I do agree that this would be the best solution to avoid characters getting stuck. I never tried implementing it because of the "situations where this can seem comical"....
There can be situations where this can seem comical, but after a while you don't even notice it. It's an elegant solution because it should work all the time. If the lead character can get there, the followers can get there too. This way the followers can never get stuck.
@xilefian Didn't realize that I can at people on here, sorry for the two posts. Don't know if editing the above would send it to the at's inbox or if it does that at all.BorhilIan said:BUG REPORT: Set an event or the player to lowest possible speed, observe that you can only move up-left. Now set to second lowest possible speed, observe as you move up-left faster than all other directions. I've been looking at the code trying to figure out a fix but sadley it is just to foreign to me.
Hello! I've been experimenting with the plugin and ran into some issues that I was wondering I could get help on.
I'm currently trying to experiment with touch events and was having trouble with events being triggered repeatedly. This is even worse when the events are so close to each other. For instance, I'm trying to create stairs which the player can only pass through if they go from the tile directly below it and not the tile on the side. However, there's is this weird behaviour where the two events for this (the upper right and the lower left) are getting triggered if the player is in the area somewhere between them diagonally. I tried adding text to see what was happening and this is where I found out that events were being triggered repeatedly if you even attempt to walk through the events. This even happens if there's only one event; it'll keep triggering if the player walks whilst somewhere in that tile. I've tried what I've thought of to prevent this but no luck. Not sure if this is a bug or intended. If intended, does anyone know of a workaround? I've tried both Event Touch and Player Touch but nothing changes.
Also, this is not that big of a concern but there's a flickering that happens when a Control XXX command is used. The event graphic rapidly changes to another sprite (for example, when trying to make a switch, the switch flickers or when it comes to a fire graphic, the fire changes colour briefly) then back to the intended graphic. I'm fairly certain this is due to the plugin as I've tried an empty project with just this plugin and the same thing was happening.
I've discovered that the player's position seems to be obtained from the (0, 0) point of the sprite from assigning the player's x and y positions to variables. I'm also fairly certain of this as I've tried using a conditional branch which checks for the player's position and I've had to adjust the position for the event to properly work as intended. Is there a way to somehow make it so that the player position reference point is on the center of the collider rather than the sprite?
Does anyone have a way to prevent these issues from happening?
I wanted to see the colliders but for some reason the debug plugin doesn't work.
To get the Debug draw working you need to add the debug Plugin and call the Plugin command "AltimitMovement debug show", alternatively you can set "default display" to "true" in the Plugin Parameters.Hello! I've been experimenting with the plugin and ran into some issues that I was wondering I could get help on.
var aabbox = $gamePlayer.collider().aabbox; var positionX = $gameMap.roundX( $gamePlayer._x + ( aabbox.left + aabbox.right ) / 2 ); var positionY = $gameMap.roundY( $gamePlayer._y + ( aabbox.top + aabbox.bottom ) / 2 );
There's no reason to use Yanfly's proximity activation plugin with pixel move, because pixel move lets you define the size and shape of the object already. It's what those bounding box / polygon configurations are for.Hi ! I really love your plugin and it works pretty good for me, except for one thing : it seems to be incompatible with YEP_EventProxActivate from Yanfly.
I don't know if the problem comes from this plugin or theirs, so I'll just ask if it's possible to make it compatible with adding something to the code and where.
If you know a solution, I'd be happy for anyone to explain it to me !
Again, thank you for this plugin, that's a great add to RPG Maker MV !
(And sorry for my bad english, I'm still working on it)
Thanks ! That's a relief !There's no reason to use Yanfly's proximity activation plugin with pixel move, because pixel move lets you define the size and shape of the object already. It's what those bounding box / polygon configurations are for.
To give an event a 100px diameter collider you can put this Comment at the top of the event page:Thanks ! That's a relief !
Also, I'm kind of a noob in commands and stuff and I can't figure how to set it up, even with the plugin's notes.
Am I supposed to put "AltMovement collider set this 100" at the beginning of an event to make it launch whenever I go near by it about 100 pixels ?
Thank you for your patience and happy RPG making !
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 !To give an event a 100px diameter collider you can put this Comment at the top of the event page:
<circle cx='0.5' cy='0.5' r='1.0416666666' />
The Comment command is at the bottom of Flow Control section on page 1 of Event Commands.
So that should centre the circle on the event itself and give it a radius that is a 50 pixels (assuming tile size is 48 pixels). 1.0416666666 x 48 = 50, so change that 1.04166666 if you want to fiddle with the radius.
You would then use Event Touch to make it activate when the player is fully within that circle.
Use the debug Plugin and the command AltimitMovement debug show to check your colliders.
EDIT: Here's what the event page could look like
Notice I turn on a self switch, this is to stop the event from firing constantly when the player is moving around. You may or may not want this behaviour, so experiment with it.