Rosedale Collision Altering Plugin [MV & MZ]

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Started by chaucer 340 posts Page 6 of 17 View original ↗
  1. Tea++ said:
    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.
    Interesting, I don't have 8 dir planned anyway...
  2. Tea++ said:
    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.
    Tea++,

    Thank you for the information. Unfortunately, I've already tried disabling 8-dir movement in the EventsMove Core and I still get the huge FPS drops when running both plugins. On a related note, if I enable 8-dir movement in EventsMove Core but disable it in the collision plugin, 8-dir movement is disabled in the project as a whole. So running VisuStella's 8-dir movement isn't an option either way.

    The FPS drop may be related in some way to a parallel event I have running on the map that adds npc to npc interactions across the map. This is just a theory at the moment, I'll run some more tests later.

    For example, I have a few npcs that run through a movement loop that includes balloon icons and jumps. With EventsMove Core disabled the parallel event no longer functions. There is probably some hang up related to the way EventsMove Core handles jumps or balloon icons and how the collision plugin is handling pixel movement.

    Just a theory though. I'll have to try deleting specific events on the map and testing both plugins at some point, but it'll take some time.

    -Niniann
  3. Overall, this has been a well-made and easy-to-use plugin.
  4. After some extensive hours in testing, it appears that the conflict causing extreme FPS drops with Visustella EventsMoveCore has to do with events that are considered Player Touch and placed adjacent to another event that is Player Touch.

    If I run only Rosedale collisions, there is no FPS drop.
    If I run only Visustella EventsMoveCore, there is no FPS drop.
    If I run both plugins, FPS drops to about ~20.

    If I delete all adjacent Player Touch activated events on the map, and run both EventsMoveCore and Rosedale Collisions, there is a slight FPS drop, but still runs at ~100 FPS, which is perfectly fine.

    I suspect it has something to do with events colliding with one another. Right now my event hitboxes are all screwed up all over the map with default Rosedale settings, so I'm trying to figure out the right way to set Player Touch events and, hopefully, this will fix the FPS issues.
  5. Perfect Plugin <3 <3
  6. hey,

    2 quick questions:

    1. will the fix for bridge/stair/pier collision in the next update?
    2. any ETA on the update? :)

    Regards
    Lufos
  7. Just got this plugin and love it! If I may ask is there a way to lets say I'm using 16x16 sprites upped to 48x48 would there be a way to alter the grid movement so its 'pixel perfect'? The best way I can try to explain further is instead of moving a single pixel, its moving at 3x3 so the illusion is that its 'pixel perfect'.

    Hope I explained that good enough :elswt:
  8. @jamespizz, Thanks for the kind words! I appreciate your support! However If I'm correct in my understanding of the request, your in short, asking to keep the grid based movement, but shrink the grid size correct?

    Unfortunately this plugin completely disregards the grid movement, instead of just altering it, technically the grid does still exist, but this plugin in effect adds a true pixel movement, and not just a shrinking of the grid ^^; I apologize for that :(


    Also for evereyone who has purchased the plugin, the next update is out! To those who have purchased the plugin/tool on steam, the update is already released( as I'm sure you may already be aware ^^; To everyone who purchased the plugin via the RMW store, the update is not out yet, but will be soon. :)
  9. Not sure if this has been asked yet, but a problem I ran into with Galv's psuedo pixel movement is possibly related to this:

    chaucer said:
    Unfortunately this plugin completely disregards the grid movement, instead of just altering it
    I assume Galv's altered the grid, unlike your plugin. The result is that all events with move routes would...not move correctly any more.

    So really what I am asking is how would this plugin affect existing events with move routes?
    Or in another term:
    How might this plugin affect a game that is already deep into development?
  10. TheAM-Dol said:
    So really what I am asking is how would this plugin affect existing events with move routes?
    Or in another term:
    How might this plugin affect a game that is already deep into development?

    Move routes all work( somewhat ), the same, in this plugin as they do in default rpg maker.. The only thiing that currently is not working( but will be one of the next thing I address ), is iirc it's called the "skip if cannot move" in move route's, atm if the player walks into the path of an event, in the current plugin, if this happens, the event will immediately disregard the current move route commmand, and proceed to the next one.

    This sort of behaviour is expected if the "skip if cannot move" is enabled, but currently the plugin disregards that. It will be something I add commpatibility for soon though!

    As for the rest of move routes, the only other possible interference you may encounter is non-full tile colliders could either alter the events position slightly, OR it could stop the current route command, and proceed to the next( as stated above ^^ ).

    Other than this though this plugin should not affect move routes of events whatsoever! Unless of course you have a custom script call in move routes that stem from other movement plugins, these may or may not be broken. But as long as the plugin is not obfuscated( or if it is and I can manage to contact the developer and find a way to work with them ), I will do my best to add support for it( as long as I know about it lol ). ^^
  11. chaucer said:
    Unless of course you have a custom script call in move routes that stem from other movement plugins,
    This is for MV by the way. Forgot to mention that.

