NotFlamingo

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 Masked 

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@piksalh Try putting an exclamation point before the character file name (like "!Door.png" or something), the plugin will recognize it as a single-character file and display everything correctly.

------

Guys I'm a bit busy right now so there'll probably be no updates on this script before February. I can solve some simple questions if you have them, of course, but i won't be able to make any major change on the plugin itself.

Please, if you have problems with compatibility, try contacting the other plugin's author or someone else that could help you with that, usually the problem is very simple to solve if you already know the script (which I probably don't) and that extra work I have to do to make stuff compatible leaves me out of time to implement new stuff you've been asking for x)
 

NotFlamingo

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@piksalh Try putting an exclamation point before the character file name (like "!Door.png" or something), the plugin will recognize it as a single-character file and display everything correctly.

Still no luck. Now it shows only half of the character picture, like that:

upload_2018-1-16_19-34-0.png

EDIT: I can surpass it by adding the upper half of the character picture on the bottom of image, and the lowest half on the top of the picture:

View attachment 80711
 

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NotFlamingo

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Also, the Set Movement Route - Change Image is not working. Is there another way to change event graphics?

EDIT: Turn left/right/up/down also not working. Instead it kind of rotates the picture itself.
 
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NotFlamingo

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Sorry, doubled post. How to delete it?
 

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Aulette

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Can someone make a video tutorial explaining how to make diferent tiles, animated tiles and mapping for dungeons,... Showing some events and realtime enemies with Alpha ABS Sys?
 
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Aulette

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You apply the tag per-map, so just only use it on dungeon maps.
Where to put it? ty!

<3 but im totaly new.. on coments? from map? Cause.. I would like to turn on plugin only on dungeons and some maps... Keep the map rpg style, i could not put my player sprite to work at a new map inside the DEMO.rar
 
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erikmidnatt

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If anyone has issues with the plugin, remember to download the raw version. I forgot about this tip (from months ago) and had a plugin that wouldn't even give me help info and was about 8x the size it needed to be. ^_^ more updates to come will tinker this weekend. Thanks again to everyone that helped get it this far. (especially Masked obviously)
 

erikmidnatt

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EDIT: figured it out with the debugger. needed to have FPLE be first tileset. so far so good.
 
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Aulette

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EDIT: figured it out with the debugger. needed to have FPLE be first tileset. so far so good.
Im trying to figure out by older posts but i cant reach it. I have 2 months using rpg maker, and this plugin is what i need for some parts of my project... Should have a faq or something more explained, i see tons of same questions here, help file is nice but should have more detailed infos.. Exemple: you need to have a debug plugin, to make new textures what to do, if is possible using sky parallax what to do about ground tilesets that wasnt painted, door inssues, how to make the event door working properly, i see something about 3d model objects from blender but didnt understood everything.. Or dual language help file in PORTUGUESE and ENGLISH (mother lang from dev. And international one) that should make fple bigger and turn on more developers to build up this amazing plugin. Cheers!
 

Aulette

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Shold be great to mix bullup shoot sys with fple...
 

erikmidnatt

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Exemple: you need to have a debug plugin, !
Just remember to use the built in debugger (F8 on keyboard). It can help you in a lot of cases.


In this scenario, i saw it could not load image 5_XXX whatever. Well my images were named 1_XXX. Then I realized I was using tileset 5 instead of tileset 1. Boom. Problem solved.

Other times you might get harder to decipher error messages. But in those cases if you screenshot the error and post on forums, or search that error in google sometimes you can get help.

Good luck.

@Aulette FYI the older version of plugin certainly have Portuguese help. In fact I even see Portuguese in the new demo description but it disappears when I open help. LOL. But if you pick up an old version of the plugin just to read the help file. I dunno may help some?

