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Any way to employ something akin to collision maps while parallax mapping with this plugin?
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
If you wouldn't mind, some help with collisions w. event comments would be appreciatedIt'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.
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
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.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?
Try to use TYR Follower Control.Hello.
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.
@Arend GalenkampTry to use TYR Follower Control.
Thank you for your answer!Try to use TYR Follower Control.
Your reply was very helpful! Thank you.@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.
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.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 ?
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 triggeredI 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.