Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 5 of 17 View original ↗
  1. Hey,

    I just tested my push/pull Common Event and and unfortunately, it doesnt work at all, when I activate pixel movement for the map. Below I attached a cut down version of the event. I reduced it to the minimum as the long version with smooth movement and sound effects is too long. :)

    Common Event
    1695041241374.png
    1695041253420.png

    Maybe anyone could give the some tips, what's causing the problem? The event moves in a weird way and when I check for passability like that:
    Code:
    $gameMap.event(this._eventId).canPass($gameMap.event(this._eventId).x,$gameMap.event(this._eventId).y,4)

    The game freezes and nothing moves at all.

    EDIT: I fiddled around for a bit and the problem is only present, when I use the 8dir movement option/sprite sheet. This seems to mess up the player direction checks.

    EDIT2: It actually were 3 seperate problems and I managed to solve 2 of them. One was an incompatibility with VZ move Core, because I still had Visustella 8dir movement active. The second (weird object movement) was due to invisible followers still creating invisble collisions. Only one problem remains: the function *.canPass seems to not work properly. Collision works fine, but I check the collision in order to play the correct sound effect.

    Any help would be appreciated.
    Regards Lufos
  2. Greetings and thanks for the great plugin!
    I am still testing and learning the dark arts of this product, but I was wandering if there is/will be a way to make the followers follow your 'tracks' exactly so that they don't get stuck on obstacles? Currently it seems to be pretty easy for them to get lost :kaoswt:

    EDIT: I love how easy it is to make the collisions for parallax maps!:kaoluv: One thing that could make it even more peachy is making it possible to edit contents of other folders: Now if I'm using Galv's layer plugin, I need to have a 'layers' folder for the layers, but for the collision I need to copy one of the layers to 'parallax' folder for collisions. Obviously I can just blank the parallax folder one after I'm done making the collisions to save filesize, so it's not the end of the world as it is. :kaophew:
  3. Hey guys and gals,

    is there an ETA on the new update, yet?

    Regards
    Lufos
  4. Are there any tests that have been done with Chrono Engine? I'm using the Active-Time Battle portion (not the ABS part) and would love to have better pixel control overall. Half-Move is working fine at the moment - just looking for better performance and movement.

    Thanks!
  5. Hello!
    Is there a command to rotate the collider to the desired degree?
  6. I don't know if it's been suggested yet. But how about collider presets. Similar to what the Altimate Movement controls? You have a list of colliders in the plugin that you place in the infobox of an event with <collider:x>.
    If you then adjust a collider, all events that use this collider will be adjusted, which is super handy.
  7. Thanks, Friend for the Wonderful Plugin!
  8. Hello everyone! I sincerely apologize for the lack of communication during this time! I unfortunately had to take a trip to Illinois which took up a week of my time, then when I returned home I found that my hard drive( which contains a lot of important work files, as well as all the updates I made to the Collision Altering Plugin ), had somehow become corrupted... I have been struggling to recover the contents of said hard drive for about a week now... I meant to put out an update sooner, but I never got around to it I apologize for that...

    Regardless! I have just successfully managed to recover my hard drive and all the files on the drive, including the update for the collision plugin!

    Anyways back to business as usual! I'll be sending the update for the plugin to degica very soon! I just need make a few tweaks before that. ^^

    As for everyones comments I'll do my best to address everoyone here so this post might get a bit long.

    Lufos said:
    Hey,

    I just tested my push/pull Common Event and and unfortunately, it doesnt work at all, when I activate pixel movement for the map. Below I attached a cut down version of the event. I reduced it to the minimum as the long version with smooth movement and sound effects is too long. :)
    Thanks for bringing this to my attention! I will look into this ^^

    Shashmurin said:
    Greetings and thanks for the great plugin!
    I am still testing and learning the dark arts of this product, but I was wandering if there is/will be a way to make the followers follow your 'tracks' exactly so that they don't get stuck on obstacles? Currently it seems to be pretty easy for them to get lost :kaoswt:

    This could definitely be possible, however I initially wanted to avoid this form of movement, but it might be easier to implement this than my initial take. I had originally planned to add a pathfinding fallback when followers get stuck, which I have the path finding already implemented in an experimental build of the plugin. ^^

    Shashmurin said:
    EDIT: I love how easy it is to make the collisions for parallax maps!:kaoluv: One thing that could make it even more peachy is making it possible to edit contents of other folders: Now if I'm using Galv's layer plugin, I need to have a 'layers' folder for the layers, but for the collision I need to copy one of the layers to 'parallax' folder for collisions. Obviously I can just blank the parallax folder one after I'm done making the collisions to save filesize, so it's not the end of the world as it is. :kaophew:

    I will definitely look into adding folder support for this! Thanks for the feedback. :)

    Lufos said:
    Hey guys and gals,

    is there an ETA on the new update, yet?

    Regards
    Lufos

    Very very soon! I just need to make a few minor tweaks, and create a video to show how the new features function.

    bass2yang said:
    Are there any tests that have been done with Chrono Engine? I'm using the Active-Time Battle portion (not the ABS part) and would love to have better pixel control overall. Half-Move is working fine at the moment - just looking for better performance and movement.

    Thanks!

    I have not made any tests with the chrono engine, I apologize, but I can attempt to do so in my free time however I am SEVERELY behind on work, and everything else due to the massive chunk of time I lost this month.. :( I wil pm you with more info.

    Yury0l said:
    Hello!
    Is there a command to rotate the collider to the desired degree?


    At this point in time there is no rotate function of the tool, only flip, however rotating a collider is a very simple task but due to the tile size clamping this may not work out perfectly, but I can definitely add this in. :)

    MajinSonic said:
    I don't know if it's been suggested yet. But how about collider presets. Similar to what the Altimate Movement controls? You have a list of colliders in the plugin that you place in the infobox of an event with <collider:x>.
    If you then adjust a collider, all events that use this collider will be adjusted, which is super handy.

    hmm this could definitely be useful I think! I will look into this for sure. :) However please be aware that polygonal colliders are not supported for characters, only circles and rectangles. ^^; I hope this is not an issue.

    Doctor Canine said:
    Thanks, Friend for the Wonderful Plugin!

    No no, thank you for making use of it! I am grateful for all the support that I get in building this plugin. ^^
  9. I dream of one day Degica RPG MAKER buying your MZ 3D DLC mode that you created, and making it available on Steam. Here in my country, I only buy with the QR Code system in cash, because I don't use a credit card.

    "Very very soon! I just need to make a few minor tweaks, and create a video to show how the new features function."
    WOW ! I'm looking forward to seeing it!
  10. I'm so sorry to hear about your hard drive issues, I went through something similar this past month so I feel your pain. Glad to hear you were able to recover from it though.
  11. chaucer said:
    I have not made any tests with the chrono engine, I apologize, but I can attempt to do so in my free time however I am SEVERELY behind on work, and everything else due to the massive chunk of time I lost this month.. :( I wil pm you with more info.

    Thank you and I understand. Once I get to a better prototype of everything, I may just go ahead and buy the plugin and test it myself. I'm wondering how well it pairs with TileD as well in terms of collision, tilesets, etc. If you do happen to know if there is compatibility with TileD already, then great - much appreciated.

    Thanks!
  12. @bass2yang

    Hello, unfortunately I can confirm that TileD use with this plugin is NOT currently possible, as this plugin reads the tilesets from the native MV/MZ data files, and not the custom TileD data files u_u but am currently looking into adding support for this however I'm unsure how much effort this will require, if it is too demanding and requires a large rewrite I may choose to not add support for this..

    As for everyone else I am seriously sorry again! Shortly after my last message I ended up getting sick and I've been in bed the majority of the time ~_~ lol this is totally my luck, but I have just finished everything I needed to in order to send the updated files, so expect this update to land within this week! :)
  13. chaucer said:
    @bass2yang

    Hello, unfortunately I can confirm that TileD use with this plugin is NOT currently possible, as this plugin reads the tilesets from the native MV/MZ data files, and not the custom TileD data files u_u but am currently looking into adding support for this however I'm unsure how much effort this will require, if it is too demanding and requires a large rewrite I may choose to not add support for this..

