QPlugins - Latest: QABS

Quxios

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Thanks!

There's been 2 updates that apparently I forgot to mention here. 2 Plugin updates: QMovement 1.2.4 and QMap 1.3.3. You can find the details here -******* link- The link also has details on an update for the QMap Editor. Nearly done with a dark theme, just need to play with the colors a bit more and add a toggle button.
 

Lithalean

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@Quxios
Fixed (The first solved both)
    • The dark theme on the map editor looks great !
 
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Quxios

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@Lithanlean For the 1st I think I figured it out:

QMap 1.3.4
  • Map Objects are only added to character grid if they have a collision or default collider

From the 2nd screenshot, that error is point to a script call, and when getting an error log from a script call is kinda of hard to figure out because it doesn't give you anything from it. So check your script calls, you should disable them all, then enable 1 by 1 to find the bad one
 

Lithalean

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QMovement (Mobile)
So in my transition from quasi to q movement, I'm running into an issue with how I'm handling movement for mobile.
I'm using a combination of Yanfly's picture common events and your Qmove script calls (set up as common events)

Moving with the Physical Dpad Keys on Computer.

Moving with the Virtual Dpad on Screen.

  • Notice the stutter? Kinda like Link is limping. This was not as noticeable in Quasi Movement. Anything I can do to make it smoother?
Circle Interactions Rotatable?
Cocoon.io

Cocoon.io is nice. The performance increase in Webview+ vs Cordova was noticeable, and I can actually hide the statusbar. The only problem with Cocoon.io, is its expensive. I'm still testing mechanics (low number of maps) in my game, and have gutted it of all its original resources, so I was able to get under the 50mb zip limit for the free account (46.1mb). Actually using Cocoon.io for a full-game would require a paid account. Although, with the developer app from the app store you can point to a URL(GitHub Pages), and load the URL with either Canvas+, Webview+, or Webview.
Webview+
"The Webview+ for Android is a uniform webview engine on any Android 4.x device based on Crosswalk. Webview+ for iOS is a webview engine that provides a replacement for the UIWebView that includes the Nitro JS engine based on the WKWebView."
* The Cocoon Dev App (Webview+) outperformed Ionic View (Webview).
Canvas+
"Canvas+ is a webview engine that allows you to execute your JavaScript HTML5 applications on mobile devices. It not only accelerates the performance of the game but also allows you to access native device features. Although it runs plain JavaScript, there is no support for the entire HTML5 API".

* Only your plug-ins gave an Alert before a black screen in Canvas+
 

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Quxios

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@Lithalean For the movement are you checking if the player is moving? If so, are you using `$gamePlayer.isMoving()` if you are trying using `$gamePlayer.startedMoving()` instead. startedMoving() acts more like the vanilla mv isMoving() so it returns false after every move. While isMoving() returns false only when the player has completely stopped (typically 1 frame after isMoving() returns false )

All colliders are rotatable / scalable, but you would have to use a script call to access that collider then use the scale or rotate function on it. Though for your case, I think you might want to use a polygon shape instead (info for that in the updates below)

For the mobile stuff. Idk I haven't looked into mobile development since I've never been interested in it. I do know of react-native but I've never actually tried it. And considering react is mostly dom, I'm not too sure how react-native would perform in canvas since they probably don't put much focus in that area, though idk since again i haven't looked into them. As for that alert errors, it looks like QPlus failed to load which chains all my plugins to fail. If you can somehow track which part of QPlus fails, let me know and I'll see what I can change.

Plugin Updates
QPlus 1.2.3
  • Fixed an issue in QPlus.stringToAry
QMovement 1.3.0
  • Finished adding polygon shape for colliders
  • Updated the header to include how to set polygon colliders and added the missing ox/oy info
QMap 1.4.1
  • Map Objects with no file won't have their sprite added to the spriteset
  • Updated the header to include how to set polygon colliders
Plugins found here

Editor Updates
QMap Editor 2.1.1
  • Added support for polygon collider shapes
  • Updated help to include info on Scale and Angle
 

Quxios

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Updates
QPlus 1.3.0
  • Some coding changes/formatting
  • Added QPlus.wait(duration, callback) function which calls the passed in function after x frames passed
QMovement 1.3.1
  • Turn Towards/Away now considers diagonal directions if diagonals is enabled
QSprite 2.1.5
  • Fixed a bug where a pose animation would end when transferring. Pose will now continue to play when transferring.
 

