How would you like to configure Pixel Collisions?

Discussion in 'General Discussion' started by Hudell, Oct 13, 2015.

  1. Hudell

    Hudell Dog Lord Veteran

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    So... I have already converted my pixel movement script to MV (It's going to be available on the 23rd).
    Now I wanted to do something else, for both the Ace and MV versions: Pixel Collision.

    Both versions of the movement plugin are already ready for Pixel Collision, but I couldn't think of any simple way to let users configure the collisions.

    Do any of you have a suggestion for this?
     
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  2. Seriel

    Seriel Veteran Veteran

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    Make a png the same size as the map with different colours for different collisions?

    ....do scripters have MV early or something? Ah well, we get it in 11 days so it doesn't really matter.
     
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  3. Hudell

    Hudell Dog Lord Veteran

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    That could work, but I still wanted something easier :X
    Not really. I'm currently working "blind", I'll have to test and adjust a lot of things on the 23rd.
    I would really prefer if it was released on a saturday than a friday :X
     
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  4. Tsukihime

    Tsukihime Veteran Veteran

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    Last edited by a moderator: Oct 13, 2015
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  5. Hudell

    Hudell Dog Lord Veteran

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    Hmmm, I'll check how it works.
     
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  6. Tsukihime

    Tsukihime Veteran Veteran

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    tbh I don't really understand how it works, both the logic AND actually creating collision maps. It looks powerful, but I never got around to using it because I couldn't figure out how to use it lol


    If people just want to build simple collision masks, maybe they can just use a picture?


    [​IMG]


    Do the same for sprites and other things...
     
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  7. AwesomeCool

    AwesomeCool Bratty and spoiled little sister Veteran

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    I recommend collision maps like Tsukihime said.

    Those tend to be the easiest to understand imo. 
     
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  8. Seriel

    Seriel Veteran Veteran

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    Yes collision maps are good.

    You could make them as a seperate layer and export just that layer.

    Boom, pixel collision.
     
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  9. Hudell

    Hudell Dog Lord Veteran

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    What if I add both the collision map images and also let the user define the collisions using shadows (either on a copy of the map or by hiding the shadows on the game)
     
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  10. Tsukihime

    Tsukihime Veteran Veteran

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    Options are good.


    Will there be support for direction-based collision settings?


    For example, with 4-dir or 8-dir passage settings, you can choose whether you can ONLY go left, and so on.
     
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  11. Hudell

    Hudell Dog Lord Veteran

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    Using shadows that wouldn't be possible to configure, but with the collision map, there could be different colors to identify that.


    Based on my experience converting this script, I think we will have much more compatibility issues between plugins on MV than we used to have on Ace :/
     
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  12. Tsukihime

    Tsukihime Veteran Veteran

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    Personally I would prefer the approach Shaz used


    http://forums.rpgmakerweb.com/index.php?/topic/18012-map-passage-modding/


    You might provide options like "flood fill" or "rectangle" and so on to apply the same property to a set of tiles, but the general idea is that users can fine-tune each tile in a intuitive way.


    of course, for pixel-based collision this probably won't work...

    Please share findings in learning JS forums.


    I haven't started writing plugins but this would be good to know in advance.
     
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  13. Hudell

    Hudell Dog Lord Veteran

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    That is actually a great approach, I'll try something similar.

    I will, but I'll wait for MV to come out to make sure I won't be describing things that will no longer be true.
     
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  14. Shaz

    Shaz Veteran Veteran

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    I would be happy to specify a rectangle of w width and h height anchored at x,y on the sprite cell. Coupled with a collision mask, or default passage settings.
     
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  15. nightwalker

    nightwalker Villager Member

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    For those who will make their maps using parallax techinique, masks of collision would be a lot better. I can make my map collision in a question of minutes because my map is already on PS.
     
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  16. Hudell

    Hudell Dog Lord Veteran

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    Those who use parallax mapping won't need to, though: They can just change the tilesize to a smaller size using the tilesize changer... And configure smaller collisions naturally.

    You don't even need a pixel movement plugin, although my Orange Movement adds a lot of other useful features :)
     
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  17. Shaz

    Shaz Veteran Veteran

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    No, because making the tile size smaller will also make the spacing between characters smaller. You and your followers will all be standing on top of each other.
     
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  18. Hudell

    Hudell Dog Lord Veteran

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    Super Orange Movement got you covered :)
     
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  19. Siul

    Siul Veteran Veteran

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    Since I saw your first Pixel Movement I was really hyped about the possibility of making pixel movement and pixel collision for parallax mapping. Hime did a really awesome work with the collision masks but pixel movement scripts didnt work the way parallaxing-guys as me wanted.

    Not sure if it's the best way to do it but, definitively, masks seems really useful for this pourpose.
     
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  20. hmind

    hmind Veteran Veteran

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    i don't know if it was already mentioned with the term "collision mask" but where i would try to get if i could script is second tile maps,

    for example Tile1_A has a relating file named Tile1_A_M and in it are for example in red the collision masks and in green the overlay masks (star).

    just to avoid being forced to manually create a collision mask as seperate image or with the editors shadows tool, let the game create it at runtime by referencing that second tileset with the same id set / matrix.

    hope i'm not confusing anyone.
     
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