now work partially with the VisuStella Movement Effects plugin!
Footstep sfx play as expected in the proper regions, though it seems to not be terribly fond of allowing the player to walk into water despite the player being given the ability to swim.
Water passability is set to be fully impassible via the collision plugin, however this is something that will change in the next update ^^; I apologize for the inconvenience, but it will be addressed soon! :) However I am unsure if this swimming mechanic will be functional, and as I've not heard back from visustella yet I'm afraid I'm unsure if I can support that feature if it does not. :(
And sometimes (but not always) I've caught what seems to be a bit of lag between the player moving between regions and the footstep sfx changing properly - ie, region 1 has sfx 1, region 2 has sfx 2, and sometimes there's some lag between the player leaving region 1 and sfx 2 being played. But that's a much smaller issue than before when it just didn't play the footstep sfx properly at all!
Hmm.. that sounds very strange.. I can't imagine what would be causing that o_O; I'll try to take a look into this and see if I can find some resolution to the matter.
So now the only thing left is for compatibility with QMovement/QMap, which I have a coder friend looking into implementing.
This may be for the best, as I'm extremely busy as of late and am far behind on work T_T I apologize for this, hopefully things will change soon though! ^^ But if your friend needs advice or assistance I can try to help out in my spare time!~
Edit: The only thing that seems not to work is that any regions set to restrict player movement (a feature from Events & Movement Core rather than Movement Effects) just don't. Thankfully for most cases I can just take the solid black tile and set that to have a full square collider, since I was mainly using that to keep the player from wandering out of bounds.
Yeah, the region colliders is something I've been thinking about lately, also the ability to choose whether colliders apply to events, or the player specifically, but Im unsure when I may get to this, it might be in a later update though. ^^; -
"The only thing scarier than 'this should be working, why isn't it working' is 'this shouldn't be working, why is it working'", as I've heard it said, haha.I must have patched it accidentally, haha. ^^;
Ah, I see. I look forward to the next update, then!Water passability is set to be fully impassible via the collision plugin, however this is something that will change in the next update
I'm sorry to hear that. If I had to guess, maybe they're particularly busy because they just released a few new plugins? Either way, if it ends up being something that doesn't play nice then thankfully it was a minor mechanic in my current project so I'm okay with removing it.and as I've not heard back from visustella yet I'm afraid I'm unsure if I can support that feature if it does not.
As someone who's currently in college, I completely understand that feeling/struggle.I'm extremely busy as of late and am far behind on work -
Oh wow, this sounds like such a cool plugin... might need to give it a try!
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Okay, that's cool. Thanks for the information. I'll get the plugin when I come back from hollidays, and I'll test if everything works correctly.I just tested my plugin in the demo project in the link you've provided, and it seems to be fully compatible as far as I can tell!
However the project in question is using rpg maker MZ 1.2.0, which I guess my plugin is NOT actually compatible with, So I just upgraded the files to 1.7.0, and the error was resolved. I'll also be addressing this incompatibiltiy with older versions of RPG Maker MZ in the next update ^^
But as long as your project uses a newer version of rpg maker MZ, the plugins as far as my testing goes are fully compatible! However if you run into any issues( if you decide to pick up a copy ), I'll be more than happy to fix it! :D -
It looks like since the colliders add onto each other, this is what happens when I put sideways stairs up against the wall:
Without Collider OverlayIs there a way to achieve the desired effect (the player being able to walk up the stairs on their own)? Or will I just have to do the "player interacts with stairs, and the game takes control away from the player to move the character up the stairs" trick?With Collider Overlay -
This is something that I need to address ^^; sorry it was an oversight on my part, instead of picking the top most collider, it just adds colliders together, it will be fixed in the next version. :)
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No worries, that was an issue QMovement fell into too.
Also, speaking of colliders - will events be able to have non-square hitboxes in the future? Like, for instance, having people have circular hitboxes like the player's, or giving an event a hitbox that's 96 wide by 24 tall?
Or, perhaps, an event could be given a comment/notetag that tells it to pull the collider data from a tile? Something like <TileHitbox: tileId> (since I noticed that the collision editing tool shows you the tile ID of the tile you're editing)?
I've also noticed that sometimes move routes for events go a little wonky. It's not consistent, so I'm not sure what causes it. But sometimes an event that's told to go a certain direction will go there and then almost seem like it's trying to pathfind back to its original coordinates. Maybe it's something to do with Set Event Location? Since that seems to be when the event starts trying to pathfind back to its original coordinates, is after a Set Event Location command has been used. I'm not entirely sure though since like I said, it's inconsistent as to whether that happens or not. -
This is something I plan to add in the next update as well if I have the time ^^; I have to manually add the collision detection for rectangles, as the current collision detection methods do not include support for rectangles ._.;Also, speaking of colliders - will events be able to have non-square hitboxes in the future? Like, for instance, having people have circular hitboxes like the player's, or giving an event a hitbox that's 96 wide by 24 tall?
I know that this sort of behavior can sometimes be caused when the event ends up hitting a collider. I've encountered this as well, but only when an event hits a collider in a specific way, however if this is occuring without a collider, I have not seen this but if you can find a way to replicate it I can probably address the issue. ^^;ve also noticed that sometimes move routes for events go a little wonky. It's not consistent, so I'm not sure what causes it. But sometimes an event that's told to go a certain direction will go there and then almost seem like it's trying to pathfind back to its original coordinates.
The issue with colliders is something I've been aware of and I plan to implement( technically it's done already, I just need to finish debugging it ^^; ), a path finding system to the plugin to allow events to more accurately navigate a map without issues like this occuring.
What do you mean by set event location? do you have an example of this? Are you using a script call or is it an actual command? I may be able to determine the cause, and fix this, if I have more info. ^^Maybe it's something to do with Set Event Location? Since that seems to be when the event starts trying to pathfind back to its original coordinates, is after a Set Event Location command has been used. I'm not entirely sure though since like I said, it's inconsistent as to whether that happens or not. -
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I did not know this was a thing! o_o; I believe I may know the cause of the issue I think it's occuring because move routes are actually set via specifying a destination now, and after setting the location, if the destination is still valid, theevent will continue to try to move to that destination as it's not cleared( I think ), I'll do some testing and have this fixed in the next version as well! thanks for bringing this to my attention ^^