Quxios

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Reporting bugs/errors/crashes
When you find a bug / get an error or crash. Report it here or as a github issue [ https://github.com/quxios/QMV-Master-Demo/issues ]. I would prefer github because it's easier to track. When reporting include the error that it shows on the console log (push F8 to open the console) not the error that shows on the game! Also include any extra information that lead you to that crash so it will be easier to recreate.


Terms
Free to use for commerical and non-commerical projects. More information at: https://github.com/quxios/QMV-Master-Demo#terms-of-use-for-non-commercial-and-commercial
 
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Quxios

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Oh ops, all the links are linking to old repo. Will fix!
 

sefeloth

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when you play the project, it says failed to load %25test-Actor1. I checked the character section and that file isn't even there, so i made a copy of the actor1 image and renamed it to %25test-Actor1 but when i playtest it again, it says it failed to load that file still
 

Quxios

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@sefeloth Thanks for letting me know! I'll add it in a minute. And it should be just '%test-Actor1', not sure why the %25 is showing.


Also forgot to note the differences from Quasi plugins, so here they are:


QSprite

  • Changed plugin command style ( old ones still work )
  • Added new plugin command options
  • Added idle[A-Z]X poses - Idle poses that play at a random interval

QAudio

  • Changed plugin command style ( old ones still work )
  • Added new plugin command options
  • Fixed a bug where if you made a bgs, se, me, ect QAudio it would use the max bgm volume from options instead of it's own types
  • Fixed a bug for binded where I used .x and .y instead of ._realX and ._realY, so it didn't sound as smooth as it's suppose to
  • Panning is disabled by default. Enable with the `pan` plugin command option. I was going to add plugin parameters to set default options, but I forgot! Will include in next version.

QInput, InputRemap, NameInput

  • Slight rewrite
  • Moved some functions from QInput into InputRemap, as it had to do with remapping

Might be missing some differences, but those should be the main / major ones
 

sefeloth

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are the people at the top of the island supposed to be doing something? they're just frozen as if they're taking one step forward. the middle one said they would do something but nothing happened. i checked and it looks like a plugin command appears to make him do something but I guess it doesn't work. the other one's don't work either. the very top one crashes the game and says undefined is not a function. the fire sprites that emit sound work though. hope this helps debugging
 

Quxios

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@sefeloth Top block should look something like:










It would look better if I had sprites with real poses to showcase it better. But that's how it is. You can also see my next plugin QCamera, in that video. You'll notice the scrolling doesn't keep the player center, it lags behind a bit.

Though I did notice a bug when doing that. When changing from a QSprite back to a normal sprite, it still plays the idle pattern.
 

Quxios

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@sefeloth Make sure you have the QSprite plugin enabled. And open the console with F8, to see if there's any errors. From the looks of it, QSprite plugin isn't loading for you. You can also just redownload the demo, and paste it again. Because I just tested it from a fresh demo install, and worked fine for me.
 

sefeloth

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sorry, i forgot i disabled that plugin because i thought it had something to do with the previous problem. it works fine. these are cool plugins by the way!
 

Quxios

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Thanks!

Also just updated 2:
QAudio

  • Added plugin parameters to let you set the default volume and radius
  • Panning is enabled by default now. To disable panning add the `noPan` option.

QSprite

  • Fixed bug where if you change out of a QSprite, it still plays the idle pattern.
 

luiscesjr

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The QAudio plugin does not work when deployed to Android. 


When I play test on PC it works flawlessly, but when I deployed to test the effect on my Android,


there is no sound being emitted, no error happens, there is just no sound.


I have the m4a and ogg files as it should and when deployed the m4a goes with it. All the other files


play normally. (The ones that do not use the plugin)
 

Quxios

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@luiscesjr Do you know if that happen with all audio types? 
 

luiscesjr

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@luiscesjr Do you know if that happen with all audio types? 

I'm not sure I got what you meant Quasi, but I tested, making a normal event and started playing the audio file I want to be played using Qaudio, and it plays.


On android the only file type that get transferred is the m4a, is that what you meant? Using Android I can't test with other formats unfortunately... But on play test it works, since it loads the ogg file, and the plugin reads it. I guess maybe this is the problem? I haven't looked into the code, but could it be only loading the ogg files?
 

