Hey @chaucer great plugin, just bought it.
Just one issue, i have an event car driving around in my city, with a determined route.
When it collides with me, he slides over a bit, altering it's trajetory.
Is there a way to fix this
Rosedale Collision Altering Plugin [MV & MZ]
● ARCHIVED · READ-ONLY
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Firstly, thank you for purchasing this plugin ^.^ secondly I am currently investigating handling of event movement/collision with other characters, among other things, :x I will see If i can resolve this issue in an update relatively soon. :) thanks for bringing this to my attention ^^
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Hi @chaucer - great to see the effort going into improving this plugin! I personally really like it and have integrated into my current major project, and hoping I can make it a permanent addition to this and future projects!
I wanted to report a couple things I noticed (unless specified, all were reproducible every time using the English Sample Project, 1.7.0 for the collision plugin):
1. Mouse left-click is not activating events that are set to Trigger via "Action Button."
Basically, mouse works great (movement, activating events by 'touch', etc.), but can't seem to trigger any event that requires the typical "Action Button" - I tried increasing player collider to see if that had anything to do with it but it doesn't appear to (even with a huge player collider). Can reproduce this pretty easily by adding an event with a text message popup requiring "Action Button" as the trigger.
2. Followers get extremely left behind/stuck when player spends time running into colliders without actually making good distance.
This happens on 1.7.0 (and might be what you mentioned in a recent post about event movement/collision), but didn't seem to happen on extremely old versions of the collision plugin. It looks like the followers were updated to follow/trace the (entire) path of the player. On open ground this works really well, but if the player collides or gets 'semi-stuck,' then walks away, the followers will continue to slam into the object/walls repeating the player's moves, while the player can get extremely far away. There's a couple ways to reproduce this, either by running around a moving event, or by colliding into a 'corner' - I recommend the latter. I'm attaching a screenshot of one of my tests - in it you can see our pal Harold on the lower left side, but the followers are all stuck far away (this is a screenshot, but if this were live, some of them are actually super-stuck and won't get to Harold at all). To make this happen I ran into the right corner where Marsha is (between the stump and trees, please see screenshot below for clarity), and just walked south/southeast for a little, then ran out. If you dance around a moving event (like the person I inserted below who just walked diagonally, it's actually our (ex)moonwalker buddy, it'll also happen, but not as bad (they don't get stuck, but they spend a ton of time just walking into the guy instead of readjusting more quickly).
3. 1.7.0's 'ignore collision per tile' (great feature) now requires collider data to be set via tool, otherwise a crash will happen during playtest.
This actually isn't a problem for me but I wanted to bring it up in case someone tries the plugin or runs into this. With 1.7.0's update, if a map uses pixel movement but the developer has not yet saved (even a blank) set of colliders for the map, the game will crash upon loading the map due to data being undefined (line 4352 where the plugin checks to see if the tile in the tileset should be ignored). Of course if the dev is going to use pixel movement on the map, at some point the colliders must be defined, but I'm guessing if they have the toggle on for 'all maps by default are pixel movement' this could cause them some issues in the dev flow where they're working on a lot of things in testing but haven't done the colliders yet (or added a new map tileset and prefer to test events first or something like that).
Thanks! Looking forward to the updates and trying out some of the other features! -
Hi @chaucer, great plugin! Just wanted to ask, is there a way to enable pixel movement for events too? As well as to make an event move to/chase a specific event/character.
Basically, I tried to make an event that would start chasing the player if they get too close and trigger a battle upon touch, but none of the script calls really seem applicable to that purpose and my attempts to try and make them work regardless have ended in failure.
Followers work perfectly with pixel movement and can follow the player, so, is there a way to make an event do the same?
And if not, is there a way to make an event chase/follow a character with diagonal movement enabled? -
Hello! and thanks for your reports ^^ I am most definitely aware of this issue, and it is on my todo list, infact, i wanted to squeeze this into version 1.7.0 but I unfortunately did not have time to do so :/ my apologies! But it is coming soon!1. Mouse left-click is not activating events that are set to Trigger via "Action Button."
Basically, mouse works great (movement, activating events by 'touch', etc.), but can't seem to trigger any event that requires the typical "Action Button" - I tried increasing player collider to see if that had anything to do with it but it doesn't appear to (even with a huge player collider). Can reproduce this pretty easily by adding an event with a text message popup requiring "Action Button" as the trigger.
