Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 4 of 17 View original ↗
  1. chaucer said:
    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. :)
    Is this fixed, yet? I encountered the same problem.

    Cheers
    Lufos
  2. Lufos said:
    Is this fixed, yet? I encountered the same problem.

    Cheers
    Lufos
    It is indeed fixed however I have not pushed the update yet ^^; I am still in the process of debugging some new features, but I hope to have this update released very very soon ^^, I apologize for the inconvenience.
  3. cool, im glad to hear that and no worries :)
  4. Are water tiles including shallow water blocked for movement by default? I can't seem to find a way to walk in shallow water. Also the stair problem applies to footbridges, because they are over a water tile.
  5. that is correct, they are but this upcoming version has resolved this issue. I apologize for the inconvenience, the new version should be out soon! ^^; I've just put the finishing touches on the plugin itself, I just need to make some adjustments to the tool as well.
  6. 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! ^^
    Great, hope it will be added soon! Keep up the good work!
  7. Hey! Just wanted to say I was messing around, and found that the $gamePlayer.setPixelPosition script call can be used for conveyor belts! I'm sure it has other applications, However, in attempting to use it for such a purpose I brought up, I found that the camera doesn't follow the player when using the call. I don't know if the script call was intended to be use used for outside of the plugin itself, but if this could be fixed (or give me a suggestion for what else to use instead), it'd be pretty useful for stuff such as the example I gave. But I'm not sure if that'd be a high priority since most people aren't gonna be finding this script call.

    Thanks for all the hard work btw!
  8. Awesome! that sounds like a neat feature! I'll do not seem to recall what that particular function was for but in the update after next I'll see if I can resolve the camera scroll issue, or alternatively make a new function to handle forcing a character to a new position without causing the walk animation ^^
  9. is there a fast and easy way to copy all collisions from one tileset to another? or at least from a specific tilesheet? Maybe manipulating the files?
  10. currently there is no option to copy entire tilesets collider data to abother tileset u_u but it could possibly be added in the future. The only way to do so would be if your familiar with editing JSON data.

    The collision info is stored in the data/CollisionInfo.json file if you are interested in giving it a try. Before you do though I HIGHLY recommend making a backup incase it is unsuccessful, so you can just restore back to the original file.
  11. open file...nope....close file. Guess not XD
  12. Another question, sorry. :)

    I encountered a problem when trying to trigger events. With pixel movement, it is possible to stand between two tiles. unfortunately, that means that events don't trigger, as you don't stand next to them. The game thinks, that you are 1 tile above or below for example. I tried to play around with event hitbox setings, but that didn't really work. Then I tried to adjust the event hitbox with the visustella commands, where you can extend the hitbox in certain directions. But as it seems, there is another incompatibility. And in general it seems inconsistent to trigger events. It sometimes doesn't work even if you stand directly on top of the event (for a below trigger) for example.

    Am I missing something? Is there something that can be done about it?
  13. You can extend the hit box with the plugin itself. Look in the help file :)
  14. Yeah, I tried that. It only seems to affect collision and not event triggers, tho. If you stand like half way on another tile, it doesnt register as "same as character" and even "below" triggers seem to work inconsistently.
  15. Do you have the most updated version? The way triggers happened for things like transfer events changed.
  16. The latest version has not yet been published u_u I apologize, I want to give it a few more tests to ensure that everything is properly configured and nothing is going to break in the forseeable future. :/ I will have the update passed to degica this weekend for sure, as for your issue Lufos I believe this has been fixed on the upcoming version, sorry for the inconvenience.

    After this next update though you won't be forced to wait for bug fixes for issues like this ^^ as I'll be able to post updates at a much quicker pace!
  17. chaucer said:
    The latest version has not yet been published u_u I apologize, I want to give it a few more tests to ensure that everything is properly configured and nothing is going to break in the forseeable future. :/ I will have the update passed to degica this weekend for sure, as for your issue Lufos I believe this has been fixed on the upcoming version, sorry for the inconvenience.

    After this next update though you won't be forced to wait for bug fixes for issues like this ^^ as I'll be able to post updates at a much quicker pace!
    You're a star
  18. Hello!
    I'm your plugin buyer!
    Your plugin works so great and the smooth pixel movement made me fascinated!

    I'm really sorry, but I'd like to request a few more things...!

    - It would be even better if I could use Sprites for diagonals when moving diagonally!

    - And it would be great if we could increase the number of frames.
    (As much as the character moves pixels, I hope it moves naturally in every way haha..)

    Current testing has shown that Visustella's 8-way motion format VS8 and Galve's 8-way motion and character animation frame augmentation plug-ins are incompatible.

    I just can't give up on your plugin, and I'm so fascinated by the natural pixel movement that I really hope that increasing the number of diagonal Sprites and character animation frames will be added or compatible!

    Thank you for making such a great plug-in!
  19. To Dalbagi, I am able to use sprites diagonally using Visustella's 'Vizu_MZ_1_EventsMoveCore' plugin =>Movement settings=> 8 directional movement enabled, and also the 'Rosedale_CollisionAlteringPlugin' => Enable 8 directional movement marked ON. I only use regular sprites to move diagonally, but under the plugin page it shows some information about the extra sprites where there are also commands for the extra sprites for diagonal movement to put in note tags: <8dir>
    I hope this helps you keep using the plugin!

    Chaucer, I bought this plugin awhile ago and have been watching for updates while I work on my game.

    I'm hoping regions are eventually added, I actually like the plugin just for its ability to remove lag from click to move that some of my other plugins created. Just having it in my game fixed it!

    Also, I really like the natural meander the characters have under <pixel_movement> on notetags you can put in maps, so I really just want to just have the sprites be able to move around like that and use region blocking to keep them out of areas, but have that interesting movement for the party and npcs moving around. It's an awesome plugin, and I really love how much is packed into it and how much you are working on it and adding to it even after publishing it. :)
  20. GrimmyNocturne said:
    eCore' 연결 => 이동 설정 => 8방향 이동 활성화를 사용하고 'Rosedale_CollisionAlteringPlugin' => ON으로 8방향 이동 활성화를 사용하여 방향으로 개체라이트를 사용할 수 있습니다. 나는 대각선으로 이동

    GrimmyNocturne said:
    To Dalbagi, I am able to use sprites diagonally using Visustella's 'Vizu_MZ_1_EventsMoveCore' plugin =>Movement settings=> 8 directional movement enabled, and also the 'Rosedale_CollisionAlteringPlugin' => Enable 8 directional movement marked ON. I only use regular sprites to move diagonally, but under the plugin page it shows some information about the extra sprites where there are also commands for the extra sprites for diagonal movement to put in note tags: <8dir>
    I hope this helps you keep using the plugin!

    Chaucer, I bought this plugin awhile ago and have been watching for updates while I work on my game.

    I'm hoping regions are eventually added, I actually like the plugin just for its ability to remove lag from click to move that some of my other plugins created. Just having it in my game fixed it!

    Also, I really like the natural meander the characters have under <pixel_movement> on notetags you can put in maps, so I really just want to just have the sprites be able to move around like that and use region blocking to keep them out of areas, but have that interesting movement for the party and npcs moving around. It's an awesome plugin, and I really love how much is packed into it and how much you are working on it and adding to it even after publishing it. :)

    To GrimmyNocturne.

    Thanks a lot! I should have read the explanation more carefully, but thank you so much for your kindness!
    It was a great help! XD!!
    Also, thank you to the producer who made the great plug-in!