Esse plugin constrói um cenário 3D para o seu jogo a partir de mapas simples,
* tornando-o um explorador de labirinto em primeira pessoa.
*
*
* Como Usar
*
* 1. Instalação
*
* Eu recomendo fortemente que use a DEMO do FPLE como base para seu projeto,
* se estiver usando-a, pule esta parte.
* Caso você queira criar seu projeto do zero, no entanto, é necessário baixar
* o babylon.js de http://cdn.babylonjs.com/2-3/babylon.js e salvá-lo na pasta
* "js/libs" do seu jogo. Esse plugin foi feito e testado usando a versão r74,
* por isso é recomendado usar esta versão para evitar problemas.
* Depois, edite o index.html do seu jogo e adicione isso após a linha 14:
* <script type="text/javascript" src="js/libs/babylon.js"></script>
* Pronto, plugin instalado, agora estamos meio passo mais próximos do final :D
*
* 2. Texturas
*
* Texturas são definidas criando arquivos com nomes seguindo o padrão
* "{tileset}_{linha}-{coluna}", substituindo '{tileset}' pelo ID do tileset do
* FPLE no database e '{linha}' e '{coluna}' com, respectivamente, o número da
* linha e coluna do tile correspondente à textura no tileset. Note que apenas
* tiles A5 podem ser usados no momento.
* Arquivos de textura devem estar na pasta "img/textures" do seu projeto.
* Não há valor mínimo ou máximo para o tamanho das texturas, mas recomenda-se
* usar texturas quadradas e com tamanhos que sejam potências de 2. É importante
* perceber que usar texturas maiores pode causar lag, especialmente em
* computadores antigos.
*
* 3. Tilesets
*
* Configurar tilesets no FPLE é bem simples: primeiro, crie um tileset com
* apenas a camada A5. Então, configure a passabilidade normalmente e marque tiles
* de paede com o terreno que você escolheu nas configurações do plugin.
* Note que o primeiro tile da primeira coluna é sempre invisível, então é
* recomendado deixar isso sinalizado no próprio tileset.
*
* 4. Mapeamento
*
* O mapeamento não muda muito, na verdade, a única alteração é que tiles sem
* textura, vazios ou o primeiro tile da primeira linha do tileset são
* transparentes e ficam parecendo buracos no jogo, e você pode configurar como
* o teto aparece mudando a região dos tiles. Se a região de teto for 0, então
* todos os tiles sem região terão um teto.
* Não se esqueça de ativar o FPLE no mapa colocando "<fple>" (sem aspas) nas notas dele.
*
* 5. Comandos de pugin
*
* FPLE setResolution <x | v[n]> : Define a resolução do canvas do FPLE
* (quanto maior, melhor)
* FPLE setViewDistance <x | v[n]> : Define o raio de visão do jogador
*
* Exemplos:
* FPLE setResolution 0.5 : Define a resolução como metade do normal
* FPLE setResolution v[42] : Define a resolução como o valor da
* variável número 42
*
* FPLE setViewDistance 3 : Define o raio de visão como 3 tiles
* FPLE setViewDistance v[42] : Define o raio de visão como o valor da
* variável número 42
*
*
* Créditos
*
* - Masked, por criar;
* - Equipe do babylon.js (https://github.com/BabylonJS/Babylon.js/graphs/contributors),
* pela biblioteca mais lindona.
*/

Now I will spend a bit of time seeing if I can get Doktors sunlight into the latest version. I really want an outdoor lab. OH yeah and Dr Q had sidestepping too. Hehehe hope this merger works. Epic failure hahaha.

Hmm. current version loads the map way slower than before. Anyone else notice that? Used to be near instant now its 6 seconds with no ceiling 30 seconds with ceiling. ouch.

After some tinkering it does appear the newer plugin is way slower to load on the same map than the old plugin, but since I'm just working on a simple weekend project I can reduce things and get it to load in a reasonable time.

@piksalh I'm having the same issue as you. Works OK for the spritesheets that have 8 characters, but not for a single character sheet. Even with the proper characters in front.

Once the load times have improved and the spritesheets work OK I'll try the updated version again. But for now I reverted to the old Dr. Q version since it works better right now.
 
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NotFlamingo

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After some tinkering it does appear the newer plugin is way slower to load on the same map than the old plugin, but since I'm just working on a simple weekend project I can reduce things and get it to load in a reasonable time.