Very interesting, I will look into this issue it's odd that they are getting stuck, I thought it was roughly accurate but I will momst definitely investigate this ^^ The new follower movement is still somewhat experimental, but I will be sure to make the necessary modifications to make it more stable.2. Followers get extremely left behind/stuck when player spends time running into colliders without actually making good distance.
This happens on 1.7.0 (and might be what you mentioned in a recent post about event movement/collision), but didn't seem to happen on extremely old versions of the collision plugin. It looks like the followers were updated to follow/trace the (entire) path of the player. On open ground this works really well, but if the player collides or gets 'semi-stuck,' then walks away, the followers will continue to slam into the object/walls repeating the player's moves, while the player can get extremely far away. There's a couple ways to reproduce this, either by running around a moving event, or by colliding into a 'corner' - I recommend the latter. I'm attaching a screenshot of one of my tests - in it you can see our pal Harold on the lower left side, but the followers are all stuck far away (this is a screenshot, but if this were live, some of them are actually super-stuck and won't get to Harold at all). To make this happen I ran into the right corner where Marsha is (between the stump and trees, please see screenshot below for clarity), and just walked south/southeast for a little, then ran out. If you dance around a moving event (like the person I inserted below who just walked diagonally, it's actually our (ex)moonwalker buddy, it'll also happen, but not as bad (they don't get stuck, but they spend a ton of time just walking into the guy instead of readjusting more quickly).
3. 1.7.0's 'ignore collision per tile' (great feature) now requires collider data to be set via tool, otherwise a crash will happen during playtest.
This actually isn't a problem for me but I wanted to bring it up in case someone tries the plugin or runs into this. With 1.7.0's update, if a map uses pixel movement but the developer has not yet saved (even a blank) set of colliders for the map, the game will crash upon loading the map due to data being undefined (line 4352 where the plugin checks to see if the tile in the tileset should be ignored). Of course if the dev is going to use pixel movement on the map, at some point the colliders must be defined, but I'm guessing if they have the toggle on for 'all maps by default are pixel movement' this could cause them some issues in the dev flow where they're working on a lot of things in testing but haven't done the colliders yet (or added a new map tileset and prefer to test events first or something like that).
This is highly unusual, as I am using the ignore collision per tile without colliders and do not recieve errors, I will look into this again and see if i can reproduce this issue, if not I'll message you if I need more info! Thanks for letting me know ^^
Pixel movement by default is already enabled for events, however they move in a static size of 1 tile, to mimic the default move behavior so as to not break movement for pre-exisitng events, it IS possible to change the move size, but not recommended, if you want the snippet that can do this let me know ^^Hi @chaucer, great plugin! Just wanted to ask, is there a way to enable pixel movement for events too? As well as to make an event move to/chase a specific event/character.
Basically, I tried to make an event that would start chasing the player if they get too close and trigger a battle upon touch, but none of the script calls really seem applicable to that purpose and my attempts to try and make them work regardless have ended in failure.
If this is all your after, it should not be necessary to break the move size, i will definitely add the chase/follow mechanic in hopefully the next update as well, as this was already planned! As it will be needed for my upcoming ABS. :) -
@chaucer - thanks for your response and work!
For the followers it's most noticeable when running into corners of the map like in the image I shared (player is exploring and bumping into the corners looking around, and the followers will repeat the movements, if the player 'escapes' this corner after some time of bumping into the wall then runs around, the followers continue to follow the old path and it looks a little silly as they look like they're very confused :) ).
Regarding the ignore collision per tile - to reproduce more easily: add a new map (I did this on the English sample project), and use a tileset that has NOT been opened/saved with the editor, and then place a few tiles. When loading that map, it will throw the above error. In the sample project:
- I added a new map, used 0006 SF Inside as the tileset
- Painted a few random tiles,
- Loaded the map (normal playtest),
- After walking around for maybe 3-5 seconds, the game will throw the above exception.
- I just confirmed - crash happens every time, but as soon as I open the tool and open the 0006 SF Inside map and hit 'save' (without doing anything at all, literally open and save), the crash will go away.
Hope that helps, thanks Chaucer! -
Thanks for your answer! And yes, I'd be interested in that code snippet, if only to experiment with it :)Hello! and thanks for your reports ^^ I am most definitely aware of this issue, and it is on my todo list, infact, i wanted to squeeze this into version 1.7.0 but I unfortunately did not have time to do so :/ my apologies! But it is coming soon!
Very interesting, I will look into this issue it's odd that they are getting stuck, I thought it was roughly accurate but I will momst definitely investigate this ^^ The new follower movement is still somewhat experimental, but I will be sure to make the necessary modifications to make it more stable.
