OcRam - Passages plugin [v4.02 updated 2019/11/07]

Discussion in 'JS Plugin Releases (RMMV)' started by OcRam, Dec 4, 2017.

  1. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    Introduction

    This plugin uses region IDs to determine a player 'floor level'. Even autotiles can be drawn ABOVE players (if player is on lower ground). I have tried to find this type of plugin for a long time, then decided to code one my self.

    I know you can use different tilesets or events to accomplish this, but this saves a lot of tiles in my tilesets. And no more event switches to toggle higher / lower ground.

    Use event comments <lower> or <higher> to assign event floor level. If autotiles A3 (roofs) or A4 (walltop) tiles are used "Auto-assign" (no comments found) will assign the event to higher floor level, else event is assigned to lower floor level.

    Also works (for example) with "OcRam_Local_Coop" and Yanfly engine -plugins (no issues known).

    ps. You can use this plugin indoors as door passages also (shown later).

    Here's what you need:
    1. "OcRam_Passages" -plugin

    2. Mark regions
    • RegionID 16 = Underpassage (this will set player to lower ground)
    • RegionID 17 = Overpassage (this will set player to higher ground, also draws B-E layers)
    • RegionID 18 = Cover tile for tiles B-E (transparent background)
    • RegionID 19 = Autotile Cover for A tiles (opaque background)
    • RegionID 20 = Always block passage (for blocking ie. door way sides)
    • RegionID 21 = Block passage AND draw tiles ABOVE, if on lower floor
    • RegionID 22 = Block passage to underpassage region (can be used to fix RMMV core "bug" where passable tile, like "bush", allows passage over cliffs)
      is_this_bug.png
    Credits to PandaMaru for bridge tiles.
    passages_outdoors.png

    passages_indoors.png

    3. Try it



    Terms of Use has been slightly changed: I'm uniting Terms of Use for all of my plugins. Please check updated Terms if downloading current version of this plugin. Price for commercial use hasn't changed and it is still free for non-commercial use. Added also discounts for purchasing several licenses.

    If you have downloaded this plugin before this change to Terms of Use, you are free to follow those terms. And if you download current version please follow latest Terms of Use.


    Terms of Use
    Non-commercial: Free to use with credits to 'OcRam' for using this plugin.
    Commercial use: See details below
    License must be obtained BEFORE you start to DISTRIBUTE your game. Even if you obtain commercial license; copyrights still remain as they are. NOTE: If you gain money with your game by any means (crypto-mining, ads, purchase incomes, micro-transactions etc...) it is considered commercial use of this plugin!

    License types (licenses are per project):
    • Standard: 19.99 EUR - Paid in full (credits to ”OcRam” is required for using this plugin)
    • No credits: 59.99 EUR - Paid in full (credits not required)
    To obtain license:
    Mention which plugin license you want to purchase and your project name.
    PayPal link: https://paypal.me/MarkoPaakkunainen

    To obtain several licenses with discount: Each license purchased will reduce next plugin price by 2€ until minimum price of 2€ per license. Discounts can be used on any OcRam -plugin.

    After payment: I will send you verification e-mail that you may use this plugin commercially in project: [Your_project_name_here] with [license_type].

    Latest version - (v4.02 released 2019/11/07):
    • HotFix for performance update (v4.01)
    Previous updates:
    • Doesn't render sprites that are off screen (culling)
    • Tiles are FIXED (not sorted by Y cause they are static)
    • Thanks to: Espilonarge for reporting performance issue!
    • New way to draw characters! (below you see what has changed)
    • Only 1 layer for cover tiles and characters (was 3) AND event updates called only when necessary! (performance++)
    • Got rid of internal _char array while it's no longer needed! (more free memory to other things)
    • Won't shift !prefixed sprites up any more
    • Support for tileset images on events!
    • Fixed bug: "Same as char level" with any "touch" trigger
    • Compatible now with MBS_MapZoom + SRD_TitleMapBackground
    • Character 'z' index with same priority based on Y
    • Support for character blend modes, bushes, opacity etc...
    • Special thanks to: MrCrackerplays and Kirimoar for reporting some of these issues and ShadowDragon for taking care of some support cases!

