rafman2k

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i believe the new visustella has the diagonal movement along with 8 directional animations so its good that MZ is quickly having options for diagonal movement.

Events & Movement Core

I think whats really missing from most of the diagonal plugins is more follower control. Like having a slight delay between when the second actor follows the first etc. To give it more of that chrono . mana feeling.
 

MintMilkTea

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I've ported this to MZ @xilefian

Here's the plugin on github.

I'd submit a pull request but the changes break the MV plugin.
Converted all the commands to the new easy to use Plugin Commands.

When I'm running this plugin in MZ anytime I call a 'Show Choice' event the choices are presented twice.
For example, I call a single show choice event with "Yes" and "No", once I select an option the same "Yes" and "No" pops up again, and I have to select a choice again before anything will happen.

This occurs on both my current project as well as on brand new project with this as the only plugin running. Without the plugin running the choices function as intended.
 

agoaj

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I'll figure that out and fix it later this week. There is also a problem with saving/loading the collision data for large maps I'm trying to solve.
 

Trishy

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it's kinda crazy that a simple diagonal movement made movement good enough for most games. I'm going to settle with VisuStella and not having to deal with the million headaches and script errors and corrupted saves this plugin had.
 

lonewolph

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where can I get the DEMO? the link is broken
 

BrentBAM

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I've ported this to MZ @xilefian

Here's the plugin on github.

I'd submit a pull request but the changes break the MV plugin.
Converted all the commands to the new easy to use Plugin Commands.
FqyAgyW.png

Hey I’ve been using the Altlimit pixel plugin converted to MZ. And it’s great so far.

One thing though I would like to increase the default moving and dashing speed by 25%. Would anyone know how to increase default moving speeds?
 

lonewolph

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how do I change the shape and location of a collider for an event? there doesnt seem to be much of any instructions with the plugin that I can find
 

TheGameAfter

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how do I change the shape and location of a collider for an event? there doesnt seem to be much of any instructions with the plugin that I can find
Please note if you using MV virsion or MZ virsion. as for as I know, you have two options to define the size of event:
- in the plugin parameters there is parameter to setup collider size of 'Events'.
- For changing the collider size of specific event add the following 'colldier' size script in a 'comment' in the event page like the following (change the numbers to see what size work best for your needs):
For square use this 'comment':
<collider>
<rect x='0.9' y='0.9' width='1' height='1' />
</collider>

For Circle use this:
<collider>
<circle cx='0.5' cy='1' r='0.5' />
</collider>

For polygon use this:
<collider>
<polygon points='0,2 0.5,0 0.5,0.5 0.2,0.5'
</collider>

You can also add/stack them all together in one 'comment' if you wish.

Note if use the last mathed, every event page you want the collider size to effect you will need to add the collider 'comment' in that page, is not enough to put it once in the first page.
 
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Mykeje

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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!
Hi Ace, I hope this isn't considered necroposting since the thread is still alive.
Personally, I've solved this issue with YEP_Region_Restrictions. It allows you to make a certain common event trigger when the player steps onto a certain terrain tag.
So I've picked terrain tag 1 and put it on the borders of impassible terrain, then I've associated it to a common event which makes the player bounce back if their speed is higher than 5.
Screenshot from 2020-10-27 10-02-04.png
Screenshot from 2020-10-27 10-09-05.png
Screenshot from 2020-10-27 10-09-02.png
The script to check player speed is $gamePlayer.moveSpeed() > 5 (credit to @Gamefall Team who answered this topic).
You should only put the terrain tag on the borders, otherwise the player might get stuck in the wall.

One final note: it is ugly to see the player bounce against the sea. You can make several common events with different animations and use them for different kinds of impassible terrains.
Hope I've helped! :)
 

lonewolph

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The Script

$gamePlayer.isMoving()

does not work with this plugin. Is there another way to check if the player is moving?
 

Restart

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The Script

$gamePlayer.isMoving()

does not work with this plugin. Is there another way to check if the player is moving?

The problem is basically that altimit uses .isMoving() internally when doing calculations, updates the property to mark off which things are done, and doesn't have the courtesy to leave it unchanged at the end for other functions to use.

Here's a workaround - I basically create a ._inMotion property that does what .isMoving() used to do. It's a drop-in replacement, just reference ._inMotion wherever you'd call the isMoving function.

Stick this code below altimit, you know the drill.
Code:
var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
  Game_CharacterBase.prototype.update = function() {
	  //.isMoving doesn't really work in altimit
	  //this fixes it with the addition of a new function which I can use to tell
	  //if the character is actually like, moving
	  // the problem seems to be that the isMoving gets cleared midway through
	  // this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
	  // but lots of things break if I monkey around with _isMoving
	  // so I'm creating my own clone of it here.
	  // this is true if the character is in motion and false if they aren't.
	  if (this.isMoving())
	  {
		  this._inMotion=true;
	  }else{
		  this._inMotion=false;
	  }
	  
	Game_CharacterBase_update_for_ismoving.call( this );
}
 

lonewolph

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The problem is basically that altimit uses .isMoving() internally when doing calculations, updates the property to mark off which things are done, and doesn't have the courtesy to leave it unchanged at the end for other functions to use.