This is highly unusual, as I am using the ignore collision per tile without colliders and do not recieve errors, I will look into this again and see if i can reproduce this issue, if not I'll message you if I need more info! Thanks for letting me know ^^
Pixel movement by default is already enabled for events, however they move in a static size of 1 tile, to mimic the default move behavior so as to not break movement for pre-exisitng events, it IS possible to change the move size, but not recommended, if you want the snippet that can do this let me know ^^
If this is all your after, it should not be necessary to break the move size, i will definitely add the chase/follow mechanic in hopefully the next update as well, as this was already planned! As it will be needed for my upcoming ABS. :) -
alrighty! as requested, here is the snippet to alter an events move size, please keep in mind this will BREAK pathfinding for that specific event( something I didn't account for as I overlooked it until I looked at the code right now T_T ).
Code:$gameMap.event( ID ).setTravelDistance( N );
please be aware this is just the format, do not simply copy paste this, you will need to replace "ID" with the actual event id, also, you need to replace "N" with the actual distance size in tiles. I.E. 2 = 2 tiles moved for 1 default move command, and 0.5 = half a tile size per move command. -
In the Collision Altering Tool, is there a way to copy an entire Tile Letter to a Tileset?
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At this time, no, but he plans to add this as a feature in the future.In the Collision Altering Tool, is there a way to copy an entire Tile Letter to a Tileset?
You are welcome to submit feature requests if you have interesting ideas for the plugin or accompanying software.
I recommend joining his Discord and submitting feature requests and bug reports there! -
Adding a copy paste for entire tile sheets is something I plan to add support for in the future, but currently, it's not available sorry ^^;
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Loving the plugin, so much so that I've redrawn my maps to account for the flexibility :)
Can I ask whether the region ID functions are high on the priority list? The reason I ask is kinda selfish but my game made heavy use of region IDs to split player and npc movement regions and a static 'block' for preventing anything moving into or over a particular region.
Either way, amazing work and loving the superb level of support all around -
I think I have a handful of bugs left, then I'll be adding region restrictions to the plugin immediately after ^^ as well as other feature requests. :)
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Hello, I'm extremely new to RPG Maker MZ and I just bought this plugin, it's very easy to use but I'm having some trouble. For some reason, the colliders wont load for my imported tile sets. I tested it with the sprites that came with RPG Maker and those work fine, it's just my custom sprites that are giving me trouble. Does this plugin only work with the sprites that come with the program, or am I missing something? Thank you!
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This plugin handles TILESET data, and not individual sprites. This means that you'll need to create a new tileset in the database, add your custom sprites in the appropriate slots, save the data, THEN open the collision tool, and load your newly created tileset data, THEN apply all the colliders for this new tileset. ^^ I hope this was helpful if you still have issues with them not displaying, let me know and I'll assist if possible, but yes, the images can be completely custom they just need to be used in a tileset entry in the database. :)
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That did the trick! Thank you! However after applying the colliders, some tiles still don't have collision for some reason...This plugin handles TILESET data, and not individual sprites. This means that you'll need to create a new tileset in the database, add your custom sprites in the appropriate slots, save the data, THEN open the collision tool, and load your newly created tileset data, THEN apply all the colliders for this new tileset. ^^ I hope this was helpful if you still have issues with them not displaying, let me know and I'll assist if possible, but yes, the images can be completely custom they just need to be used in a tileset entry in the database. :)
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Having the option to disable to pixel movement and return to the default 4 direction tile movement would be very helpful to me as well. Also perhaps a snap to grid feature for when reverting to the original tile grid or other uses.
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Hi all. Apologies if this is a bit of a noob issue, but after enabling the plugin (and following the instructions for the VisuStella ones) - I get this crash message (see attached screenshots).
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I can definitely add this in ^^Hello there, I have been very interested in this plugin, as it seems just right for me.
However, I am wondering if I could request a feature (if not already supported), which will make it absolutely perfect for my needs. Is it possible to add a feature to switch back to 4 direction tile movement through a event/plugin command? Even if it requires a game restart to allow it to happen, it would be extremely helpful for something I set out to do with my project. I know it's a strange feature to have in a plugin like this, and nobody else has done it, but it would make me switch over in a heartbeat.
Hmm I'll need to get to my PC to test this, I've been... Away for a while so I apologize for my delay in responding.Hi all. Apologies if this is a bit of a noob issue, but after enabling the plugin (and following the instructions for the VisuStella ones) - I get this crash message (see attached screenshots).
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