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Just saw the comparison video with other movement plugins and love it so far. Seems like the pixel movement I'd want to use for my project. I am curious how it'll ultimately interact with Moghunter's Chrono Engine, but problems involving that might just ultimately be something that needs to be worked out with that engine.
 

vico

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Great question @KuariThunderclaw , since both try to emulate Chrono Trigger features.

Another question: Does this plugin add some kind of control of followers distance? I began editing some sighly large charsets and came with this small tragedy: followers almost glued in each other.

Since Chrono Trigger have some kind of "fluid" movement for its followers, like a small delay to start running and etc., i think this would be another amazing addition to this plugin if isnt already.
 

xilefian

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Another question: Does this plugin add some kind of control of followers distance? I began editing some sighly large charsets and came with this small tragedy: followers almost glued in each other.
Yes you can configure follower distance in the Plugin settings and there is also a Plugin command (see example in the Plugin help text).

The distance formula is;
follow_distance x ( follower_box_magnitude + chasing_box_magnitude )
For a circle collider the circle radius is used rather than the magnitude of the bounding box.

The default following distance is 1.5, 1.0 would be tight-following (followers touching each other at rest), 0.0 would be standing on-top of each other, 2.0 would be a spacing of 1 follower between each follower.
 
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vico

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I tried to put 2.0 in followers distance, both in the plugin config and setting a event to auto-apply the plugin command; but the distance doesnt change.
 

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I tried to put 2.0 in followers distance, both in the plugin config and setting a event to auto-apply the plugin command; but the distance doesnt change.
The distance is tied to your save files, make sure you start a new game rather than load an old one.

If you're loading an old game you'll need to run some JavaScript to apply the change;
$gameSystem.followerDistance=2.0;

I'll probably update the Plugin so changes to the original value override the save file change as this quirk has annoyed me slightly too.
 

Doktor_Q

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I'll definitely be taking a look at this one- I'm growing to like pixel movement for the project I'm working on, but the couple I've tried definitely had their issues.

How does this work with diagonal movement sprites? Any plugin order issues or conflicts found yet?
 

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How does this work with diagonal movement sprites? Any plugin order issues or conflicts found yet?
I've addressed diagonal sprites (and other extra animations Plugins) in this post here: https://forums.rpgmakerweb.com/index.php?threads/altimit-pixel-movement-0-20β.85408/#post-789395

The short story is: I am expecting issues with Plugins like this - try them out to see if they work, but can't guarantee compatibility in the future. I've left room for my own diagonal sprites implementation (and extra animations) - so I will very likely make my own extension for this (or I might put the feature into the core Plugin, still haven't decided).

Try it out, if it doesn't work then just wait for me to build the feature. It will be done after release version 1.0 is complete.

EDIT: @vico I have updated the Plugin to now override the save file's follower distance if it is changed in the editor, that should fix your issue (it has certainly made it less annoying for me).
 
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vico

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I'm definitely starting a new game every time i open the project.

I could send you my test project for your plugin, but since i'm using ripped characters for testing purposes i dont know if send even privately a project like this is against the Forum rules.
 

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I'm definitely starting a new game every time i open the project.

I could send you my test project for your plugin, but since i'm using ripped characters for testing purposes i dont know if send even privately a project like this is against the Forum rules.
Send me the test project (private message would be fine). It should definitely be working.
 

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Sent a conversation (i hope this is the forum equivalent of PMs/Inbox)
 

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Sent a conversation (i hope this is the forum equivalent of PMs/Inbox)
Yes it is. I tried out your project, I was getting an error due to a missing Collider Presets, so the Plugin was never working for you (didn't you notice the lack of pixel movement?).

I'll update the Plugin to catch this error. If you want to fix it for yourself, then just open the Collider Presets in the Plugin settings, click Text and enter "[ ]" then click Ok.

Follow distance is working perfectly fine. I suggest you install the debug Plugin too so you can see what's happening for yourself.

EDIT: Okay I've updated the Plugin fixing this issue. I suggest everyone updates to the latest version from the github as the missing presets was causing the Plugin to not work on new projects.
 
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vico

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Thanks a lot @xilefian , putting "[ ]" in the collider presets (in the new version too) fixes the issue.
Looking forward for an extra frames module!

Again, thanks a lot for the fix!
 

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How does this handle move route commands? Does it replace them, it just adjust the innards of the functions called?

Similarly, does "gather followers" drag them all to distance zero?
 

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How does this handle move route commands? Does it replace them, it just adjust the innards of the functions called?

Similarly, does "gather followers" drag them all to distance zero?
The actual commands are left alone, however the way move-routes are processed is replaced for any of the actual moves. You can see the replaced method here: https://github.com/AltimitSystems/m...f/movement/js/plugins/AltimitMovement.js#L871

Gather followers pulls them all to distance zero, just like in vanilla.
 

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Just tested this with Moghunter's Chrono Engine [...]
Don't expect this to be compatible with such massive Plugins that also change MV's movement and character systems.

Moghunter would need to modify a fair bit of their system to make it compatible. Chrono Engine adds way, way more than just a "battle system" (of which it seems to add about 3 different battle systems, only one of them is Chrono-Trigger in style) so there's a lot of work to be done.
 

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Don't expect this to be compatible with such massive Plugins that also change MV's movement and character systems.

Moghunter would need to modify a fair bit of their system to make it compatible. Chrono Engine adds way, way more than just a "battle system" (of which it seems to add about 3 different battle systems, only one of them is Chrono-Trigger in style) so there's a lot of work to be done.

I will try to contact him to add compatibility with your plugin

EDIT: Well, Mog said he'll try to make a compatibility layer for your plugin.
 
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vico

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Another thing: When setting a event with movement (NPC) sometimes it moves sightly without changing its sprite.

Here is a gif demonstrating the problem (a bit choppy, but look at the Celes "clone"; this issue happens even when the game runs fine). Also sorry for the ripped character.

giphy.gif


And here is the event movement settings (its in Portuguese; Aleatório means Random; Mais Alta i think is Highest on EN RMMV):

akcA6kO.png
 

xilefian

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Another thing: When setting a event with movement (NPC) sometimes it moves sightly without changing its sprite.

[...]
I've also encountered this issue, it is now fixed as of the latest version on GitHub.

What was happening was the move random command was being called multiple times before the previous move command was completed, so it was continuously moving-randomly, causing it to take tiny steps rather than move 1 tile distances.

For the next beta I'm going to work on custom move options, one of which is optionally disabling the ability for random movement to go diagonally. It will also include Plugin commands for moving events in small steps and I'll be expanding on the ability to toggle on/off the grid adjacent alignment of move commands.


Thank you very much for the help in identifying these issues and helping to get them fixed.
 
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Doktor_Q

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I managed to drop this into my project last night, and it worked pretty much perfectly- I'm impressed. It even works with a lot of Yanfly's movement route plugins (if placed after them- I didn't test planning it before).

I'll look forward to the custom "small step" movements to help smooth out some of the move routes I'm using.
 

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