Quasi Movement

Rairun

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It seems to me that the problem comes from the way diagonal movement was implemented. The player moves, for example, up and left simultaneously at the normal speed towards each direction, making the resulting diagonal speed faster than normal. You tried to work around this by giving us an option to reduce movement speed when the player is moving in two directions at the same time.

The first problem is that the followers' speed is reduced at the same time as the player's. This means that when the player starts moving diagonally, the followers are still moving straight, but their speed is already reduced. This makes them lag behind.

The second problem is that, even when moving diagonally, the followers are still slower than the player, and they lag behind more and more. I have no idea why this happens, tbh.

My solution to this would be to make pixel diagonal movement not truly diagonal - when holding up and left, the player would alternate between up and left moves instead of doing both simultaneously. But if you did this, you'd need a check to lock the character sprite in one direction instead of alternating really fast. I'm not sure how feasible this is within your system, though, and it's probably not the optimal way to do it. I wonder what other pixel/diagonal movement scripts do?

EDIT: Never mind, I've just tried something similar, and it looks really jerky.

EDIT 2: I FIXED IT! The follower movement isn't perfect, but it's quite good, and I'm sure you can find a way for it to work better. Here's what I did:

def speed if @diagonal 2**real_move_speed / 11.31370849896 else 2**real_move_speed / 8.0 endendEDIT 3: I've just found an unrelated bug. Qmove works fine for movement speeds 1, 2 and 3 (if you use a 1px grid and a 32 multiplier, the event walks 1 square), but if you use speed 4, it walks 2 squares. If you use speed 5, it walks 8 squares, and so on.
 
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Quxios

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Hey guys, sorry for the late reply! Been busy with some stuff in life, and I also forgot my account details and was too lazy to reset it lol.

Anyways about that diag movement, I probably won't be fixing it since I'm done with vxa, I just don't have enough time and I'll also be moving to MV once that's out since I'm more interested in mobile development.

But yeh, while I was working on that diagonal fix, I noticed the methods for following would have to be mostly rewritten to get it to work ( I think the main method for the following was def pxl_distance_from and def chase_preceding_character )
 

Rairun

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That's understandable. Thanks for all the work you've done. You managed to fix jump collision, interaction through impassable areas, float compatibility with other scripts, etc - as things are, I can definitely still use this script in my project.

The only other real issues for me were diag movement speed, and qmove for speeds 4 and above. But diagonal movement works fine with my fix, INCLUDING followers (if anyone else is having any problems, do try it out). And qmove might be easily fixable too, but if it isn't, you can always work around it by not using a 32 multiplier for higher speeds.
 
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Shiroi Akuma

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I think I found a bug, if I use parallax mapping and use a scroll map event (no autoscroll in the map settings), it's impossible to change the speed of an event. So if I scroll the map to the right, and also use q_move[6, 999) for example, the map scrolls faster then the event. I also tried to use a higher frequecy or change speed, but it's always at the same speed. If I scroll the map slower to the right, the event gets, slower too. I used Yamis Overlay Mapping, too. Excuse my bad english.

Ps.: It seems there is also a bug if you enable map loop.
 
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resinate

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i think i found a glitch with one of ur scripts i didnt know where to report it.

when u trigger an event from npc, itll run the event normal but it wont update its self switch to remove itself until 2nd time it runs even tho its supposed to run once then remove

the bug is found in Movement.rb the core is perfect
 
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Quxios

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Sorry for late reply everyone. But I won't be supporting / working on my Ace version of my Movement script no more. I should have edited the first post long ago, so sorry again.

If someone really wants a fix or new feature for any of my Ace scripts they will have to pm me and ask for a commission. I'm just not willing to use my free time on Ace over MV anymore.
 

resinate

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it seems im not allowed to post fixes. sorry guys

bug is using self switches to hide actors or fase into different stages
 
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Rairun

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How come? Just post the code here?

Mine seems to work just fine, but I've modified it a lot to work with other scripts, so that might be the reason.
 

deathsia

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There is currently a bug in the qausi movement script that doesn't update bounding boxes when changing characters via event or otherwise

From 1590 to 1613 delete all that / replace it with :

def bounding_box(direction = @direction)if !@boundingbox || @boxid != actor.actor.id@boundingbox = {}if actor.actor.bounding_box.is_a?(Hash)actor.actor.bounding_box.each do |k, v|v[0] ||= Quasi::Movement::pLAYERBOX[0]v[1] ||= Quasi::Movement::pLAYERBOX[1]v[2] ||= Quasi::Movement::pLAYERBOX[2]v[3] ||= Quasi::Movement::pLAYERBOX[3]@boundingbox[k] = Bounding_Box.new(v[0], v[1], v[2], v[3], shift_y)endelsev = actor.actor.bounding_boxv[0] ||= Quasi::Movement::pLAYERBOX[0]v[1] ||= Quasi::Movement::pLAYERBOX[1]v[2] ||= Quasi::Movement::pLAYERBOX[2]v[3] ||= Quasi::Movement::pLAYERBOX[3]@boundingbox[:main] = Bounding_Box.new(v[0], v[1], v[2], v[3], shift_y)end@boxid = actor.actor.idendreturn vehicle.bounding_box if vehiclereturn @boundingbox["dir#{direction}".to_sym] || @boundingbox[:main]endendNow actor boxes will update if the player changed

This fix was provided by the script writer themselves.
 
 

JosephSeraph

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It's a shame you plugged off your Ace scripts since MV is pretty much unuseable for a pretty big demographic, myself included, who falls back to the amazing but ever shrinking catalogue of Ace scripts :/

Honestly this scripts + Y depth for Ace would be amazing, but I'll have to fall back to my outdated Quasi Movement build i've thankfully saved on my computer sigh
 

JosephSeraph

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I'm not sure I should bump this or make a new thread, but does anyone have a backup of the latest version of this script? I do have the 1.5.3 version on my HD, but I have zero idea how critical the last update is.
 

Christian777

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Do someone have got the last Quasi scripts for VX ACE? i cant find them anywhere, only the MV ones...

I'm not sure I should bump this or make a new thread, but does anyone have a backup of the latest version of this script? I do have the 1.5.3 version on my HD, but I have zero idea how critical the last update is.
Can you share your version please?
 

mlogan

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@Christian777 Welcome to the forums. I merged your posts as we ask members not to double post - or post right after themselves with no one else posting in between. If you have any questions please let me know.
 

Christian777

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@Christian777 Welcome to the forums. I merged your posts as we ask members not to double post - or post right after themselves with no one else posting in between. If you have any questions please let me know.
Oh ok, sorry about that.
 

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