I have the same problem. At first I thought it’s because I moved the project from ssd to hdd. But now even from ssd I can’t set range of 10, then it loads forever. It was no problem with an older version.
 

Aulette

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someone has the old version core?
 

erikmidnatt

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This is one of the old files @Aulette To be honest not sure which version im using at this point so many different branches.

Using an old version I was able to get this out over the weekend (mostly)
https://gamejolt.com/games/BQVII/313373

Uses an older version of the plugin with Dr. Q enhancements. So no skybox or ceiling tiles, but it loads fast and custom character sizes works fine. for a simple short game it's OK. Enjoy. Credits are only shown upon completing the game but both Masked and Dr. Q are listed in there.

Its a ecchi game so for 15+ only. Unless you are in a country where its much less, which is very possible since I'm in a country that is scared of mild stuff.
vlcsnap-2018-01-22-19h30m34s876.jpg vlcsnap-2018-01-22-19h32m55s304.jpg vlcsnap-2018-01-22-19h35m17s134.jpg vlcsnap-2018-01-22-19h35m50s234.jpg vlcsnap-2018-01-22-19h36m15s414.jpg
 

Aulette

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Im Having troble with the new version one... T.T
Just remember to use the built in debugger (F8 on keyboard). It can help you in a lot of cases.


In this scenario, i saw it could not load image 5_XXX whatever. Well my images were named 1_XXX. Then I realized I was using tileset 5 instead of tileset 1. Boom. Problem solved.

Other times you might get harder to decipher error messages. But in those cases if you screenshot the error and post on forums, or search that error in google sometimes you can get help.

Good luck.

@Aulette FYI the older version of plugin certainly have Portuguese help. In fact I even see Portuguese in the new demo description but it disappears when I open help. LOL. But if you pick up an old version of the plugin just to read the help file. I dunno may help some?

Esse plugin constrói um cenário 3D para o seu jogo a partir de mapas simples,
* tornando-o um explorador de labirinto em primeira pessoa.
*
*
* Como Usar
*
* 1. Instalação
*
* Eu recomendo fortemente que use a DEMO do FPLE como base para seu projeto,
* se estiver usando-a, pule esta parte.
* Caso você queira criar seu projeto do zero, no entanto, é necessário baixar
* o babylon.js de http://cdn.babylonjs.com/2-3/babylon.js e salvá-lo na pasta
* "js/libs" do seu jogo. Esse plugin foi feito e testado usando a versão r74,
* por isso é recomendado usar esta versão para evitar problemas.
* Depois, edite o index.html do seu jogo e adicione isso após a linha 14:
* <script type="text/javascript" src="js/libs/babylon.js"></script>
* Pronto, plugin instalado, agora estamos meio passo mais próximos do final :D
*
* 2. Texturas
*
* Texturas são definidas criando arquivos com nomes seguindo o padrão
* "{tileset}_{linha}-{coluna}", substituindo '{tileset}' pelo ID do tileset do
* FPLE no database e '{linha}' e '{coluna}' com, respectivamente, o número da
* linha e coluna do tile correspondente à textura no tileset. Note que apenas
* tiles A5 podem ser usados no momento.
* Arquivos de textura devem estar na pasta "img/textures" do seu projeto.
* Não há valor mínimo ou máximo para o tamanho das texturas, mas recomenda-se
* usar texturas quadradas e com tamanhos que sejam potências de 2. É importante
* perceber que usar texturas maiores pode causar lag, especialmente em
* computadores antigos.
*
* 3. Tilesets
*
* Configurar tilesets no FPLE é bem simples: primeiro, crie um tileset com
* apenas a camada A5. Então, configure a passabilidade normalmente e marque tiles
* de paede com o terreno que você escolheu nas configurações do plugin.
* Note que o primeiro tile da primeira coluna é sempre invisível, então é
* recomendado deixar isso sinalizado no próprio tileset.
*
* 4. Mapeamento
*
* O mapeamento não muda muito, na verdade, a única alteração é que tiles sem
* textura, vazios ou o primeiro tile da primeira linha do tileset são
* transparentes e ficam parecendo buracos no jogo, e você pode configurar como
* o teto aparece mudando a região dos tiles. Se a região de teto for 0, então
* todos os tiles sem região terão um teto.
* Não se esqueça de ativar o FPLE no mapa colocando "<fple>" (sem aspas) nas notas dele.
*
* 5. Comandos de pugin
*
* FPLE setResolution <x | v[n]> : Define a resolução do canvas do FPLE
* (quanto maior, melhor)
* FPLE setViewDistance <x | v[n]> : Define o raio de visão do jogador
*
* Exemplos:
* FPLE setResolution 0.5 : Define a resolução como metade do normal
* FPLE setResolution v[42] : Define a resolução como o valor da
* variável número 42
*
* FPLE setViewDistance 3 : Define o raio de visão como 3 tiles
* FPLE setViewDistance v[42] : Define o raio de visão como o valor da
* variável número 42
*
*
* Créditos
*
* - Masked, por criar;
* - Equipe do babylon.js (https://github.com/BabylonJS/Babylon.js/graphs/contributors),
* pela biblioteca mais lindona.
*/

