I see! glad this helped, yeah sometimes I have trouble extracting certain zip files, and I need to use a different tool than my default one... I'm not sure what it is about certain zip files it's kind of strange lol. this happens pretty rarely, but it does happen, although I am on linux not windows xD
As for your other issue dont hesitate to ask if you need assistance!~ I'm sure someone here will be able to assist ^.^
Rosedale Collision Altering Plugin [MV & MZ]
● ARCHIVED · READ-ONLY
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I saw that if I buy your highest tier Patreon I get this plugin and you'll make a plugin(s) of my choosing? Do you have any availability for that? There's a couple existing plugins I'd like you to look at to make more efficient or add features to. I don't need exclusive rights. You can share/sell them to everyone else after.
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@AquaEcho It's a pretty good deal, but someone beat both of us to the punch as that slot is limited to just 1 person. So some fool is already dropping $50 a month for Chaucer's hands.
Anyways, the plugins are well worth it. Obviously this is his most popular plugin, but he has an animation plugin that goes with this plugin as well, and more to come. Subscribing is worth the price of admission as you're getting a heck of a deal on some great plugins.
I also think his Discord is open to anyone, you don't have to sub to his Patreon to join, so if you want more direct contact it might be worth reaching out to him there.
Here is the link:
Join the Rosedale_Studios Discord Server! -
I don't really need this plugin, I have Altimit but I wouldn't mind trying it out. This does have the advantage in that it creates custom collisions per tile whereas in Altimit you can only define one collision for all tiles (although if I spent hours messing with the code I could probably change that.) Altimit is more event-collider based so you could make wall colliders through events instead. However, if there's a package that includes Chaucer's time then I'm interested in that.
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I appreciate the consideration ^.^ but yeah I only limit that tier to one person as I really wanna focus on making community plugins and dont wanna spend too much time doing stuff that may not become public ^^; Also I'm not sure if it's okay to talk about this on the forum o_o; but yeah that tier is already taken u_u I'll send you a pm though!~
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So I got a copy of this and I'll be extensively stress testing it. First impressions:
1. The tileset collision editor is fantastic and very user-friendly. It's pretty easy to use and WYSIWYG. A lot of the settings are already set up for you.
2. The autotile collider seems to apply for all of the tiles under that autotile, unless I'm missing something. This means you can't really customize the autotiles because what works for one section doesn't work for the others.
3. The pathfinding in this plugin (this.findPathTo(x,y)) is the best I've seen and it's really undersold. It's the only 8 directional pathfinding I've seen for MZ, it doesn't lag like other pathfinders (or even the core engine's own A* pathfinding). You could easily just spin the pathfinding into its own plugin, it's better than KOTC's paid pathfinder.
Vs Altimit
1. This plugin handles followers better, depending on how you look at it. The followers stick to the center of their tiles and move in 8 directions but don't get stuck. Altimit's followers have colliders and free-er movement but this leads to them getting stuck on walls or events often.
2. Altimit only has one tile collider that's applied to all tiles. This means custom colliders have to come from events instead (which it does do well). You can make fancy collision maps, but you'll be using a lot of invisible events.
3. Altimit has a lot more flexibility in event colliders. This plugin seems to just have a circle/ovals for the player and squares/rectangles for the events, but that's enough in most cases, as the custom tile colliders handle most of the static map objects.
Bugs/Incompatibilities:
1. The game crashes if the player interacts with an event using this.setDestination(x,y) or this.moveRandom(8) (screenshot below)
2. Doesn't work with Yanfly Region Restrictions, although chaucer mentioned adding it sometime
3. The event using this.findPathTo(x,y) sometimes doesn't turn in the direction it's moving, leading to event moonwalking.
