Quasi Movement

Iliketea

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Hi I have a small problem with your sight plugin but could not find the topic of it on the forum so I post it here.


Ijust cant get it to work :(


This is the error I get in the debug log:


 

Quxios

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Yeah this is the place to report for any of the addons for the movement plugin.
Mm which version of the sight plugin do you have? Since that line isn't matching in the latest version.
 

Iliketea

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I am not sure but I re-downloaded it and now it works?


I first used right click and "save as" for the link to the demo, I supposed that was the problem.
 

Jonath4nC

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Hi, I got a problem with my Collision Maps. Somehow, the player gets stuck against the diagonal walls and I can't slide along them. I noticed in your demo that your player slides along angles fine. I tried turning off all plugins except "QuasiMovement", but I still got the same problem.
 

Quxios

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Make sure you have the smart move settings enable, if they are disabled you won't be able to move "smoothly" on them. Also make sure your collision map is smooth and avoid having an anti-aliasing on them it should just be 2 colors or 1 single color + transparent for passable.
 

Iliketea

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Hi, me again.


I am having some issues with the path finding plugin.


If the player moves using the mouse the movement is very messy and sometimes the player moves to a completely different tile than the one he clicked on
 

Jonath4nC

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ahh cool, thanks heaps! It works great now :D
 

Quxios

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@Iliketea Thanks for letting me know, will look into it. Do you know if it's only around certain tiles? Like clicking near a corner collider.
 

Iliketea

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From what I have tested its rather random?


Someone who play tested my demo told me about this problem, I never really used the mouse so I didnt noticed.
 

Jonath4nC

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I tried deploying my game to test it on my android and it came back with "Failed to create a distribution package."

At first I thought it was the SpriteAnim.json, but after a few tests it looks like it was actually the naming convention of "#configName-fileName.png" that's used for the sprite. I took the # out of the name, and then I was able to deploy the game... although it meant my sprite no longer worked. Is there any way to fix it so maybe we have to use a different naming convention?
 

Quxios

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@Iliketea Same here, I mainly just use arrows / wasd, so mouse related stuff typically goes unnoticed.


@Jonath4nC Sure, I'll add in a parameter where you can setup your own naming for it.
 

styx92

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Hey Quasi. I love your script. Good work and really nice support.


But i have still some question. I wrote an event to push and pull some objects. But the objects only "walk" 1 pixel, too. Is there a way to change the grid for the events or something?


I have to tab 48 times you know? :D


Greez from germany


Styx92
 

Quxios

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If you're using one of the later versions, the default event moves will move that event by your tile size. Other then that, you can use a qmove() to move it by a fixed number of pixels.You can find details of that in the documentation: http://quasixi.com/quasi-movement-documentation/4/#move 
 

esn23

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So Im sorry if I am asking stupid questions but I am sorta new to this and would love some answers lol.  Basically Im working on an isometric type game and it seems to me that this plug in will do the trick.. Problem is I think Im using plug ins that conflict with it or maybe this isnt set up right.  Here is the list of plugins i am using 


Galvs Character Animation


Galvs Character Frames


Galvs Diagonal Movement


Galvs Character Busts


Galvs Message Busts


Galvs Message Bacground


Galvs Layer Graphics


Quasi Movement


The problem is that two of the party members are missing and the characters walk animations are not being displayed correctly.  I believe the conflicting plug-in is the character frames one  Is there something in this plug in I can change to make this work properly or am i going to have to choose one over the other?  I hope you can help.. Also I wanted to know with this scripts collision box thing would it be possible to make an isometric type rpg?
 

masterlobo

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Version 1.295 seems to have changed default event movement to be grid based instead of tile based.


Is that expected behavior?


Thanks in advance.


Great script!
 

Quxios

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@esn23 My plugin already has diagonal movements, and you can use my sprite plugin 




That can probably replace the following ( just assuming by the name of plugin name, I have no clue what they really do ):


Galvs Character Animation


Galvs Character Frames


Galvs Diagonal Movement


As for other stuff, I have no time to work on compatibility issues atm, so you'll either have to throw out some plugins or ask others to make a patch.


@masterlobo Not sure what you mean. I just ran an event with a single "move left" movement command and it moved by tile length. Which is something I added in, in one of the 1.29x updates since lot of people kept asking how to move an event tile based ( guess no one reads the docs ). So if you want to move an event pixel based you'll use qmove or mmove functions.
 

masterlobo

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@masterlobo Not sure what you mean. I just ran an event with a single "move left" movement command and it moved by tile length. Which is something I added in, in one of the 1.29x updates since lot of people kept asking how to move an event tile based ( guess no one reads the docs ). So if you want to move an event pixel based you'll use qmove or mmove functions.


Weird, it's not doing that for me.


Maybe because I'm doing "Move at Random" and "Jump"s as part of the movement route?


Also, some of them are tileset based events (their charset image is from [Tileset B] for example).
 

Quxios

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@masterlobo Just took a look, and the "move at random" is still grid based. A simple fix for that is to use "turn at random" => "move forward" and you'll have a tile based random
 

masterlobo

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@masterlobo Just took a look, and the "move at random" is still grid based. A simple fix for that is to use "turn at random" => "move forward" and you'll have a tile based random


Thank, that works for now.


Quick question:


What about Jump though?
 
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Quxios

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Jump was still grid based when I did it. If you want a pixel based jump you can use some script calls. See Jump section in the movement docs:
http://quasixi.com/quasi-movement-documentation/4/#move



I'm going to assume that code snippet is inside a function in Game_Map. For that function you need to use the grid x and y values, you might also need to use flat values ( no decimals ) so you can try something like:
 


$gameMap.regionId(Math.floor($gamePlayer.x), Math.floor($gamePlayer.y));


If you're trying to get a pixel region ( from a region map ) you need to use the $gameMap.getPixelRegion(x, y) function. x and y being pixel values
 

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