MBS - FPLE MV

Doktor_Q

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Is there a way to reduce sprite size in FPLE? So chests aren't super large.
Use less of the frame. If your sprite only takes up half of a frame, it will only take up half of a tile in FPLE, and so forth.

@Aulette There's instructions on how to downgrade in the 1.6 update announcement thread. It should also give you an idea of the state of things re: the 1.6 update.
 

Aulette

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my friend.. i cant downgrade.. cause at steam.. it came automatic... and corrupted my main faile... GG fple still does not work.. at my project T.T
 

Aulette

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FPLE was destroyed at last update... (MAC OS), I've formatted my PC to see if FPLE return.. but failure...

BAD UPDATE KADOKAWA!!!!

....
...


Destroyed 560 hours of WORK!!!
 

Raykorn

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Hey, umm... FPLE doesn't seem to work on new update, but I've fixed my error by modyfing index file.
You may check if it will work if You'll change it like I did.
Open it with notpead or notepad++ or something and paste this instead of what's in there and it may work properly after that.

Code:
<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <meta name="apple-mobile-web-app-capable" content="yes">
        <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
        <meta name="viewport" content="user-scalable=no">
        <link rel="icon" href="icon/icon.png" type="image/png">
        <link rel="apple-touch-icon" href="icon/icon.png">
        <link rel="stylesheet" type="text/css" href="fonts/gamefont.css">
        <title>Project1</title>
    </head>
    <body style="background-color: black">
        <script type="text/javascript" src="js/libs/pixi.js"></script>
        <script type="text/javascript" src="js/libs/pixi-tilemap.js"></script>
        <script type="text/javascript" src="js/libs/pixi-picture.js"></script>
        <script type="text/javascript" src="js/libs/babylon.js"></script>
        <script type="text/javascript" src="js/libs/fpsmeter.js"></script>
        <script type="text/javascript" src="js/libs/lz-string.js"></script>
        <script type="text/javascript" src="js/libs/iphone-inline-video.browser.js"></script>
        <script type="text/javascript" src="js/rpg_core.js"></script>
        <script type="text/javascript" src="js/rpg_managers.js"></script>
        <script type="text/javascript" src="js/rpg_objects.js"></script>
        <script type="text/javascript" src="js/rpg_scenes.js"></script>
        <script type="text/javascript" src="js/rpg_sprites.js"></script>
        <script type="text/javascript" src="js/rpg_windows.js"></script>
        <script type="text/javascript" src="js/plugins.js"></script>
        <script type="text/javascript" src="js/main.js"></script>
    </body>
</html>
 

Ms Littlefish

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Aulette, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

If you need to add an additional thought, you can use the edit feature toward the bottom of each post you make. :)
 

Aulette

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[dpost]Aulette[/dpost] If you need to add an additional thought, you can use the edit feature toward the bottom of each post you make. :)
sry was not my intention... i will read it again ty...

:rswt2:

Hey, umm... FPLE doesn't seem to work on new update, but I've fixed my error by modyfing index file.
You may check if it will work if You'll change it like I did.
Open it with notpead or notepad++ or something and paste this instead of what's in there and it may work properly after that.

Code:
<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <meta name="apple-mobile-web-app-capable" content="yes">
        <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
        <meta name="viewport" content="user-scalable=no">
        <link rel="icon" href="icon/icon.png" type="image/png">
        <link rel="apple-touch-icon" href="icon/icon.png">
        <link rel="stylesheet" type="text/css" href="fonts/gamefont.css">
        <title>Project1</title>
    </head>
    <body style="background-color: black">
        <script type="text/javascript" src="js/libs/pixi.js"></script>
        <script type="text/javascript" src="js/libs/pixi-tilemap.js"></script>
        <script type="text/javascript" src="js/libs/pixi-picture.js"></script>
        <script type="text/javascript" src="js/libs/babylon.js"></script>
        <script type="text/javascript" src="js/libs/fpsmeter.js"></script>
        <script type="text/javascript" src="js/libs/lz-string.js"></script>
        <script type="text/javascript" src="js/libs/iphone-inline-video.browser.js"></script>
        <script type="text/javascript" src="js/rpg_core.js"></script>
        <script type="text/javascript" src="js/rpg_managers.js"></script>
        <script type="text/javascript" src="js/rpg_objects.js"></script>
        <script type="text/javascript" src="js/rpg_scenes.js"></script>
        <script type="text/javascript" src="js/rpg_sprites.js"></script>
        <script type="text/javascript" src="js/rpg_windows.js"></script>
        <script type="text/javascript" src="js/plugins.js"></script>
        <script type="text/javascript" src="js/main.js"></script>
    </body>
</html>
It Ain`t Work on MAC OS X 10.12.6.

Still Bugged...
 

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Raykorn

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@Aulette
Maybe try downloading the FPLE again and change the code in there to see if it works on that template?
That'd give us insight if it's the fault of FPLE on mac after the new update or maybe some other plugin.
 

Aulette

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@Aulette
Maybe try downloading the FPLE again and change the code in there to see if it works on that template?
That'd give us insight if it's the fault of FPLE on mac after the new update or maybe some other plugin.
Only Downgrading with STEAM - BETA TEST 1.5.2 It works... if do not downgrade.. FPLE stops working...


(EDIT)

@Aulette That's weird. Mine works on both versions.
Do projects look different on Mac? I could share you a project that works for me and you can try that.
Please share it..


