Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 3 of 17 View original ↗
  1. looks like a very cool tool/ plugin, though i already use Altimit pixel movement and i imagine there could be a problem when using both at the same time XD
  2. Thanks for the compliment! As for compatibiltiy when using both at the same time, it's very highly unlikely that both pixel movements can be enabled at the same time, as they both use very different methods of calculation for collision detection ^^; However this plugin is capable of being turned on per map, which means that it MAY be possible to enable this plugin for some maps, and use the altimit pixel movement in others. But both at the same time, on the same map is very doubtful :(
  3. chaucer said:
    However this plugin is capable of being turned on per map, which means that it MAY be possible to enable this plugin for some maps, and use the altimit pixel movement in others. But both at the same time, on the same map is very doubtful :(
    While your plugin may be toggleable, Altimit is not, so I don't think it would be possible without modifying Altimit's code to encapsulate the boundary drawing functions in a switch condition.
  4. Has anyone encountered an issue where if an NPC event is set to random movement, it gets stuck on a collider and stops moving? It only seems to be on colliders made with the tool and not the ones made by the automatic water tiles. I thought it was a plugin conflict, but it seems to happen on a fresh project as well.

    If so, has anyone found any workarounds for it?
  5. hmm.. I'm sorry for not seeing this issue previously! I'll be looking into this! ^^ I may message you later to ask for more info if I cannot replicate this.
  6. Hello, has anyone here encountered an error message that states Cannot destructure property 'circle' of 'this.colliders' as it is undefined. with the MZ version of the plugin? It appears on my project when I enter a map with the <pixel> note present. It works fine on the demo project but any other projects I add the .js file to gives that error.

    Also, on a most likely directly related note, the Rosedale_CollisionAlteringGUI.js file was not present in the download (Steam version). I looked in every folder that was installed, and it wasn't present anywhere, not even the demo projects.

    Am I doing something wrong? Is it possible to use it without the GUI file? Thank you in advance for any help provided.
  7. This error will occur when you install the plugin and load a save file from before the plugin was installed.
    The reason for this is that the collider data for characters has not been initiated in old save files. I apologize for the inconvenience but if you load a new game you should not receive this error ^^

    There is no longer a GUI file( I'm a bit behind on updating the help file sorry ) T__T

    You should instead find a folder called Plugin&Tools inside that folder you will find the plugin, AND 3 other folders called Collision Tool-OS_NAME choose the folder that's relative to your operating system and run the executable file within to use the editor! ^^
  8. I can very much confirm that the issue has been resolved with a new save! I guess the issue was that I was overwriting the new project with my old save, thus transfering over the error too. Thank you for clearing it up! Bless you!!!
  9. Can I transfer an event to another position but in pixel instead of grid?
    The transfer event command automatically transferred an event using grid-based so I wonder if there's another way to do that but in pixel.
  10. At the moment it's not possible I'm afraid, but you know, this is such an easy feature, I can easily add this in no problem! :D I'll have this ready for the next update, as well as a lot of other stuff! :D
  11. Hey there,

    I finally bought this awesome plugin, today. :) Currently, I'm trying to figure out how to get 8 dir sprites working in conjunction with VisuStella EventsMoveCore.js. Up until now, I used said plugin to make use of my 8dir sprites. After fiddling around with both plugins a bit, I found a way that works, but I still have some questions left.

    In order to make it work, I deactivated 8dir movement in VS MoveCore, put rosedale.js below VSMoveCore.js and set up the spritesheet according to the rosedale help file. When I name the spritesheet "$[VS8]XXX.png" it works as intended, BUT it works for only one set of movement (e.g. running/dashing). I can't seem to figure out, how i get more movement types like walking, climbing, carrying etc. to work. Previously, I had a big spritesheet with all the animations and the VS plugin sorted it out just right (see below).
    Code:
    Walk Down    Walk DL     Dash Down   Dash DL
    Walk Left    Walk DR     Dash Left   Dash DR
    Walk Right   Walk UL     Dash Right  Dash UL
    Walk Up      Walk UR     Dash Up     Dash UR
    
    Carry Down   Carry DL    Ladder      Emotes 3
    Carry Left   Carry DR    Rope        Emotes 4
    Carry Right  Carry UL    Emotes 1    Emotes 5
    Carry Up     Carry UR    Emotes 2    Emotes 6

    At least walking and dashing would be nice.

    Any help would be appreciated.

    Regards
    Lufos
  12. Hello!! Thanks for the feedback! currently I do no have support for custom animations for characters however this is a planned feature that i hope to have out very soon, I'm not sure if it will make the next update, as I dont have much time to spare these days, although I definitely will try to get it done in time, but at the very latest it will be added the update after that! This is one of the higher prioritized features I plan to add after further optimizations/accuracy to the collision system itself( which will be in the next update! ).

    If Visustella has a built in animation system already, I'm unsure if it's compatible, however I unfortunately cannot currently offer support for Visustella plugins, as I am still awaiting a response from the team for access to unobfuscated code to do so... :(
  13. thank you for your fast reply. I appreciate, that it's on your todo list. As EventsMoveCore is a free plugin, maybe it is at least possible to test the planned custom animation feature for 8dir sprites, when the VS plugin is also activated. Currently, both plugins seem to work, if you put your plugin below the VS one.

    Keep up the good work :)
  14. I can test it, however as VS's plugins are obfuscated it's hard for me to actually try to add support.. I mean I CAN do it, but It would be very time consuming to try to guess at what needs to be changed and how :( That's why I contacted them to try to get access to the source code so I can achieve compatibility more efficiently, however It's been over a month since I emailed them and they still have not gotten back to me yet... :(

    Regardless though, I still plan to add custom animation support, and very soon! :)
  15. Take your time and thanks for your efforts. :)

    Another topic: tall sprites (height of more than one tile) and *-tiles are always a little problem in rpg maker mz. With tile movement I solved it by having the *-tile always be at least 2 tiles above the walking tile. But with pixel movement, it becomes a problem again. I found a plugin from OcRam that fixes star tile above tall chars based on the players Y-coordinate. (https://ocram-codes.net; OcRam_Star_Tile_Fix.js), but unfortunately, it seems to be incompatible with your plugin. The code is not obfuscated, tho. :)
  16. Ahh! If you need a tall sprite fix I know for a fact @Tonbi has one that is perfectly compatible! However I will look into adding support for OCRam's as well! It might be a wwhile before i get to it though ^^;

    edit forgot to link the plugin! TF_Billboard
  17. works like a charm, thank you very much!
  18. Hello, this is an amazing plugin, great job!

    Just wanted to ask, do you plan to add some kind of pathfinding to this plugin sometime in the future? It would be a very useful feature if it's possible!
  19. I actually have a path finding system in place in a more experimental version of the plugin ^^ it works really well, but it is not added in the main version quite yet, but hopefully If I have some extra time to add this to the main build before this next release, I will! ^^
  20. chaucer said:
    I actually have a path finding system in place in a more experimental version of the plugin ^^ it works really well, but it is not added in the main version quite yet, but hopefully If I have some extra time to add this to the main build before this next release, I will! ^^
    Depending on what this pathfinding plugin does, and if it works well with Altimit or pixel movement in general, I would be willing to pay for it as a standalone plugin