Doktor_Q

I'm not a real doktor, but I am a real Q
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Thank you so much ! Your instructions were crystal clear to me and it's working perfectly ! Now I don't know if there is "row" and "Column" kinds of activation commands, but that's a big step forward for me !

Again, thank you, you did a great job with this plugin ! :)

It's simple enough to make a rectangle that is incredibly wide (for rows) or incredibly tall (for columns).
 

Swagazaki

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It's simple enough to make a rectangle that is incredibly wide (for rows) or incredibly tall (for columns).
And how would you do that, if you don't mind answering a beginner like me ? x)
 

xilefian

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And how would you do that, if you don't mind answering a beginner like me ? x)
<rect x='0.0' y='0.0' width='1.0' height='1.0' />
Change X and Y to set the top-left co-ordinate from the event's top left.
Change width and height to the size of the rectangle.

So if you want a massive rectangle that is 200 tiles tall, 1 tile wide you could have:
<rect x='0.0' y='-100.0' width='1.0' height='200.0' />

Or 200 tiles wide, 1 tile tall:
<rect x='-100.0' y='0.0' width='100.0' height='1.0' />


You can also do lines (generally Player Touch is needed to activate these):
<line x1='0' y1='0' x2='1' y2='1' />

Polygons (each point pair must be clock-wise winding and polygon convex):
<polygon points='0.0,1.0 0.5,0.0 1.0,1.0' />

And regular Polygons (this example makes a tile-sized pentagon):
<regular cx='0.5' cy='0.5' rx='0.5' ry='0.5' p='5' />

You can make a collection of colliders by having a shape on each line between the <collider></collider> tags, so you can have very complex shapes that cover a crazy complex area if you want.
 

LetsPlayAGame

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@xilefian

So, when using this plugin and the 'movement route' -> move upper right for example.

The animation is extremely jittery, as in, it goes up-right, then when it does the next one, it goes straight for a moment then up-right again and it looks off. PLEASE is there a way to fix this or can you look into it?

Or, does anyone have a RPG MV script for smoothing movement routes that could work with this plugin? Great plugin none the less.
 
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Chef

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Hi @xilefian , I made a bug report about Player Movement: It's not possible to change movement speed to a decimal number like 4.65 without heavy slowdown when walking anywhere between "up" and "left".
 

Archeia

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Hi @xilefian, I tried Altimit 0.50 beta with Tiled demo to see if there are any bugs on initial, we noticed the camera has an offset of 2 pixels on certain parts of the map. I think changing the radius to 0.24 would be better since it fixes the following issue:

The screen does a small 'bump' over and over if you walk alongside impassable tiles and while pressing both up and side. I found it was primarily on left walls, up or down, and I had to be holding down both keys.

Here's how it looks like:
Q3duA6Q.gif


The easiest way to replicate it is like this from what I found:


You can also replicate it on the cliff tiles by repeatedly bumping into them with the mouse.

Demo:
https://www.dropbox.com/s/ffd7sh1jj3eed6h/Tiled_RMMV_Ver1.6.1.zip?dl=0


EDIT:
I found another bug. It seems that the Player Touch command doesn't work anymore for events?
 
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dragonx777

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My apologies if I missed this in this thread. I am trying to implement rounded/diagonal corners on my world map. As you can see, the character goes into the water. I tried messing with the polygon collision, but the character wouldn't stop. I really love this plugin as it's definitely the best pixel-movement plugin around. I would like to know if there is a way to create "custom borders" with the plugin to prevent the player from going beyond said "border". I've tried Yanfly's Grid-free doodads to offset the borders (along with Region Restrictions), but it looks wrong and screws up the ship/boat movement.

Please excuse the mess on the map. I'm revamping it, but as you can see, the player is in the water. You can just make out the polygon in the upper-right square on the island (rounded corner) that I'm trying to fix to fit just that edge. But first, I need a way to stop the character from going beyond that edge.

Any help is greatly appreciated.
Screenshot 1_25_2019 1_04_00 PM.png
 

xilefian

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There's a few ways you can solve this with polygons, or you could increase the size of the player's collider so they can't get as close to the edge.

Tileset colliders was never implemented, unfortunately, so it has to be done manually. The best way would be to define map collisions, but that would take ages and require a lot of experimenting, testing and iterating.

The next best method would be to create some events with custom colliders applied to them and then copy/paste these events to where you want better collision. What you can do is create the various collider shapes in the Plugin configuration and then reference them in the events.

@Archeia the bumps are likely due to precision issues causing the colliders to move slightly across vertical collisions on each tile and then get pushed back by the horizontal collisions on each tile. One of the design flaws of Altimit Movement is the way clipping is implemented where a correction can push the player into another collider that they previously weren't colliding with and then the next frame (if the player is moving still) they are corrected once again out of that second collision - this definitely causes bumps like that.
 

dragonx777

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There's a few ways you can solve this with polygons, or you could increase the size of the player's collider so they can't get as close to the edge.

Tileset colliders was never implemented, unfortunately, so it has to be done manually. The best way would be to define map collisions, but that would take ages and require a lot of experimenting, testing and iterating.

The next best method would be to create some events with custom colliders applied to them and then copy/paste these events to where you want better collision. What you can do is create the various collider shapes in the Plugin configuration and then reference them in the events.

Thanks. That's what i tried, I think, with the triangle polygon in the corner where the player is. For some reason, he ain't stopping there. XD. Could you provide an example on how I would set up a custom collider on an event. I can figure out the code to get the rough shape. Then I'll continue to mess around with it. One thing I was reading in the previous posts is about TileD collision mesh compatibility. Would this be an option? Also, I wouldn't mind defining map collisions tbh. Yes, it would be a pain, but the game would definitely be better imo. Thanks very much for your help @xilefian. Very awesome plugin.

