Game_Map.prototype.reloadTileMap = function() {
//this.setupMapColliders();
// collider map is also loaded here
// collision map is also loaded here
};
Game_CharacterBase.prototype.collidesWithAnyTile = function(type) {
var collider = this.collider(type);
var collided = false;
ColliderManager.getCollidersNear(collider, (function(collider) {
if (collider.z < this.z) return false;
collided = this.collidedWithTile(type, collider);
if (collided) return 'break';
}).bind(this));
return collided;
};
collider.z = data.z;
In the compressed file, there are only two folders (js and img). There is no project folder, could you pass me the link?@Neverglow nothing to buy. the paid plugin only has extras.
on the first post there is both a link to a zip of the plugin and a link to a github folder. https://github.com/Dread-chan/MV3D
in that folder there is the plugin zip and also a demo project with examples of how it is used, with ready maps and everything (the "project" folder). plus some source files in the "webpack" folder

Click clone or download and then download zip.In the compressed file, there are only two folders (js and img). There is no project folder, could you pass me the link?
View attachment 138519

It is for sure@Dread_Nyanak I've read through almost half of these 52 pages of this post, and have yet to see anyone else ask about what I'm curious about lol. As such, I've decided that it might just be more efficient to ask you directly.
I'm wondering about 2 things mainly. I've already seen from the posts that Qmovement has been experimented with and that you plan on adding free movement at some point. My 2 questions are:
1. If you haven't already, do you plan on adding corner tiles and corner slopes? By this I mean a terrain tag or notetag that tells the system to raise a corner and leave the ground beside it
flat. It would really help to smooth out the sort of block-y feel to the plugin and give it a more octopath/pokemon feel.
2. Is it possible to make overhangs or cliffs using this plugin. By this I mean the ability to raise a tile to a certain height and be able to walk on it, then be able to go down and walk under that same tile. I'm interested in making something of a "stone arch" so I'm curious as to if this is possible.
@YoraeRasante Alrighty, I'm glad it's been considered. I'm looking forward to the possible addition of corner slopes and tiles lol. I'm not sure if what your describing is what palatkorn has shown in his video, but could you explain the event solution you've presented? I'm interested in any method possible! In the meantime, I'll be giving my monthly support to project on her *******!@Yevn125
1- You mean slopes in diagonal, going up at one of the corners instead of the whole side? I did comment on it on her discord. She had not thought on it at the time, but seems she may add it in the future? Not a focus right now though.
2- Yes. But with limitations.
The limitation being it uses MV's editor. Which kinda limits the tiles you can put in the same tile.
I suggested to her in the discord once about if it could be possible to add something like the multi map plugin in the future, she said she may take a look at it.
Someone else there showed me that with a plugin to increase the collision you can put a long platform you can walk on with just one event too. While not a perfect solution, it is a valid one too that can already be used. Especially if you are already using QMovement, since that is kinda built in it already.
@palatkorn That's definitely the direction I'm heading in! Might you show me how you've accomplished that?It is for sure

It works better, but I'm used to this being normal.Update 0.5.4
There are now two types of camera collision. I couldn't think of a concise way to describe them, so they're called Type1 and Type2.
- interact diagonally
- change backface culling for ceiling separate from everything else. Also affects camera collision.
- resolution scale plugin command
- plugin command to change camera collision
- more camera collision options
- can now change names of option menu options
- fix animation offset with resolution scale
- fix animation scaling when using camera collision
- fix tileset settings not being loaded sometimes when loading game
- fix camera angles etc not being preserved when loading game
- fixed error when transferring player during map load
- (premium) fix changes to skybox from plugin command when loading game
Type1 - Camera collides with any object between the player and the camera.
Type2 - Camera only collides with objects between player and camera if it would be inside a wall at normal distance.
The animation and loading bugs should be fixed now.
@Yevn125
I don't currently have plans to add diagonal slopes, but it's something I might add in the future.
Slopes have complicated collision rules, and diagonal slopes would be even more complicated. If I find a way to simplify the logic I might add them. If I add corner slopes though I'd want to add both inner corners and outer corners.
You can use fringe(2) in the tileset configuration to make a tile float above the one below it, giving the player room to walk under it.
@palatkorn
Instead of using a move route to set the event's position couldn't you use <mv3d: pos(8,3)>?
I tested the new version and, this time, everything seems to be working correctly.Update 0.5.4
There are now two types of camera collision. I couldn't think of a concise way to describe them, so they're called Type1 and Type2.
- interact diagonally
- change backface culling for ceiling separate from everything else. Also affects camera collision.
- resolution scale plugin command
- plugin command to change camera collision
- more camera collision options
- can now change names of option menu options
- fix animation offset with resolution scale
- fix animation scaling when using camera collision
- fix tileset settings not being loaded sometimes when loading game
- fix camera angles etc not being preserved when loading game
- fixed error when transferring player during map load
- (premium) fix changes to skybox from plugin command when loading game
Type1 - Camera collides with any object between the player and the camera.
Type2 - Camera only collides with objects between player and camera if it would be inside a wall at normal distance.
The animation and loading bugs should be fixed now.
@Yevn125
I don't currently have plans to add diagonal slopes, but it's something I might add in the future.
Slopes have complicated collision rules, and diagonal slopes would be even more complicated. If I find a way to simplify the logic I might add them. If I add corner slopes though I'd want to add both inner corners and outer corners.
You can use fringe(2) in the tileset configuration to make a tile float above the one below it, giving the player room to walk under it.
@palatkorn
Instead of using a move route to set the event's position couldn't you use <mv3d: pos(8,3)>?







Resolutions from my Options Menu is a external plugin....resolution?
as in, change resolution mid-game?
I didn't try it yet, is itin the new version or an external plugin?
I tested the new version and, this time, everything seems to be working correctly.
There are two things in particular that I want to thank you for:
The first is to include the ideas that I gave you before.
The second is to have unminified the code, so it is easier to fix some bugs on my own.
So thank you so much!
I found a crash, but I already fixed it.
So I'm going to share it here for you to include in the next patch and help others.
The Crash:
If you are using mv3d-patr3on.js 0.5.4 and try to change the resolution scale via plugin command and you have not defined any skybox, then the game will crash.
View attachment 138688
The Fix:
Include this condition below (line 807) in the mv3d-patr3on.js file, so then it will not return as undefined skybox, it will ignore it in this case.
View attachment 138689
With that, we can say that all the new features are working perfectly.
I have a suggestion:
Could you make possible to use a variable as a target?
Here goes the screenshot as an example.
View attachment 138690
I use the following script to get the target of a variable and apply the animation to the correct event. (In this case, the enemy affected by the shot in the ABS)
Ex.: $gameMap.event($gameVariables.value(579)).requestAnimation(133)
But when trying to adapt to mv3d animation, I realized that I can't use a variable as a target, just fixed targets.
I would like to do this to apply depth to these animations, as you programmed into the animations of mv3d itself.
Thank you for all the help!
Keep the good work!
Let me show a cool thing that i did with these new features
Graphics Style Option
View attachment 138693
Nyana's Castle Retro Style 720p
View attachment 138697
Nyana's Castle Retro Style 1080p
View attachment 138694
Nyana's Castle Modern Style 1080p
View attachment 138695
There is no impact in FPS, just change the visuals.Reduced resolution, increased FPS?
No, it doesn't affect game performance.No, I mean, will make the game faster too or not while selecting the 720p thumbnail option