[Abandoned Plugin] Super Orange Movement

Hudell

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Amazing, and you think that you want do it? it's on your plans?


I can pay for that!! :D
I may eventually do it, but I have no plans for it right now. Maybe in a month or two. Send me a PM if you wish to commission it :)

Not sure if I can explain it any better, BUT, I can do something better! Here's a screenshot ^^


Take a look at the party members in the tree.
Ah, I see, thanks for the screenshot. This bug may or may not be a little harder to fix. I'll check it once I get home :)
 
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heroscratch

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Ah, I see, thanks for the screenshot. This bug may or may not be a little harder to fix. I'll check it once I get home :)
My best idea for a solution would be a modification to the caterpillar system. Make it so the followers copy player movements, rather than let them do whatever they want to catch up to the hero. I.e. cutting corners. My JS skills are still rusty, but I'm trying to write up a plugin for it now. Not sure I'll have much luck, however.
 

PlatypusOfDoom

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First of all, thanks for the great script!

My best idea for a solution would be a modification to the caterpillar system. Make it so the followers copy player movements, rather than let them do whatever they want to catch up to the hero. I.e. cutting corners. My JS skills are still rusty, but I'm trying to write up a plugin for it now. Not sure I'll have much luck, however.
Yeah I noticed that the caterpillar had a few quirks by default and sometimes caused erratic movements, so I was testing out some homebrew modifications to this plugin. First I added the player movement coordinates into an Array whenever they took a step (first-in, first-out stack). Then I had the followers use those coordinates to determine their movement path, removing the old coordinates from the array after they had been used. That resulted in the caterpillar mimicking the player movements exactly, which prevents clips and looks really fluid and smooth. I was able to change follower distance by changing which variable in the array was used to determine the follower coordinates (further back in the array allowed for further follower distance). I might try to make a short video tonight to show what the movement looks like.

I was able to get the movement working as described above, but unfortunately it created a bug where event movement caused the game to crash. :\ I'm still new to js, so I wasn't able to figure out why it was happening. For now I just ended up turning off the caterpillar until I can get it sorted. Feel free to let me know if you want to take a look. 
 

Hudell

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First of all, thanks for the great script!


Yeah I noticed that the caterpillar had a few quirks by default and sometimes caused erratic movements, so I was testing out some homebrew modifications to this plugin. First I added the player movement coordinates into an Array whenever they took a step (first-in, first-out stack). Then I had the followers use those coordinates to determine their movement path, removing the old coordinates from the array after they had been used. That resulted in the caterpillar mimicking the player movements exactly, which prevents clips and looks really fluid and smooth. I was able to change follower distance by changing which variable in the array was used to determine the follower coordinates (further back in the array allowed for further follower distance). I might try to make a short video tonight to show what the movement looks like.


I was able to get the movement working as described above, but unfortunately it created a bug where event movement caused the game to crash. :\ I'm still new to js, so I wasn't able to figure out why it was happening. For now I just ended up turning off the caterpillar until I can get it sorted. Feel free to let me know if you want to take a look.
That's an interesting idea! I think I'll add this option to the script.
 

PlatypusOfDoom

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That's an interesting idea! I think I'll add this option to the script.
That's good to hear! I'll be looking forward to that, since I'd love to implement a functioning version of it in my games. To give you a better idea of what the follower movement is like, I made this little demonstration video: 
 
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gekigengar

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Is there a way to enable diagonal movement with mouse/touch input when the tile division is 1?

I need the diagonal movement and obstacle avoid (Diagonally). (They are perfectly what I need.)

But I need it at normal tile size (1).
 

Nomi

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Fixed this on version 1.0.2
#Colliding Hair&feet

Hmm, sadly still got issues. Maybe we talk of different things, or I do something wrong :/

Shouldnt I be able to move head into an object if I add <hitboxHeight: 28>   (or a bit smaller) into actors note?

Still coliding with the full tile ^^
 

Hudell

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#Colliding Hair&feet

Hmm, sadly still got issues. Maybe we talk of different things, or I do something wrong :/

Shouldnt I be able to move head into an object if I add <hitboxHeight: 28>   (or a bit smaller) into actors note?

Still coliding with the full tile ^^
If you also move the hitbox Y position, can you move your head into the object? (Without the second line you should be able to move your shoes into it)

Code:
<hitboxHeight: 28><hitboxY: 20>
 
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Nomi

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I put

<hitboxHeight: 5>

<hitboxY: 5>

into it.

Now I'm able to move my foot and most body in em...my head still colides with npcs feet.
 

Hudell

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I put

<hitboxHeight: 5>

<hitboxY: 5>

into it.

Now I'm able to move my foot and most body in em...my head still colides with npcs feet.
The default is:

<hitboxHeight: 48><hitboxY: 0>
This means that the collision box will start at the head and go down 48px. When you change hitboxY, you're moving the hitbox down, when you change hitboxHeight, you're modifying it's size. If you want only the lower 20px of the sprites to have collisions, you would do:

Code:
<hitboxHeight: 20><hitboxY: 28>
 

Nomi

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Hmm, ok...that makes sense. Yeah, works so far :)
Will take me some time to figure out what parameters I prefer, but u did a awesome job mate! = Thanks a lot!

I guess this Hitbox ll be the same that would be triggerd by arrows etc? Maybe a 2nd one would make sense...hmm, I ll c into that later :/
 
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Gothic Lolita

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It is a super need plugin for sure, but I can't use it. 
Even I use it without any other plugin implemented, it still does nothing.

No Pixelmovement, no diagonal movement. :(

I copied the downloaded file too:
Projectname / js / plugins

All the others work. But this one doesn't want to work. Tried to put it first, nothing. On the last position, again nothing. All alone, nothing. 
I really want to use this plugin, but somehow I'm doing it wrong and I downloaded it allready 10 times. :'( (\s/)
 

Gothic Lolita

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Forgot this one, but even I add it, still the same. :/

Even if I put the add ons in too, still the same, don't know, what I'm doing wrong. :'( (\s/)
 

igormatias

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Can you please make a example how to use it property... Plugins scrips and commands... etc....

I am very new with RPG Maker, so, if you can, it helps a lot! Tks.
 

Omnimental

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@Gaming Princess Luna: Do you have MV Commons in front of Super Orange Movement on the plugin list? Are they both "On"?
 

Hudell

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All you need to do is add both MVCommons and SuperOrangeMovement to the plugin list and you should see the effects of the plugin.

The plugin only affects the movement when you play with the keyboard, I've yet to change the mouse movement.
 

igormatias

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All you need to do is add both MVCommons and SuperOrangeMovement to the plugin list and you should see the effects of the plugin.

The plugin only affects the movement when you play with the keyboard, I've yet to change the mouse movement.
So, there is no plugin command or something? My mistake!

I already using it. I was using the 8 Direction before. For compatibility I now using your plugins. Thank you!
 

Mako

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Doesn't seem to obey the false directional movement... can you confirm bug?
 

Hudell

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Doesn't seem to obey the false directional movement... can you confirm bug?
You mean the diagonal movement?


I had someone reporting me the same issue before, but I tested it here and it the diagonal movement got disabled when I disabled it on the plugin.
 

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