Altimit Pixel Movement [0.50β]

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.
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! :)
 

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