@GameFire The QUpdate update wasn't much, I just added a 1 frame delay for when to check for updates. This is to make sure the "Updates Available" popup is shown above everything (in mv 1.6.0 is would appear behind the game). And the QUpdate error may have to do with the nw.js version, since I'm...
As I mentioned in my previous post, I'm slowly stopping support on my plugins. Right now my priority is only QMap and any critical error reports.
Though if anyone wants to contribute / continue / take over that's completely fine. All my plugins are completely free for all use/redistribute/all...
QMap 2.0.1
Fixed issue with Map objects meta not being created. Should fix all issues with the map objects notes being ignored
Also forgot to mention here. But I'm slowly stopping support with my MV plugins. You can read more here.
@HasdrubalBarca I left region events out of QEvents. Was...
@Arise what I was trying to get to is that you don't need to go to the Game_Interpreter, just call the function from the class. Seems like what you're doing in some cases is:
Game_CharacterBase > Game_Interpreter > Game_CharacterBase > QPathfind
There's no need for those 1st 2 steps since you...
Sorry I was sick for the past few days! So quite a bit to reply to, if i miss anything feel free to let me know (also feel free to re report any previous reports from last week as I probably completely forgot about them by now)
@Arise The basic guideline is to keep the polygons small. If it's...
@Arise I could have got it backwards, i didn't test it. And yeh keep my plugins below the YEP_Core because that plugin will override some functions that will cause QMovement not to work, like the update func in Game_CharacterBase.
As for the QUpdate, ah right. Before the plugins.json was also an...
@Arise In the autonomous movement "this" should be the Game_Event, it was for me when testing. For the event command move route it is the Game_Interpreter. And if it's the interpreter you can change it to:
this.character().chase(0)
@Shiko Yeah you'll have to manually do it for every other pop...
@AUXturnA You would have to create some JS to find a spot where the player won't get stuck, then move him there before changing his collider
@Arise I took a look at your demo, and that's slightly incorrect. The sight range on the first page should be shorter then the range on the 2nd page. Also...
@Arise bugs are fine here or github. Though I probably prefer them here or inside the MV Master demo repo. I have a lot of repos and people typically post issues in a bunch of different ones and I lose them sometimes lol.
Your 2nd approach is correct, it's what I do with the enemy AI in QABS. I...
Sorry for late replies been a bit busy!
@Extazee No clue what you mean. But disable everything and just use QMovement, if you don't know how to use it consider figuring out how to use QMovement before using QABS and understand what colliders are (push F10 to toggle collider previews, only...
@Arise if I recall the first demo u sent had polys on them. Anyways I looked at it and updating all the QPlugins seemed to make it slightly better, though there was a still a few odd cases. But fixing your collider map made it even better. This is how the collider map polys should be. I'll have...
@krain11 I see, the problem is probably with enabling / disabling enemies. Will look into it!
@Arise Ah I was thinking u meant the path between the barrels lol. Will look into that, but it's probably your polygons. Cause if I remember your polygons were a bit odd, so I'll make an image on...
@GameFire Again you'll see that animations play on Z layer 8. You would need a plugin to be able to set which Z layer the animation should play.
@Arise yes startedMoving() is a function I added. MV needs a function that gets called every grid, which was isMoving() and for pixel movement u need...
@Arise You'll need to figure out how to reproduce the issue and give me instructions / send a demo. And yes that's how the collision checking works, but it also sends the collision back to it's old position if it failed. And if it failed, it still shouldn't get your character that kinda of...
@Arise Ah I see. You can edit which angles output which direction in the QPlus plugin. So I'd recommend creating a new js to override this function:
You can then just increase the range for the diagonal values
Ctrl will ignore all collisions, but thats only during debug mode (default mv...
@GameFire Mmm everything looks fine. So might just be your controller? As for the response time for the analog stick, you can change that in QInput under the "Threshold" parameter, MV's default is 0.5. This means you need to push the analog at least half way before it accepts the input. If you...
@GameFire Send me a screenshot of your QMovement settings (Just need to see the main and optional settings). Also go ahead and disable everything that isn't a QPlugin, just to make sure it's not an incompatibility.
Also I pushed some update last night and didn't make a log, so here it is...
@Arise Parallel events are fine if they're used reasonably. Just don't make them do too much in a single frame, which is probably the problem most people have when they start getting lag. And also add conditions on when it should run. Most of the time there is no reason to run it every frame...
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