Edit: Got it to work, but now the player disappears behind the tile.
 

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dragonx777

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Okay. It’s not great but it’s works. What I did was use and event with no graphic with the appropriate polygon collision and it’s working fine. Now my only concern is lag with that many events for my map. It would be a great feature if there was a way to have a collision area base on a certain color or shape that could be out right on the editor map.
 

pasunna

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does this plugin make some lag on animation
when I use it reduce half of my test project frame rate or I do some thing wrong?
ps. just install not set something else
or because I use huge sprite 256x256
not sure
 

sinchross

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( Already solve it =) )
I'm using an 8 direction graphic for the characters in my game, and it have stopped to work by mouse click when I activate the plugin.
It is working perfectly by the keyboard input, but when I use the mouse it only faces to the straight directions (up,down,right,left) or sometimes just diagonally... and I have tried to do all types of edits to ensure it compatibility and can't find a place where I can patch something to help with it.

I'm using the 10,12,14 e 16 coordinates for the diagonal directions graphic.

I'm not using the character animation plugin because I already have done all animations before using my own configuration, and it is tottally different from the graphic configuration of my setup.

If you or someone can point me where I can set the directions when the mouse is being used to control I can do it by myself. Thanks, this script is awesome and I really want to use it in my project.

Thanks! =)
 
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Xenphir

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Yeah collision maps are a life saver, especially when parallaxing maps. Also because I think plugins like these are best suited for projects that don't want to fall into the normal 48x48 tile/event size boundaries.
 

dragonx777

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Yeah collision maps are a life saver, especially when parallaxing maps. Also because I think plugins like these are best suited for projects that don't want to fall into the normal 48x48 tile/event size boundaries.


I totally agree with that. I have a test parallax map for a town but for the week prod map the image Ian too large. Placement of stuff like trees and mountains are toughen but thank God for graphic editor programs. Still wouldn’t love to see a collision map support for this like the QMovement.
 

xilefian

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With TileD you can put in your own collision polygon meshes easily, which is infinitely better than using a graphics editor, however that's TileD. I remember looking into allowing a graphical collision map that gets converted to polygon on the fly, but it is a difficult problem to solve. Altimit Movement uses polygon collisions, other pixel movement systems don't, so that's why they can rather easily use graphical collision maps.

Polygons are better in pretty much every way at run-time - especially with performance, Altimit Movement enjoys surprisingly good performance compared to other Plugins (which surprised me a lot, considering the heavy polygon collision physics going on) likely because polygon collisions only need to test a single side, rather than a collection of grid co-ordinates (and polygons can be quickly discarded from the check list).

There are ways to define your own polygon collision meshes, unfortunately I never had the chance to document them, but generally what you can do is make a list of common shapes in the Plugin parameters and assign them to events. If I remember correctly, you can also define polygons for entire maps.

The original plan was to make an MV editor Tool that lets you define the collisions in the editor itself (or even convert a collision image) however I did have a brief discussion with the MV developers about creating custom Tools and this kind of thing is not supported by the MV editor (custom tools are a bit of a hack and refreshing map data doesn't work, tools are just external programs).

I just double checked the source code, yeah if you want map defined polygon collisions TileD is the way to go, otherwise use event collisions.

The new polygon movement Plugin I've been designing in my head would definitely allow polygon collisions defined in TileD (without needing the TileD Plugin, just the collision data is used) and I would definitely go with graphical collision map too; developers are too used to defining collision in photoshop or similar so it is smarter to cater to that rather than try and convince people to use a better, yet harder to learn, system.
 

dragonx777

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With TileD you can put in your own collision polygon meshes easily, which is infinitely better than using a graphics editor, however that's TileD. I remember looking into allowing a graphical collision map that gets converted to polygon on the fly, but it is a difficult problem to solve. Altimit Movement uses polygon collisions, other pixel movement systems don't, so that's why they can rather easily use graphical collision maps.

Polygons are better in pretty much every way at run-time - especially with performance, Altimit Movement enjoys surprisingly good performance compared to other Plugins (which surprised me a lot, considering the heavy polygon collision physics going on) likely because polygon collisions only need to test a single side, rather than a collection of grid co-ordinates (and polygons can be quickly discarded from the check list).

There are ways to define your own polygon collision meshes, unfortunately I never had the chance to document them, but generally what you can do is make a list of common shapes in the Plugin parameters and assign them to events. If I remember correctly, you can also define polygons for entire maps.

The original plan was to make an MV editor Tool that lets you define the collisions in the editor itself (or even convert a collision image) however I did have a brief discussion with the MV developers about creating custom Tools and this kind of thing is not supported by the MV editor (custom tools are a bit of a hack and refreshing map data doesn't work, tools are just external programs).

I just double checked the source code, yeah if you want map defined polygon collisions TileD is the way to go, otherwise use event collisions.

The new polygon movement Plugin I've been designing in my head would definitely allow polygon collisions defined in TileD (without needing the TileD Plugin, just the collision data is used) and I would definitely go with graphical collision map too; developers are too used to defining collision in photoshop or similar so it is smarter to cater to that rather than try and convince people to use a better, yet harder to learn, system.

I'm good with this. TileD does have it's issues with me (or is it I have issues with it), but nonetheless, eventing for me is the way to go. Looking forward to the next update.
 

Xenphir

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Thanks! shortly aftr I posted this I was told about tileD. It has quite the learning curve but it does great with this mod!
 

dokkoni

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This plugin looks amazing! Though i do have a big newbie question. How am i able to make my followers follow? I tried to create a blank event, choose plugin commands and write "AltMovement followers set 1 following" in it, but of course that is not the solution. I am sorry if the answer seems obvious but my brain just cannot figure it out :kaoswt:
 

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