Discussion in 'JS Plugin Releases (RMMV)' started by xilefian, Oct 9, 2017.
Any way to employ something akin to collision maps while parallax mapping with this plugin?
It's possible using events with plugin commands. I'm making custom collision maps with this plugin, in my case I use Yanfly Doodads and not parallax mapping, but the concept is the same. If you need some tips of how to setup the collisions I can make a small post explaining it.
Here's a tech demo of how I'm making it in my game project:
You can also use comments for collision in the events too, alot easier
Thanks, I thought the only way was using plugin commands. I changed all the events, it's the first map that I'm making the collision setup just took me few minutes.
I’m sorry if I missed this, but is there a way to make certain tiles avoid collision? Similar to what you can do with yanfly region restrictions?
If you wouldn't mind, some help with collisions w. event comments would be appreciated
Never mind I figured around a work around with this using the tileset passability in the database
You're drawing 2 kind of shapes to work as collisors: circles and rectangles.
If you want an event/tile to have its collision as a circle you'll use the following comment:
<circle cx='horizontal distance (in tiles) from the left of the tile' cy='vertical distance (in tiles) from the top of the tile' r='size (in tiles) of the circle' />
1 = 48px (tile size)
0.5 = 24px
0.25 = 12px
<circle cx='0.5' cy='0.5' r='0.5' />
In this example the circle collisor will have 24px size (0.5 of a tile = 1/2 of 48px). He will be positioned half a tile to the right and half a tile down. If you put "2" in "cx" the circle collisor will be put 2 tiles to the right of the event.
If you want to make a rectangle collisor you'll use the following comment:
<rect x='horizontal distance (in tiles) from the left of the tile' y='vertical distance (in tiles) from the top of the tile' width='width (in tiles)' height='height (in tiles)' />
<rect x='0.6' y='0' width='0.4' height='1' />
In this example I made a rectangle collisor, with a full tile height and 0.4 of width. He will be placed 0.6 of a tile to the right.
Not to pester or necro but my question caught the bottom of the last page and I'm still unable to make the plugin work appropriately without jittering tiles. Is there a way to stabilize events when the aspect ratio has been changed?
Yes, you need to change the resolution to be pixel perfect / dividable by 48x48. I'm using 1920x1080 with Ultra Mode 7, but 2 weeks ago I was still using 912x504. Both are 16:9.
I'm using Qmovement. But the plugin doesn't have the capability to followers. So I want to use altimit motion!! But there's a big problem here. QABS will not run if Qmovement is removed. I want to use your plugin. Is there any way to add it?
qxios' move plug-in is constrained. I'd like to replace the Qmovement plugin included in QABS with your Altimit _movement plugin. Help! Is there no way?
Removing Qmovement will prevent RPGMV games from running.
Try to use TYR Follower Control.
Thank you for your answer!!!
I'll try it again!
You are my hope!
Thank you for your answer!
But I did not add details to the reply!!
I apologize to you.!!
I confirmed that there is a hit box with a follower in the Altimit motion. I also thought it was Pugin, an alternative to Qmovement.
And I mistook my followers for being able to fight with me.
(Can a follower fight with you in ABS mode?)
I'm sorry for confusing you because I don't have enough explanation.
I was looking for an AI function to fight in ABS mode.
I wanted to see if there was a possibility in altimit_movement Pugin.
I wanted to check out the possibility of subpoenas like mercenaries to fight with me in Qabs Pugin.
Thank you for your care!
I checked the plugin you introduced me.
The plugin is a plugin whose followers can have different events and must be controlled to act.
I want those followers to attack my enemies.
I apologize for the problem caused by my mistake!
Please understand even if the translation of the text is not natural!
@snakehong So if I understand it correctly you are using QABS and Qmovement (which I think is pixel based) and you're trying to find an AI plugin for your followers to attack on map enemies. Just to be clear, do the followers actually follow you, the player? If yes then it's not a movement problem but rather just an AI plugin missing.
Altimit movement is basically the same as Qmovement but a bit more fluent and with a better feel, and *polygon* based, it won't solve the problem of followers not attacking or following you. And if followers don't follow you with Qmovement, I think you made a config. mistake somewhere because (as far as I know) it requires more code to not have followers if you've enabled them.
Your reply was very helpful! Thank you.
I have some trouble with event triggering
Sometimes I have an event that triggers multiple times
My map looks like this. All the colored switch events are empty. All the eventing is in the holes events.
As you see, triggering the event with the enter key will make the character jump. But with Altimit's Pixel Movement plugin on, the character will sometimes jump two times and trigger two switches in a row.
I tried to fiddle with the colliders but I think the problem isn't there
Anyone can help me ?
Is QMovement a good alternative ?
I made a smaller version of what you're doing to test (although I have no idea what the common event does). I couldn't replicate the issue, I only jumped once every time I hit action.
The common event just tells the color of the switch the character lands on, then activates fire in some places depending on which switch is triggered
I think I get it
When the player collider touches multiple events that can be triggered with the action button, hitting the action button will trigger ALL the events in the range of the collider.
I managed to reproduce the bug with a simple test map
These two pillars are, in fact simple events with a single instruction : Make the player jump Y +1
If I position the player in the upper left corner, the two events will be in collider's range and both events will be executed, making me jump two times.
The easiest solution would be that the only event triggered is the one the player faces but I can't figure where to find it in the code[/SPOILER]
I've been using this plugin for quite some time with success, but I just noticed a significant bug.
Any events that are moving at speed 6 can move through impassible terrain. I even tried this in a blank project to confirm no other plugins were interfering, and I was running into the same problem. I'd really appreciate someone taking a look to see if this can be fixed, thanks!
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