I'll be testing it with ChronoEngine (both the ABS and Chrono mode) and post my thoughts in a bit.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! -
Thanks for the review ._.; this is really in depth, I appreciate the feedback ^.^
Especially the bug reports! you mentioned the move commands not working, were these in a momve route command? or were these from just a script call, they were originally intended to be in a move route command, as "this" keyword is only registered to a characterin move routes, outside of move routes you should use the character object you wish to address. Like "$gameplayer.setDestination( x, y );" or "$gameMap.event( 3 ).findPathTo( x, y )", also for the 8 directional random, It should be "this.moveRandom8()" ^^' I may have documented this improperly sorry D: lol I will double check my help file ^^
As for Chrono Engine I can say that I have had reports of this plugin not being compatible, I believe it may be an easy fix but, I have not done so yet, as I have other things i want to address first, namely, adding region restrictions( as mentioned above ), this would definitely be an easy task to accomplish but I have been doing constant bug fixes on several other plugins as well as working on my own ABS( which is why I will not be supporting any other ABS' engines around ^^' sorry for this but I have a very unique vision in mind to build a user friendly, and powerful toolset( similar to the collision tool itself ) to create very polished and fluid action games, as well as platformers. Hopefully I can get this out soon. ^^
But I will at the very least look into getting this plugin compatible with the chrono mode. :)
oh also as for colliders for characters, I will hopefully be adding support for changing events to circles, and the player to squares/rectangles, in the future, but I do not plan to add support for polygons anytime soon u_u I apologize for this, if it seems to be a largely requested feature I can add it in, but I have opted NOT to do this because it's hard to create polygons in something like a note tag... cause you need to map out the points of the collider, and if the collider is intricate it can get very messy very quickly... it's far easier to specify an offset x, and y, and a width/height/radius. :x
but again this feedback is definitely very welcome I am grateful for this ^.^ I will take everything into consideration. :D -
The crashes happened with the script in autonomous move route
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o_o; thank you for this I will investigate immediately, and have this resolved ^^
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I can confirm this plugin doesn't work at all with ChronoEngine, so ChronoEngine users are likely stuck using Altimit (which I don't consider a bad thing, as Altimit has some features over this plugin. Having a lot of control over moving event shapes is valuable in an ABS. Its biggest hangup is followers/events getting stuck on walls.)
Several things get broken, to name a few:
1. In Chrono Mode, the party members get "lost" trying to get into position in battle, probably because they're also trying to path to the player at the same time. The battle gets stuck at the Battle start logo and the game locks up.
2. Tools are broken in ABS mode. The collision comments get ignored so just interacting with events without any tools triggers their event pages.
3. The CT gauge (stamina) is broken and never recovers after using it.
4. Event random movement is broken and the enemies jump around. The touch damage breaks too. -
thanks to @AquaEcho I was able to patch the errors related to move routes, ^^ could not replicate the moonwalk issue, and did not add any support for the chrono engine yet sorry u_u this one might take me a while. :x As I am working on lots of other stuffs as well D;
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I am glad you got the move route crashes fixed. I don't think ChronoEngine support should be a priority as not many people use it; it would be more beneficial to add autotile support if possible since everyone could use it.thanks to @AquaEcho I was able to patch the errors related to move routes, ^^ could not replicate the moonwalk issue, and did not add any support for the chrono engine yet sorry u_u this one might take me a while. :x As I am working on lots of other stuffs as well D;
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Very preliminary, but since I was in the middle of evaluating a couple plugins for pixel movement (Altimit and Dotmove mainly) and happened across this plugin I decided to give it a go and purchase it. Initial impressions are very positive - AquaEcho wrote a great post above (146) and looks further along in testing, so I'll only add that aside from the nice collision editor, the debug mode is very thoughtful and can speed up playtesting by adding a visual indicator. Also thoughtful: having the ability to turn on pixel movement on a per-map basis (for anyone doing strictly grid-aligned puzzles/mini-games, or tactical combat, etc.).
(Edit: Both issues are no longer reproducible after updating the plugin. Default steam .js file is much older than the current - the collision tool itself has a nice update feature both for the tool itself and tracks the core engine and collision plugin per-project, after updating both, the issues below are no longer reproducible, so chalk this up to a user issue :) ! Really appreciate the plugin author's extremely quick response!)
I've only run into two relatively minor issues (both 'graphical') so far:
1. Mouse-based movement actually works very well, but when moving diagonally "backwards" the character sprite will moonwalk. I'm not sure if this is similar to what AquaEcho saw (using findPathTo), but I can reproduce this very quickly (any direction) in a new project and with the included english sample project.
Basically, just click to move one square diagonally "back" - if the party leader is facing south, clicking north west one square or north east one square will usually result in the party leader moonwalking. If we click two squares north and one square east, the party leader WILL turn properly - so it seems like the moonwalking happens when we choose a destination that is "behind" and the length of x and y are roughly equal. Hopefully it's an easy fix!
Note - this problem does NOT happen at all with keyboard movement (at least, I've never been able to cause it in any project, so far keyboard movement is extremely consistent/smooth without issue).
2. Followers don't seem to complete their full walking animation (they stick to two frames). This is visible on a new project and the english sample project, and happens all the time (just hold a direction down on the keyboard or mouse and compare the movement to the leader/harold). This is most noticeable if using a higher resolution than the default resolution, but definitely happens even at default.
Aside from this, follower movement (as AquaEcho noted) is subjectively better than Altimit - for me both felt really good, but having followers get super-stuck using Altimit was problematic. I haven't seen any other follower issue at all with this plugin.
