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- Sep 17, 2019
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So I have been trying for the past two days to figure out how to create custom tile colliders with either QMovement or AltimitMovement that are either region-based or tileset-based. I specifically do not want the colliders to be event-based because I don't want my map to have 5k events on it just for colliders. Here's the problems I've run into:
- QMovement addon "Region Colliders" has support for region colliders (go figure), but only boxes and circles. No polygons. All I'm asking for is a simple right triangle to make a diagonal corner, is that so hard?
- QMovement addon "Collider Map" allows you to define a map's colliders in a JSON file, but my map is far too big with far too many custom colliders to use this. (Dividing the map into smaller segments is also not possible because I'm going for Zelda-style scrolling screen transitions, which require all screens to be on the same map.)
- AltimitMovement supposedly(?) has support for TileD tile colliders in an XML(?) file, though I haven't been able to find the API for that project and I'm too tired to dig through the code. I did a brief ctrl-f and found nothing of relevance.
Right now my only two options are to either use image-based collision in QMovement, which I'm afraid to do because of potential lag, or to simply set diagonal corner tiles to "impassible" and blame it on a lack of plugin creativity.
A third option would be to create my own patch, either for Altimit or QMovement, that would implement polygonal region colliders.
With all that being said, am I missing something? Is there an easy way to make SIMPLE TRIANGLE COLLIDERS that work with collider-based movement? Or should I pull a Thanos and just do it myself?
- QMovement addon "Region Colliders" has support for region colliders (go figure), but only boxes and circles. No polygons. All I'm asking for is a simple right triangle to make a diagonal corner, is that so hard?
- QMovement addon "Collider Map" allows you to define a map's colliders in a JSON file, but my map is far too big with far too many custom colliders to use this. (Dividing the map into smaller segments is also not possible because I'm going for Zelda-style scrolling screen transitions, which require all screens to be on the same map.)
- AltimitMovement supposedly(?) has support for TileD tile colliders in an XML(?) file, though I haven't been able to find the API for that project and I'm too tired to dig through the code. I did a brief ctrl-f and found nothing of relevance.
Right now my only two options are to either use image-based collision in QMovement, which I'm afraid to do because of potential lag, or to simply set diagonal corner tiles to "impassible" and blame it on a lack of plugin creativity.
A third option would be to create my own patch, either for Altimit or QMovement, that would implement polygonal region colliders.
With all that being said, am I missing something? Is there an easy way to make SIMPLE TRIANGLE COLLIDERS that work with collider-based movement? Or should I pull a Thanos and just do it myself?