Here's a workaround - I basically create a ._inMotion property that does what .isMoving() used to do. It's a drop-in replacement, just reference ._inMotion wherever you'd call the isMoving function.

Stick this code below altimit, you know the drill.
Code:
var Game_CharacterBase_update_for_ismoving = Game_CharacterBase.prototype.update;
  Game_CharacterBase.prototype.update = function() {
      //.isMoving doesn't really work in altimit
      //this fixes it with the addition of a new function which I can use to tell
      //if the character is actually like, moving
      // the problem seems to be that the isMoving gets cleared midway through
      // this update step (because the .updateMove in rpg_objects sets ._realX to equal .x)
      // but lots of things break if I monkey around with _isMoving
      // so I'm creating my own clone of it here.
      // this is true if the character is in motion and false if they aren't.
      if (this.isMoving())
      {
          this._inMotion=true;
      }else{
          this._inMotion=false;
      }
     
    Game_CharacterBase_update_for_ismoving.call( this );
}
this works thanks!
 

lonewolph

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have you gotten MOG Footsteps to work with Cross Engine? This also does not work.
 

rafman2k

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@Restart do you think you will port cross engine to MZ or will that require the original author of chrono engine to port that first ?
 

Restart

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@Restart do you think you will port cross engine to MZ or will that require the original author of chrono engine to port that first ?
I'm not likely to do it, since it's very much a side-product of my own gamedev and I'm not moving engines midproject.

If anyone else wants to try they are of course free to, but I agree that it would be helpful if moghunter updated base chrono engine first (he's updated a lot of his plugins so it's conceivable).

There are other people working on chrono engine ( https://forums.rpgmakerweb.com/index.php?threads/porting-mog_chronoengine-to-rmmz.130895/ for instance) as well.
 
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lonewolph

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Not a plugin I've ever tried using.
How do you move an Event? like for a cutscene. When Using Move Routes, for example if I do MOVE DOWN, he won't just move one square. He will move down forever until hes off screen.
I dont think I see it in the Help File. I see something about tLoc(x,y), but I get an error with that.

Also, is there any info anywhere about your "helper functions" mentioned. Is there a list, or maybe a help file for Cross Engine, that I havent found?
 

Restart

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How do you move an Event? like for a cutscene. When Using Move Routes, for example if I do MOVE DOWN, he won't just move one square. He will move down forever until hes off screen.
That's odd, it isn't a bug I've had (I assume you didn't set the move route to repeat?)

Also, is there any info anywhere about your "helper functions" mentioned. Is there a list, or maybe a help file for Cross Engine, that I havent found?

The beginning of the plugin has a long list of information I thought might be helpful, though I'm not sure how useful it is. The stuff under the ' *** New Event functions:***' tag is probably what you're looking for.



the tLoc you asked about is used like this:

this.tLoc(xCoordinate,yCoordinate,isThisMoveRouteSkippable)

it goes to an absolute map coordinate (so this.tLoc(3,0,true) goes to the top of the map, 3 units away from the upper-left corner, and stops if it hits the wall)

rLoc is the companion

this.rLoc(xCoordinate,yCoordinate,isThisMoveRouteSkippable)

it goes to a RELATIVE map coordinate (so this.rLoc(3,0,true) goes 3 units to the right, and stops if it hits the wall)

They aren't really worldchanging or anything, but it makes things easier to read and less tedious to make.


Here's the helper functions, which should be generically useful by anyone doing altimit. I kept the names short so you could read them when working on a moveroute.
Code:
///////////////////////////////////////////////////////////////////////////////////////
// Character Motion Helper Functions
///////////////////////////////////////////////////////////////////////////////////////

//===============================
//sets target location to coordinates (short so can see in movement route window)
Game_CharacterBase.prototype.tLoc = function(xcoord,ycoord,skippable)
{
	this._moveTargetX = xcoord; 
	this._moveTargetY = ycoord; 
	this.setDirectionVector(xcoord-this.x,ycoord-this.y); // turn
	this._moveTarget = true; 
	if (skippable==undefined)
	{
		this._moveTargetSkippable = true; 
	}else{
		this._moveTargetSkippable = skippable; 
	}
}
//the same, but RELATIVE to your location
// note: doesn't work on looping maps, I never use them.
Game_CharacterBase.prototype.rLoc = function(xcoord,ycoord,skippable)
{
	this._moveTargetX = xcoord+this.x; 
	this._moveTargetY = ycoord+this.y; 
	this.setDirectionVector(xcoord,ycoord); // turn
	this._moveTarget = true; 
	if (skippable==undefined)
	{
		this._moveTargetSkippable = true; 
	}else{
		this._moveTargetSkippable = skippable; 
	}
}
 

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