QPlugins - Latest: QABS

Joined
Feb 18, 2015
Messages
506
Reaction score
243
First Language
English
Primarily Uses
RMMV
They probably aren't compatible. There is a Qplugin that is compatible with QMovement, that achieves the same effects as Galv's plugin. It's called QSprite.
 

Yilou

Villager
Member
Joined
Apr 3, 2020
Messages
13
Reaction score
1
First Language
Russian
Primarily Uses
RMMV
I am trying to increase the event collider using Qmovement, but to no avail.
The screenshots show what I'm doing. What am I missing?
 

Attachments

LTN Games

Code Sorcerer
Veteran
Joined
Jun 25, 2015
Messages
668
Reaction score
555
First Language
English
Primarily Uses
RMMV
@Yilou its actually a bit different, the ID is simply for you to remember its not the actual event ID.
1591275540645.png

Then in the event you want to use the collider for, use the notetag

Code:
<collider: preset, basic> // See how I use the id "basic"
 

Attachments

Sword_of_Dusk

Keyblade Master
Veteran
Joined
Sep 13, 2015
Messages
152
Reaction score
161
First Language
English
Primarily Uses
RMMV
Anyone know of a good plugin to use with QParams in order to display new parameters?
 

aniaaous

lazy potato
Veteran
Joined
Jul 14, 2018
Messages
84
Reaction score
30
First Language
french
Primarily Uses
RMMV
Did any of you managed to set region coliders ? I can't get to know how to setup this
{
"REGION ID 1": [
{"width": w, "height": h, "ox": ox value, "oy": oy value, "tag": "value"}
],
"REGION ID 2": [
{"width": w, "height": h, "ox": value, "oy": value},
{"width": w, "height": h, "ox": value, "oy": value}
]
}
 

obesebear

Warper
Member
Joined
Jun 25, 2020
Messages
1
Reaction score
0
First Language
English
Primarily Uses
RMMV
I hate to be that guy, but I've searched and googled and can't find an answer.
I'm using the latest QPlus, Qmovement, QSprite, and QM+collision map. In that order. My issue is with QSprite. I can assign it to my player character and it works wonderfully. My problem comes when I try to use a QSprite sheet as an event. When I tell the event to move, it will successfully display my sprite, but reverts to using the original frames. So even though I have a QSprite sheet set up to move2 (0,1,2,3) the game displays it in the original (0,1,2,1,0) format (or however the game originally uses those 3 frames.

Any advice?

EDIT: I also have YEP core engine and YEP message core, though I can't imagine those are interfering. Seems more likely that I'm just missing something...
 
Last edited:

Skurge

" (GASP) What's going on!? "
Veteran
Joined
Jul 12, 2015
Messages
1,156
Reaction score
239
First Language
English
Primarily Uses
N/A
I'm not sure what I am doing wrong.

I have an event that is running on parallel process projecting audio for a moving event ID 1
Code:
qAudio start Train se radius25 max60 bindToEvent1 loop
erase event (used to prevent it looping a thousand times over itself)

page 2:
Code:
qAudio stop 1
nothing happens.
[qAudiofadeout10:] nothing happens.

I might be reading the help file wrong.
 

VTDraws

Filthy Point-&-Click casual
Veteran
Joined
Apr 17, 2017
Messages
32
Reaction score
3
First Language
English
Primarily Uses
RMMV
So I'm having a strange problem, the qAudio save command isn't being recognized, and brings up this error:
1593424600476.png

This is my list of plugins:
1593424658590.png

I'm trying to do a 'cover ears' game mechanic where the player holds down a button [picture], and it fades out all the sound around them. When they release the button, sound returns to normal.
When I use a Master Volume control OR I use the Audio Fader plugin I have, the directional qAudio sounds don't get quieter. So I thought I'd use the 'qAudio save', 'qAudio clear' and then when the button is released, 'qAudio restore', but it's not even accepting 'qAudio save'. Any ideas what could be causing this? Thanks for the help in advance.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Okay someone really needs to fix that broken railing, its a health hazard...

I'm starting to wonder if I should go the Half Minute Hero route with my game. The character's main weapon is logistically way too strong. So I can't really let the player continuously grow it.... But if they had to build it up each time like HMH, that could work. Also it lets me take advantage of my randomly generated maps so much more. Hmm... This could work! :LZSexcite:
std::vector, std::map and std::string. Three reasons why I'd take C++ over C. :D

Forum statistics

Threads
99,203
Messages
963,007
Members
130,791
Latest member
xericho
Top