Altimit Pixel Movement [0.50β]

Discussion in 'JS Plugin Releases (RMMV)' started by xilefian, Oct 9, 2017.

  1. pickledylans

    pickledylans lov the cronch Veteran

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    Followers follow automatically for me? no need to event or anything. maybe try removing the plugin command and testing without it?
     
  2. dokkoni

    dokkoni Warper Member

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    Really? Whenever i test my game, they do not follow automatically. Even if i make another project, insert the plugin and test it out, they do not follow either (removing the plugin command and testing without it also doesn't work unfortunately)
     
    Last edited: Feb 15, 2019
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  3. pickledylans

    pickledylans lov the cronch Veteran

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    Huh. That's weird. I don't know what's wrong then sorry :(
     
  4. Ronove

    Ronove ♫꒰・‿・๑꒱ Veteran

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    I have a question about the plugin commands you can do.
    So, when I have it set as "AltMovement move player right edge wait", the player will go to the edge of the right side of the tile like they are supposed to. When I do "AltMovement move player left edge wait", they don't go to the left edge. They go to the right a bit. Is there something I'm missing?
     
  5. Streema

    Streema Warper Member

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    I have a question. Apparently this plugin has a problem with displaying more than the average amount of frames, is that possible?
    I am currently using galvs plugin to use more frames and these frames are not properly displayed when using this plugin. It works fine however without your plugin. Could that be a problem on yours or Galvs end?
     
  6. sinchross

    sinchross Villager Member

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    I'm trying to make the event chase the player but it get stuck in anything that is not a character event. I'm trying to solve it but can't find a way for it to make like the vanilla movement of following the player that can get out of simples obstacles and return to the right path.

    And it's necessary because I'm creating an Action Battle System trying to use Altimit like a base for movement. If the enemies get stuck so easy it will make them seem a lot dumb... Or I will need to create enemy areas without no obstacles between the player and them...

    The path finds that could solve it a little doesn't work with this script, unfortunately.
     
  7. Clyve

    Clyve Villager Member

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    So I've gotten the script to interact with characters the way I want, but tiles are a different story. The bottom of a tile has a collision point that is fine. The top, however, collides too high up for a lot of things.

    Is there a way to lower the top of a tile collision?

    See example of problem here:


    [​IMG]
     
  8. definite_lee

    definite_lee Veteran Veteran

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    Anyone have any solution for using region restrictions with this plugin?
     
  9. miani

    miani Veteran Veteran

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    In the plugin parameter "player" you have a line called "collider", you can change those values to change the collision point.
     
  10. Restart

    Restart Veteran Veteran

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    For ordinary tiles I believe the plugin doesn't let you change that. You can, however, define that garbage bag as an event, and put a custom collision mapping into it as a comment, like this:


    <collider>
    <rect x='0' y='0.5' width='0' height='0.5' />
    </collider>


    I do have a couple of questions myself.

    First, is there any debug switch to get the plugin to draw the hitbox lines? It'd be nice to be able to check for holes in walls or whatever.

    Second, how would I control fine movement of events using this plugin?

    I have a cutscene where arrows get shot from offscreen and hit a couple of guards in the head (which can be triggered with the guards in any arbitrary position). Without pixel movement it's easy to get the arrows to hit at head level, but I'm not sure how to get that level of fine control once the guards are no longer constrained to the grid.
     
    Last edited: Mar 15, 2019
  11. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    Can I change the collider with the presets I made via a notetag? That would be a lot easier than to run an event in parallel, set the collider with a plugin command, activate self switch A, and go to the page that actually can be used.
    Or is there some kind of logic behind the plugin that decides what image in an event should have which collider? Cause if so, I don't have a clue. It's completely random. Some events are tile sized, others a small circle, and I don't know why.
     
  12. definite_lee

    definite_lee Veteran Veteran

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    You can put a comment in events with whatever collider setting you want.
    Example:

    I like to use that method instead of the parallel event/plugin command
     
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  13. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    Yess that's already a lot less work. Thank you very much!
     
  14. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    Sorry for another question, but does anyone know how to fix the response time when walking on a "player touch", "below character" event? I have a portals that transfer the player to another part of the same map or anonther one, but with Altimit Movement it's possible for the player to walk halfway on the tile after the portal, before it responds.
     
  15. definite_lee

    definite_lee Veteran Veteran

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    It sounds like you may need to adjust the collider box for this event.
     
  16. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    Already did before I asked, it's as tall and wide as a tile.
     
  17. definite_lee

    definite_lee Veteran Veteran

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    can you show me a screenshot of the problem?
     
  18. Restart

    Restart Veteran Veteran

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    With player touch, the player must be fully inside the event before it to be triggered (or the event fully inside the player, if the event collider is smaller than the player's). With event touch, the event will fire the moment the colliders even slightly touch.
     
  19. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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  20. definite_lee

    definite_lee Veteran Veteran

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    yeah try the suggestion to change it to an event touch. or try changing the priority of the event.
     

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