Quxios

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@luiscesjr I meant like is it a bgm, bgs, me, se? As for the plugin, it plays the audio pretty identical to how se's are played. Only difference is that I add a few extra properties into the buffer. Only the playBgm is slightly different then the rest since it has this line:
 


if(Decrypter.hasEncryptedAudio && this.shouldUseHtml5Audio()){
this.playEncryptedBgm(bgm, pos);
}


But looking into that, it looks like that will never be true. Because inside that 'shouldUseHtml5Audio()' it will only return true is  'Decrypter.hasEncryptedAudio' is false. So it's basically checking if Decrypter.hasEncryptedAudio is true and false.

One thing I can think of testing ( besides testing all the audio types, so dont just test bgm, test se, me, ect) to see if none of them work ( just to narrow down the issue ). Also try playing only 1 qAudio. Because each time you call the qAudio function, it filters the buffers.
 

DevilsAdvocate

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what happened to your old website along with a lot of your old plugins, i was hoping to use quasi sprite costumes :/


also is there a tutorial for how to use quasisprite?
 

Quxios

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@Kogemashita I'm no longer supporting / working on those old plugins. They can still be found on github: https://github.com/quxios/Quasi-MV-Master-Demo or https://github.com/quxios/Quasi-MV-ABS-Demo
QSprite, is nearly identical to Quasi Sprite you can see some key differences in this post:




As for how to use the plugin, most of the detail is in the header or at the site:
https://quxios.github.io/#/plugins/QSprite


You also need to setup the qsprite with the animator app, which can be found at:
https://github.com/quxios/SpriteAnimator
How to use the app is also in that same link.

Now for sprite costumes. I won't be bringing that back. But there's a chance it still works. The details / help for it are gone though. But I did find it in one of those caching sites, here's the main info:
 

aeg9Rj3.png
 

luiscesjr

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@luiscesjr I meant like is it a bgm, bgs, me, se? As for the plugin, it plays the audio pretty identical to how se's are played. Only difference is that I add a few extra properties into the buffer. Only the playBgm is slightly different then the rest since it has this line:
 



if(Decrypter.hasEncryptedAudio && this.shouldUseHtml5Audio()){
this.playEncryptedBgm(bgm, pos);
}


But looking into that, it looks like that will never be true. Because inside that 'shouldUseHtml5Audio()' it will only return true is  'Decrypter.hasEncryptedAudio' is false. So it's basically checking if Decrypter.hasEncryptedAudio is true and false.

One thing I can think of testing ( besides testing all the audio types, so dont just test bgm, test se, me, ect) to see if none of them work ( just to narrow down the issue ). Also try playing only 1 qAudio. Because each time you call the qAudio function, it filters the buffers.



Oh I see, sorry, it's a BGS, a 1 minute and 12 seconds BGS file, in m4a format.


And I have this only Qaudio event going on on the game for now... So it's already tested  =)


But won't this.shouldUseHtml5Audio be checked only if Decrypter.hasEncryptedAudio is true? Anyway, it's not a BGM so...


I will try testing the Qaudio with other sounds, default rpg sounds, etc as you suggested. Will post back the results soon!


Edit.:


So I tested it with se, bgm, bgs and me. None of them played. I tested those same audio files using events on other test maps, they play and stop normally.


Same thing, during playtest on pc the Qaudio works and when deployed it does not.
 
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Quxios

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@luiscesjr I'm not sure then, sorry.

Same thing, during playtest on pc the Qaudio works and when deployed it does not.

Do you mean deployed for windows? Because when you brought this up, I tested deployment on windows with encryption and without. Worked both times for me. Just making sure, since you said "on pc" but didn't say what it was deployed for. But I'm assuming for android. But asking anyways just in case.


Also, updates!


QPlus - v1.0.1 - https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins/QPlus.js

  • Added a new function for getting args

QAudio - v2.0.3 https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins/QAudio.js

  • Added in a function that wasn't being used, don't think it'll change much but added it in
  • Using new getArgs function from QPlus. Lets you use "s around a audio name if it has spaces; Ex: if file name was Some File, add it into the plugin as "Some File"

QSpeed - v1.0.0 - https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins/QSpeed.js

  • Initial release, you can see a preview of it here:



- Master Demo has also been updated
 

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