More testing to come, but so far very positive! -
Thanks! this is exactly what I needed, a way to replicate the issue, I'll see if i can figure it out from this!Basically, just click to move one square diagonally "back" - if the party leader is facing south, clicking north west one square or north east one square will usually result in the party leader moonwalking. If we click two squares north and one square east, the party leader WILL turn properly - so it seems like the moonwalking happens when we choose a destination that is "behind" and the length of x and y are roughly equal. Hopefully it's an easy fix!
As for issue 2 have you updated the plugin via the in-tool updater? I believe this issue shoud be resolved in a version other than the default one. ^^ -
Appreciate the very quick response! Apologies, I loaded up the tool but didn't realize the update wasn't automatic (looks like I needed to go to "about" --> "check for updates" to update the tool itself, my mistake!) but after updating I can no longer reproduce the first issue, and as you mentioned the second issue goes away!Thanks! this is exactly what I needed, a way to replicate the issue, I'll see if i can figure it out from this!
As for issue 2 have you updated the plugin via the in-tool updater? I believe this issue shoud be resolved in a version other than the default one. ^^
Will report if I find any other issues!
Thanks very much for the support!!
Edit: @chaucer - I was able to reproduce the Moonwalking AquaEcho was seeing. My previous post regarding the Moonwalking with mouse movement seems to still apply (edit: to clarify, the mouse moonwalking issue is gone, but the idea about x = y seems to still apply in regards to event movement) - I used the English Sample Project (plugin version 1.6.8 this time :p!) and created a new event (parallel) with a character at 8,8. I added a custom route to Autonomous Movement with two scripts, the first:
this.setDestination(9,9), the second:
this.setDestination(7,11)
The character will Moonwalk backwards to the 9,9 (North east) position. I tried to change this to something where x != y, and it seems to work fine, so something about a direct diagonal seems to cause this - if I use (9, 9.1), the issue does NOT happen either!
Hope that helps - again, thanks for the great support! -
Yeah, in the curerntly available verssion from the store the updates are manual ^^; but in the later version of the tool( the next one that Komodo releases ), if there is an update available it will tell you at the launch of the tool ^^;Appreciate the very quick response! Apologies, I loaded up the tool but didn't realize the update wasn't automatic (looks like I needed to go to "about" --> "check for updates" to update the tool itself, my mistake!) but after updating I can no longer reproduce the first issue, and as you mentioned the second issue goes away!
This is very much appreciated! I have managed to replicate this issue! I have also created a fix, it will be released a bit later today via the in-tool updater. ^^ Thanks for the assistance in this issue!Edit: @chaucer - I was able to reproduce the Moonwalking AquaEcho was seeing. My previous post regarding the Moonwalking with mouse movement seems to still apply (edit: to clarify, the mouse moonwalking issue is gone, but the idea about x = y seems to still apply in regards to event movement) - I used the English Sample Project (plugin version 1.6.8 this time :p!) and created a new event (parallel) with a character at 8,8. I added a custom route to Autonomous Movement with two scripts, the first:
this.setDestination(9,9), the second:
this.setDestination(7,11) -
That's great to hear! Appreciate the update and fix!!Yeah, in the curerntly available verssion from the store the updates are manual ^^; but in the later version of the tool( the next one that Komodo releases ), if there is an update available it will tell you at the launch of the tool ^^;
This is very much appreciated! I have managed to replicate this issue! I have also created a fix, it will be released a bit later today via the in-tool updater. ^^ Thanks for the assistance in this issue! -
I got your plugin recently and have been enjoying it! It's been really useful.
Do you happen to know which footstep sound plugins are compatible? I tried using Gabe MZ - Step Sound and Galv's Step Effects, but both give me a machine gun sound with this enabled.
Also is there a way to disable mouse click movement? I actually had it disabled with other plugins prior to this, but for some reason yours made those stop working. -
hmm... I know there is one japanese plugin for footstep sound effect that works for this which can be found... here.
Also I was hearoung about a person who was building a plugin for foot step sfx as well but have not heard from him recently, if he has given up on this I may decide to build my own D:
But from what I've heard , the one I linked works well but I dont know anything about setting it up, my apologies.
As for disabling the mouse, I can add a feature to disable this for sure! in the next minor update I put out this should be added, as it's easy enough to do.~ ^^
Thanks for your inquiry, and your support! I truly appreciate it! ^^ -
Thank you so much! :)
hmm... I know there is one japanese plugin for footstep sound effect that works for this which can be found... here.
Also I was hearoung about a person who was building a plugin for foot step sfx as well but have not heard from him recently, if he has given up on this I may decide to build my own D:
But from what I've heard , the one I linked works well but I dont know anything about setting it up, my apologies.
As for disabling the mouse, I can add a feature to disable this for sure! in the next minor update I put out this should be added, as it's easy enough to do.~ ^^
Thanks for your inquiry, and your support! I truly appreciate it! ^^