T.T

I`m using 1.5.2 cause here FPLE do not works on 1.6


:rsad:
 
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Raykorn

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@Aulette That's weird. Mine works on both versions.
Do projects look different on Mac? I could share you a project that works for me and you can try that.
 

piksalh

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I just wanted to say that I check this thread every day and I lit a candle in the church every day, hoping that in the near future the latest version of this plugin will be adjusted and the lag will decrease, and the ability to set a different event graphic size will work correctly.

MASKED, PLS PLS PLS!
 

Aulette

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Moringa!!!

Save us please! If masked could not this time.. XD

=****

s2
 

Doktor_Q

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Well, I haven't gotten any contact from Masked so I tooled up some basic fixes for the sprite sizing / direction problems, applied the 1.5.1-style parameters, and added 4 simple features:
  1. On the event note line, where you put <wall>, you can also put <above> or <below> to position the event where the ceiling or floor would be, respectively. It might turn into something with more fine control later, but for now it's sufficient to make, for example, an animated floor tile (animated event with <wall> and <below>)
  2. In addition to light radius and light color options, there's an "ambient light" option. Turning it on replaces the character-sourced limited-radius light with a completely even ambient light on every object. You can switch between them by calling the "FPLE setAmbientLight" and "FPLE setCharacterLight" plugin commands.
  3. You can enable sidestep with a parameter, using page up / page down (which are also mapped to q and w), the same buttons you can use to switch actors in most menus.
  4. You can set the turn speed as a parameter. Default is '5', I personally use around 2~3 because turning in place to survey the area before moving is an important part of what I'm making.
Unfortunately I don't know enough about the code as a whole to fix the efficiency yet- it doesn't seem to be caused directly by <wall> events, anyway.
 

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piksalh

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Well, I haven't gotten any contact from Masked so I tooled up some basic fixes for the sprite sizing / direction problems, applied the 1.5.1-style parameters, and added 4 simple features:
  1. On the event note line, where you put <wall>, you can also put <above> or <below> to position the event where the ceiling or floor would be, respectively. It might turn into something with more fine control later, but for now it's sufficient to make, for example, an animated floor tile (animated event with <wall> and <below>)
  2. In addition to light radius and light color options, there's an "ambient light" option. Turning it on replaces the character-sourced limited-radius light with a completely even ambient light on every object. You can switch between them by calling the "FPLE setAmbientLight" and "FPLE setCharacterLight" plugin commands.
  3. You can enable sidestep with a parameter, using page up / page down (which are also mapped to q and w), the same buttons you can use to switch actors in most menus.
  4. You can set the turn speed as a parameter. Default is '5', I personally use around 2~3 because turning in place to survey the area before moving is an important part of what I'm making.
Unfortunately I don't know enough about the code as a whole to fix the efficiency yet- it doesn't seem to be caused directly by <wall> events, anyway.
OMG this is great! Event graphics works as it should. Except one thing. Set move route - Change image not working. Is it possible to fix it?
 

Doktor_Q

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Not easily. It'll work as long as all of the images are in the same file, but switching to a different tile involves re-loading textures at run time which is something I don't want to touch. This applies to multiple event pages, too- if you go to a page with no display, it'll show the image in the top left, so I'd suggest making the top-left a blank image.

Also, erase event works ok with sprite events, but badly with <wall> events. Try to manipulate <wall> events sparingly.
 

piksalh

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Not easily. It'll work as long as all of the images are in the same file, but switching to a different tile involves re-loading textures at run time which is something I don't want to touch. This applies to multiple event pages, too- if you go to a page with no display, it'll show the image in the top left, so I'd suggest making the top-left a blank image.

Also, erase event works ok with sprite events, but badly with <wall> events. Try to manipulate <wall> events sparingly.
OK I can live with it, no problem. I found another issue - two or more <wall> events on the same tile shows no graphics at all. Now this is a real problem for me. Is it fixable somehow? I use it quite a lot, for example, for lift doors to open in two different directions.
 

Doktor_Q

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@piksalh It's working perfectly fine for me. 1) how are you placing them on the same tile, and 2) what are you seeing when you say they are showing no graphics at all?
 
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Doktor_Q

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So I accidentally found the source of the terribly long load times and poor run-time performance. There was a single missing line that caused it to not cache materials properly, which means it has to make a new material for every tile, and also can't merge clusters of the same tile. My test map went from ~100 seconds load time to ~5 seconds, and the lag when looking toward the map center is gone.
 

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erikmidnatt

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piksalh

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@piksalh It's working perfectly fine for me. 1) how are you placing them on the same tile, and 2) what are you seeing when you say they are showing no graphics at all?
You are right, it's working fine. I forgot to clear custom route.
 

Aulette

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ABS for FPLE?

I could make other event to hit me and pull me back, giving me damage...

But when i use attack... FPLE crashes... Any help?

Can someone that uses more than 2 months help someone that only have 2 months on RPG Maker MV???

(I BEG)

Is a problem about.. using Events, and targeting the command to object.. but...

Im very new and I could not build it up alone.. cause im learning how rpg maker still works...

T.T

<3

=*****

You all guys are AWESOME!!! Everybody from this topic... with a little help maybe i could configure a ABS for FPLE,.. and give some help to others how i've done...

Cheers!

( If some one could help to put.. a Damage sound when event touch-me) I would be very happy too...

Ty all!
 

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