    As for everyone else I am seriously sorry again! Shortly after my last message I ended up getting sick and I've been in been the majority of the time ~_~ lol this is totally my luck, but I have just finished everything I needed to in order to send the updated files, so expect this update to land within this week! :)
    Hope you are feeling better - the weather change always gets me here. Thanks for your hard work.

    I was thinking I can go "collisionless" with TileD and then Collision and Pixel Movement with your plugin.

    Here's to testing haha.

    If not, I'll find a way to optimize the map tiles or just go with parallax and better use of doodads so that it loads efficiently (currently using lossless webp compression which is going great in terms of performance and storage requirements - converting to 256 colors really helps the decompressed images for RAM needs as well).

    Thanks!
  14. bass2yang said:
    Hope you are feeling better - the weather change always gets me here. Thanks for your hard work.

    I was thinking I can go "collisionless" with TileD and then Collision and Pixel Movement with your plugin.

    Here's to testing haha.

    If not, I'll find a way to optimize the map tiles or just go with parallax and better use of doodads so that it loads efficiently (currently using lossless webp compression which is going great in terms of performance and storage requirements - converting to 256 colors really helps the decompressed images for RAM needs as well).

    Thanks!
    I used Tiled for my maps without a plugin for MZ, I just split it the whole map in two layer images and parallax them. (There's a lot of ways to do this, but I use Doodads since they seem to load faster than a parallax layer and a picture). The collision with this plugin is done using a parallax image underneath the doodads.
  15. Tea++ said:
    I used Tiled for my maps without a plugin for MZ, I just split it the whole map in two layer images and parallax them. (There's a lot of ways to do this, but I use Doodads since they seem to load faster than a parallax layer and a picture). The collision with this plugin is done using a parallax image underneath the doodads.
    Thanks for the workflow - I am considering doing something similar. I will have to wait until the next development cycle here while I get everything moving forward as well.
  16. I'm happy to know you recovered the hard drive. But I wonder, does this plugin work with the visustella suite?
  17. Greetings,

    Purchased the plugin but I am having some issues.

    First, is it possible to disable the automatic water tile collision boxes the plugin generates? I'd prefer to setup my own collisions using a parallax layer.

    2nd, my project is getting extreme FPS drops with this plugin, dropping to about 19 FPS. After some testing, this is due to some sort of interaction with the Visustella EventsMove Core. I've read through the thread here and I know you are working on getting access to the VS source code to offer compatibility support and I hope that one day occurs. For now, it looks like I'll have to make a choice between this or VS eventsmove core.

    @Dark_Ansem From my testing, unfortunately it does not :(.

    -Niniann
  18. Niniann said:
    @Dark_Ansem From my testing, unfortunately it does not :(.
    Thank you.
  19. Niniann said:
    Greetings,

    Purchased the plugin but I am having some issues.

    First, is it possible to disable the automatic water tile collision boxes the plugin generates? I'd prefer to setup my own collisions using a parallax layer.

    2nd, my project is getting extreme FPS drops with this plugin, dropping to about 19 FPS. After some testing, this is due to some sort of interaction with the Visustella EventsMove Core. I've read through the thread here and I know you are working on getting access to the VS source code to offer compatibility support and I hope that one day occurs. For now, it looks like I'll have to make a choice between this or VS eventsmove core.

    @Dark_Ansem From my testing, unfortunately it does not :(.

    -Niniann

    It works with the move core, just not all the options it offers. I suspect you'll have to turn off 8-dir movement in the core.
  20. @chaucer I'm glad you got lucky with your harddrive and that you got sick
    short after.

    get better soon, and take your time, its worth the wait, even if we need to
    until end of october =) so no rush, get better first, than take everything
    slowly to make it stable and ready to use ^^