    My (long-term) project

    banner.png
     

    Attached Files:

    Last edited: Nov 8, 2019 at 2:12 AM
    #1
  2. mlogan

    mlogan Global Moderators Global Mod

    Messages:
    13,838
    Likes Received:
    7,641
    Location:
    Texas
    First Language:
    English
    Primarily Uses:
    RMMV
    Wow, this looks really amazing!
     
    #2
    Joy Diamond and OcRam like this.
  3. Joy Diamond

    Joy Diamond Talkative Veteran

    Messages:
    135
    Likes Received:
    172
    First Language:
    English
    Primarily Uses:
    RMMV
    +1 Yes, it looks quite amazing. Both:
    • In what it does;
    • but more importantly, in the very nice posting & pictures explaining what it does.
    Also reading the code, it looks well written, clear, concise & a reasonable amount of comments.

    ... Note sure if I could use it, though, due to commercial limitations ...
     
    #3
    OcRam likes this.
  4. Aloe Guvner

    Aloe Guvner Walrus Veteran

    Messages:
    1,626
    Likes Received:
    1,047
    Location:
    USA
    First Language:
    English
    Primarily Uses:
    RMMV
    This is so useful!
    I just re-did a bunch of my maps with this and tried to break it in any way possible, but as long as the regions are set up correctly it always worked for me!
     
    #4
    OcRam likes this.
  5. styx92

    styx92 Veteran Veteran

    Messages:
    310
    Likes Received:
    38
    First Language:
    German
    I get a crash at the begin:

    Unbenannt.JPG

    Maybe you get it with this screenshot.

    But a very needfull plugin, i think.

    EDIT: Okay i found the troublemaker Plugin :D Its SAN_Analogmove plugin. If i dont use it, than it works :)
     
    Last edited by a moderator: Dec 12, 2017
    #5
  6. Joy Diamond

    Joy Diamond Talkative Veteran

    Messages:
    135
    Likes Received:
    172
    First Language:
    English
    Primarily Uses:
    RMMV
    Styx92,

    Can you please post a list of all your plugins you are using?

    Also can you start this with a new project, and see if you can reproduce the crash you are seeing?
    Thanks,

    Joy Diamond.

    NOTE: You can edit your previous message, easier for others than creating a new one. Thanks!
     
    #6
  7. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    I took a look at the line 488 and the problem is that current scene (or it's childerens) are not initialized. As Joy Diamond asked I think I need plugins that are in use. Also the plugin order or updating this plugin (to v1.03) may solve this.

    EDIT: I managed to reproduce same error! I will try to make this plugin compatible with 'SAN_AnalogMove' -plugin. Thank you for the information.

    EDIT2: SceneManager.isCurrentSceneStarted() -function returns always false (even if _tilemap is ready), but only when using SAN_AnalogMove -plugin. I think that needs to be fixed first...
     
    Last edited by a moderator: Dec 12, 2017
    #7
  8. Ravenith

    Ravenith Veteran Veteran

    Messages:
    263
    Likes Received:
    15
    First Language:
    Greek
    Kudos both for the script and the detailed, concise description. You, Sir or Madam, deserve a cookie.
     
    #8
    OcRam and Zarsla like this.
  9. wrap

    wrap Villager Member

    Messages:
    9
    Likes Received:
    6
    First Language:
    Japanese
    Primarily Uses:
    RMMV
    Is there a way to solve this problem?
     
    #9
    OcRam likes this.
  10. Sharm

    Sharm Pixel Tile Artist Veteran

    Messages:
    12,615
    Likes Received:
    10,301
    Location:
    USA
    First Language:
    English
    Primarily Uses:
    N/A
    Oh, cool! I'm likely going to be using this in every game I make.