Now I will spend a bit of time seeing if I can get Doktors sunlight into the latest version. I really want an outdoor lab. OH yeah and Dr Q had sidestepping too. Hehehe hope this merger works. Epic failure hahaha.

Hmm. current version loads the map way slower than before. Anyone else notice that? Used to be near instant now its 6 seconds with no ceiling 30 seconds with ceiling. ouch.

After some tinkering it does appear the newer plugin is way slower to load on the same map than the old plugin, but since I'm just working on a simple weekend project I can reduce things and get it to load in a reasonable time.

@piksalh I'm having the same issue as you. Works OK for the spritesheets that have 8 characters, but not for a single character sheet. Even with the proper characters in front.

Once the load times have improved and the spritesheets work OK I'll try the updated version again. But for now I reverted to the old Dr. Q version since it works better right now.
ty so much <3
This is one of the old files @Aulette To be honest not sure which version im using at this point so many different branches.


Using an old version I was able to get this out over the weekend (mostly)
https://gamejolt.com/games/BQVII/313373

Uses an older version of the plugin with Dr. Q enhancements. So no skybox or ceiling tiles, but it loads fast and custom character sizes works fine. for a simple short game it's OK. Enjoy. Credits are only shown upon completing the game but both Masked and Dr. Q are listed in there.

Its a ecchi game so for 15+ only. Unless you are in a country where its much less, which is very possible since I'm in a country that is scared of mild stuff.
View attachment 81005 View attachment 81006 View attachment 81007 View attachment 81008 View attachment 81009
 

MORINGA

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@piksalh I will add this to my TODO list, thanks for pointing it out \o

After reading what people replied to this topic, these are the features I am assuming are the most important:
- Ceiling that is not the same as the floor
- Skybox
- Room height
- Events with different graphics sizes
- 360 camera/movement (maybe...)
- Now adding: Fixed direction events

Am I missing anything?

----

Edit: I have skybox and ceiling working here already \o/
I'm having some trouble making the object events behave like walls, babylon.js isn't wanting to show stuff on screen.
I'll be prioritizing different event graphics sizes and room height for now, maybe i'll figure a solution for the events out after >_<

Also, I fixed a little bug on event direction, it was changing a bit too early when the camera rotated. It's smooth as hell now :L
Made events become black when they go out of the player's light range too, instead of just disappearing.

I saw someone asking about screen tint too, so I made it possible to change the light color with plugin commands. The final result is practically the same and the work I had to implement it was waaaaaay smaller.


Hey, welcome back!! :biggrin: (me too, hehe, I was...er, AM very busy atm)
Only one question I have (so far): is skybox independent from view distance? 'Cause everytime I tried, they were tied...(I mean, it's a babylon thing, I've tried in their sandbox and was like...'game over'. Otherwise, I'd try some fog of war, but that'd involve shader programming)
Thanks a lot!!
 
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