QPlugins - Latest: QABS

Skurge

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I have detected a new bug with QAudio!

If you are near an event playing audio-quitting to main menu still has the audio running in the background.
 

Quxios

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@Skurge Kind of confused with your wording. When I see quitting, I think going to the title screen, but I think you mean just opening the menu by push esc. If you mean going to title, then yes that would be a bug. If you mean opening the menu then no, that is normal behavior. Audios don't stop/fade when opening the menu, they will continue to play. Unless you have a plugin that does stop them if that's the case then a patch would be needed.
 

Skurge

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Sorry about that, I thought I was clear enough :s

I'll rephrase: A prime example of the bug I detected was on a map that had an event playing some sea ambience, when exiting the actual game and returning to the main menu (the menu featuring New game, save/load/ quit to desktop etc) the sea audio was still running in the background instead of stopping.
 

Quxios

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Sorry I still don't understand. For the sake of this, refer to the scene when you're the map and push esc as the "menu" this scene is the one where you have a list, items, equips, save, ect. And the Scene that you start with, one that has new game, continue, options, is the title screen.
Either way, when in game and opening the menu, the sounds aren't suppose to stop (unless you have a plugin that's stopping them). To go to the title screen from the map, you need to open the menu and exit to title. When doing that all sounds do stop (including qaudios). And I just tested the event command "Return to title screen" and qaudios don't stop when that command is used, so I'm going to assume that's what you mean. If not, at least I found a bug trying to figure yours out lol
 

Skurge

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Sorry for the confusion again, I got some screen caps to clear the message.
This here is the room where I have an event that plays the audio- this area works fine.


If I am in the vicinity of the audio and return to the main menu the audio still plays. At this point when on the main menu of the game the only audio that should be playing is the menu music and the sound effects when using the cursor. The Sea audio should not be playing on this menu. I think the only reason it is doing so is because there is no restriction on whether or not a bgs is allowed play on the main menu via a plugin command?


Incase you needed to know the specifics of the event's plugin command it is:
qAudio start Sea bgs radius60 max90 bindToEvent12 loop
 

Quxios

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Updates
QMovement 1.1.6
  • Some change in the help, added a "Tips" section
  • Better mouse move request (mouse move still requires QPathfind)

QPathfind 1.3.0

  • Added Any Angle pathfind (Requires QMovement)
  • Removed Jump-like functions
  • Better performance when using mouse movement (When using QMovement)

QAudio 2.2.2
  • QAudios stop when entering title scene
Links can be found: https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins

@Skurge That should fix it, if not then it'll be a plugin incompatibility
 

Skurge

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EDIT: Sorry to discover this a bit late, but as Mogwai mentioned I had somehow downloaded the Html file instead for Qcamera js, the same was happening with QAudio.

The issue is resolved!
 

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Quxios

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@Skurge Sorry for late reply, but cool! I was going to tell u to try to reinstall them anyways since I wasn't having no issues.
 

Skurge

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No worries, I'll be sure to try out as many plugins as possible to help detect any unwanted problems.
I was also wondering if you had done anything recently relating to separate vehicle speed parameters I mentioned earlier?
 

Quxios

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@Skurge Thanks! If you do find any problems please let me know if you tried it with or without my QMovement. As most of my plugins are basically 2 different plugins in 1 file and which one it uses is based on whether QMovement is installed or not.
Also I haven't touched QSpeed, been mainly working on improving QMovement and QPathfind performance this past month.
 

Quxios

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Updates
QPlus 1.2.0
  • Added <noTilemap> note for maps
  • Added SimpleTilemap class. Lightweight container that replaces Tilemap
  • Changed up radianToDirection func, diagonals have larger range now

QMovement 1.1.7
  • Fixed menu calling while moving

QPathfind 1.4.0
  • Improved performance
  • Diagonals are now calculated after path (increases performance)
  • Half Opt removed (increases performance)
  • Fixed few bugs with chase
  • Fixed a crash with pathfinding after a mouse move (QMovement)

QMap 1.2.2
  • Collision fix when using a pathfind with QPathfind + QMovement

QCamera 1.1.1
  • Less jitter, still some character sprite jittering but seems related to how mv crops sprites

You can find details on whats coming this month / a summary of the last month here.
 

Krimer

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Hey, @Quxios i find that with your QMovement plugin, standard event jump function works wrong. Can you do something with it?
 

Quxios

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@Krimer can you give a bit more detail on how its working wrong? I tested myself, and looks like it's "correcting" it's position, so even if the x is +0, the x still gets modified to the nearest grid position. But asking for more details incase there is a different issue that you're experiencing.
 

Krimer

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@Krimer can you give a bit more detail on how its working wrong? I tested myself, and looks like it's "correcting" it's position, so even if the x is +0, the x still gets modified to the nearest grid position. But asking for more details incase there is a different issue that you're experiencing.
I mean this

This is a clean project only with your qplus and movement. Actions are the same(x+3,y+0) but results are different.
Maybe i need to do something more with your plugin?
 

Quxios

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@Krimer Yup that's what I was seeing too! ( Also thanks for the gifs, that really clears up your issue! )

Updates
QMovement 1.1.8
  • Fixed bug that would round position after a jump

QCamera 1.1.2
  • Less Jitter
https://github.com/quxios/QMV-Master-Demo/tree/master/js/plugins

I've also been reworking on my Sprite animator app this week. Check out how the newer version is coming along here:
 

Skurge

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Having trouble trying to download the Js files from the github site you have them stationed on, unsure if there is a bug or I am doing something wrong as I normally get the Js file when right clicking and saving the link file.

Particularly interested in using that region collider plugin, that's essentially something that can allow me to make ceiling/wall tiles passable like in RPG Maker 2003/Xp correct?
 

Quxios

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@Skurge for the github links, you can right click, save as on the raw button and it should download correct.


I haven't used those 2 makers, but I guess so. Region colliders take priority over tile colliders, so if you place a region that has colliders on it over a tile, all those tile colliders will be ignored and it will use the region colliders instead. So if you add a passable region collider over a tile that has an impassable collider, then that impassable collider will be ignored and it will use the region collider instead which is passable and makes that whole grid space passable.
 

Skurge

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Sounds like a really good plugin, can't wait to try it out- but when I go to download it, it downloads as a text document and not a js. file.
 

Quxios

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Lithalean

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What's Up Quxios?!?
I'm patiently waiting your ABS refresh. I do have some ideas and requests for the ABS, but no rush, as I have lots to do already. If you could though in the meantime make the ABS compatible with Qmovement, so I can use some of your newer plugins.
About QMap. Do you have a pdf or txt document with all qmap functions?
(<onPlayer>, <colliders>, etc)
Oh, About your Electron Wrapper... At "npm start", I get "Error: Cannot find module 'nw.gui' " ? I also get this if I drop a web browser deploy into the electron quick start.
Anyway, hope all is well, and please keep up the exceptional work!​
 
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