    @styx92 and @OcRam Red, like blue, is a reserved color for moderators. I've edited it out of your posts.

     
    #10
    OcRam and Joy Diamond like this.
  11. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    Yes, there are solutions (actually several ways to do it), but I think I'll implement new RegionID 21 (where passage is blocked AND tiles are draw above player). I will provide an example when new version is released (maybe later this week). Laters!

    Edit: Actually this was easy peasy and it's ready already. ENJOY! :)
     
    Last edited: Dec 13, 2017
    #11
    wrap likes this.
  12. PinkMarble

    PinkMarble Harbinger of Pink Doom Member

    Messages:
    5
    Likes Received:
    5
    Location:
    Lisbon
    First Language:
    English
    Primarily Uses:
    RMMV
    How I’ve longed for something like this, if only I knew JavaScript at all.

    Anyway, my eternal thanks, this pink marble is officially in love with you.
     
    #12
    OcRam likes this.
  13. wrap

    wrap Villager Member

    Messages:
    9
    Likes Received:
    6
    First Language:
    Japanese
    Primarily Uses:
    RMMV
    I was late for noticing.
    You responded quickly and perfectly. OcRam, thank you very much!
     
    #13
    OcRam likes this.
  14. Rweinegger

    Rweinegger Villager Member

    Messages:
    6
    Likes Received:
    1
    First Language:
    Ger
    Primarily Uses:
    RMMV
    Really nice Plugin :)

    I found something: If you stay on the bridge and u use the touch interface from a smartphone, than u can jumpt from region tile 16 to region tile 17.

    Am I to stupid to use it right or is it like this?
     

    Attached Files:

    #14
  15. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    Thank you for your intrest towards this plugin. If I understood this correctly; please check that tileset passages are configured correctly (example below).
    bridge_support.png

    Please let me know if this was the answer you were looking for.
     
    #15
  16. Nicke

    Nicke Fortune seeker Veteran

    Messages:
    533
    Likes Received:
    511
    Location:
    Sweden
    First Language:
    Swedish
    Primarily Uses:
    RMMV
    Hey, I have a little problem with this plugin. I use this bridge as shown below and walking under works just fine but when you walk above it there is a wierd bug with the railing. I would like it to show above the player and not below. Hope you understand!

    [​IMG]
     
    #16
  17. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    Thank you for the message. Your post is clear and well explained. I'm fixing that to next release (v1.06 - maybe later this week).

    Edit: New version (v1.06) is now released where this issue has been fixed (hopefully). Please let me know if this patch fixed or didn't fix the problem :)
     
    Last edited: Dec 20, 2017
    #17
  18. PinkMarble

    PinkMarble Harbinger of Pink Doom Member

    Messages:
    5
    Likes Received:
    5
    Location:
    Lisbon
    First Language:
    English
    Primarily Uses:
    RMMV
    I’ve run into a similar issue, but I just countered it with Above Player events. It works perfectly, although it would be better to have a built in alternative. If you are stalling your map making due to this, I recommend using events until it’s fixed.
     
    #18
    OcRam likes this.
  19. Rweinegger

    Rweinegger Villager Member

    Messages:
    6
    Likes Received:
    1
    First Language:
    Ger
    Primarily Uses:
    RMMV
    You had right! I'm Sorry xD
    But I'm wondering why before it works with the arrow keys, but when I use the Mouse then it won't work?
     
    #19
  20. OcRam

    OcRam Servant of the Universe Veteran

    Messages:
    319
    Likes Received:
    419
    Location:
    Void
    First Language:
    Finnish
    Primarily Uses:
    RMMV
    I think mouse/touch input is handled differently (if you press arrow key, only next tile passage is checked. But when you click somewhere on the map several tile passages are checked).
     
    #20

Share This Page