Amarok

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Hello im not sure if this is a bug or mistake on my part, but i noticed followers cant move with qmovement activated, maybe i forgot to configure something?
 

Quxios

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@Amarok From the very top of the QMovement plugin:
Note there are a few mv features disabled/broken; mouse movement, followers, and vehicles.
So QMovement has no followers. It'll be added in as an addon later on.
 

Amarok

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my bad! i really didnt notice that, will be looking forward to it then, and thank you.
 

Quxios

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No problem!

Also I'm in the process of converting / remaking QuasiABS to QABS. So if there's any requests or any changes you'd like, now;s the time.
 

SoSick.

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I have finally moved over to your plugins! :D mainly for the movement and the collision map plugin.. I have a small problem, it's probs me being a little jimmy... I have my collision map saved in the map note tags : <cm:!Shinrahallway2> its the same size etc as the map, I test play and it all shows up fine, but I can still walk all over the red area's xD lol there is no error's in the console and I have not touched the parameter's.. hope you can help.. thanks.. I use the bind pictures to maps plugin for my parallax mapping.. don't know if that could be causing me the problem. Oh also I have to hold ctrl for my player to walk and ctrl + shift to run...is this normal xD
 

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Quxios

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@SoSick. from your screenshot it looks like your whole collisionmap is all red. Which would also explain why you have to hold ctrl to move. When you hold ctrl during playtesting it sets your player to through, so you can move through impassable tiles. When doing a collision map you passable area has to be transparent, any other color will be considered impassable. So edit your collision map, if you still can't get it then send me your collision map image so I can fix / test it. Also, if you're collision map is fine, make sure there's no impassable tiles on the map. So if you filled your map with a clear tile make sure that clear tile is passable.
 

SoSick.

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@Quxios Oh my god, it was an impassable tile! lol works a charm now! nice to see a plugin creator that is so happy to help people out.., I'm now going to be messing with the region colliders also..do I make the json file in the data folder in notepad + and do i just put ( seems to simple to be true )

{

"1": [{"width": 48, "height": 48}]

}

as will try this when I get home :) rpg maker forums wouldn't be the same without little jimmies like me ;) haha..
 

Quxios

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@SoSick. No problem. And yeah just name the file correctly and make sure it has the .json extension.
 

Feijones

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No problem!

Also I'm in the process of converting / remaking QuasiABS to QABS. So if there's any requests or any changes you'd like, now;s the time.
Oh my, that's exciting! I have been using your ABS script in my game, last month, and it is working like a charm!

My main suggestion here, would be to abstract the skills from the classes/weapons... So it would be easier for other devs (like me =P) to implement skill level up, temporary skills, etc, without having to change that specific actor's class, or weapon.

Right now, I'm hacking it a little bit to implement a summoning system with controllable events, and the enemies/allies aggro IA.

I also made a helper plugin (addon) to your ABS, a States Timer (a plugin that helps implementing buff/debuff skills, with a expiry time). I wanted to publish it here, as it is a hand on wheels for me. But it's dependant to your ABS, so I'm not sure if I should do it, or how.

Anyway, it's great to know that you're coming back, @Quxios . Thank you for making so many helpful scripts! =D
 

Quxios

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@Feijones Thanks! As for that suggestion, not sure. It's not like you have to use classes or weapons to set the skills. You can leave them blank and set the skills in the plugin parameters. And then changing the skills assigned to a key is a simple edit to an object.

As for your addons, once the QABS is out and you convert them, I can list them in the addons section. As for sharing here (as a thread im assuming) I think you can as long as it has all the proper info + links to the dependency.

Updates
QPlus 1.3.1
  • Code changes
QMovement 1.3.2
  • Some changes to collision checks
QSight 1.1.3
  • Fixed an issue that caused sight to always update every frame
QPathfind 1.4.4
  • Changes to chase
QTouch 1.0.1
  • Fix for on mouse move
New QPopup
This plugin lets you play a random popups at a set interval over an event. It also lets you create your own popups that you can place where you want.
 

ZcheK

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What was changed between Qmovement 1.3.2 and 1.3.3? I'm getting this error now.
 

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