    I do use Yanfly's Move Route core and Region Restrictions. Iirc, there was a post somewhere in this thread about region restrictions. I don't remember the compatibility there.
  12. iirc, region restrictions is not currently working with this plugin, but something like that should be easy to address provided the regions count as a full tile collider. But this is something I plan to addres s in the near future. :)

    As for the move route core, I believe there are special script calls iirc? but they all tie to default move functions in which case they SHOULD work? I can't say it will be 100% compatible, but I can do my best to make it so, since Yanfly plugins are not obfuscated. ^^
  13. chaucer said:
    @jamespizz, Thanks for the kind words! I appreciate your support! However If I'm correct in my understanding of the request, your in short, asking to keep the grid based movement, but shrink the grid size correct?

    Unfortunately this plugin completely disregards the grid movement, instead of just altering it, technically the grid does still exist, but this plugin in effect adds a true pixel movement, and not just a shrinking of the grid ^^; I apologize for that :(


    Also for evereyone who has purchased the plugin, the next update is out! To those who have purchased the plugin/tool on steam, the update is already released( as I'm sure you may already be aware ^^; To everyone who purchased the plugin via the RMW store, the update is not out yet, but will be soon. :)
    Thank you for the reply, I actually found a work around to make the 16x16 tiles not be so zoomed out and am able to use smaller pixel art and this plugin works amazingly with the smaller graphics! Super happy with what its done with both my projects. :) Honestly it was extremely hard to try and properly explain what I was trying to without pics to show but after figuring out I didnt need to upsize my 16x16 tile work in RMMZ and use a pixel perfect plugin I could use my smaller characters which eliminated the need for my question entirely.

    On a side note not sure if it was talked about/requested yet but do you plan on adding SE for footsteps perhaps? I did also see something for animations earlier for idle,running,jumping,etc down the road maybe which I would love to see also.

    Great job with this plugin! :elhappy:
  14. Oh that's great news! yeah, I ensured that the plugin will work with different size tiles( not sure if it will work for plugins that change the size outside of default MZ's tile size setting though ), but yeah, I really wanted this plugin to be as flexible as possible. :)

    As for the fooptstep SE's I believe any plugins that do this SHOULD still work, as this plugin should not modify anything that would affect it( I think ), but I can definitely add a sound effect parameter for this as well in the future. Also that is correct! I plan to add a way to include for idle, running, jumping, and even more custom animations down the road, however this will eb a seperate plugin, which can be used to extend this particular plugin, but will also work without it. ^^
  15. A
    chaucer said:
    Oh that's great news! yeah, I ensured that the plugin will work with different size tiles( not sure if it will work for plugins that change the size outside of default MZ's tile size setting though ), but yeah, I really wanted this plugin to be as flexible as possible. :)

    As for the fooptstep SE's I believe any plugins that do this SHOULD still work, as this plugin should not modify anything that would affect it( I think ), but I can definitely add a sound effect parameter for this as well in the future. Also that is correct! I plan to add a way to include for idle, running, jumping, and even more custom animations down the road, however this will eb a seperate plugin, which can be used to extend this particular plugin, but will also work without it. ^^
    Awesome!!! So happy to hear this!! I’ll be keeping my eye out! Your alt collision plugin is fantastic! It’s added just what I needed to both my RPG and my horror game! thank you tons!
  16. So, I noticed in the update and video, you said something about rectangle event colliders. And in demonstration, you basically show they extend how far they go. However neither in the video nor the help section of the plugin do I see a way described to do this. All I see is the hitbox still. Which just has the size. And that just says it effects both width and height of the hitbox.
  17. @jamespizz That's awesome I hope my plugin will benefit your projects! Thanks for your support! ^.^

    @Equinox-ThiefofHearts Sorry I forgot to document the changes, it will be updated this weekend as well as some bug fixes applied! But for anyone curious how to set it up it's quite simple

    <hitbox: X, Y, WIDTH, HEIGHT>

    basically just add one more number to specify the height value independently from the width! :D I hope this helps ^^;
  18. Hello and thank you kindly for this. You are appreciated. I use parallax maps only and read that there will be support for parallax maps. Was this implemented yet? I will purchase this is parallax collision is possible. I don't use tile sets. Thanks again friend.
  19. @Morganis parallax support was implemented! This was addeed since version 1.1.0 of the tool ^^

    chaucer said:
    Tool Update:
    ● Version : 1.1.0
    ★ Add - tiles are drawn less blurry in editor window.
    ★ Add - parallax selector/editor mode.
    ★ Add - scroll memory for each tileset tab( A, B, C, D, E, and Parallax )
    ✩ Fix - Collider data remains visible on letter change.
    ✩ Fix - Tile Index doesn't clear on letter change.
    ✩ Fix - Letter A not properly selected on tileset change.

    Edit: Also apologies, I didn't manage to get out an updaate this weekend, but I will try to do soo hopefully today, or tomorrow ^^;
  20. Thank you kindly friend.