Lufos

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Hey,

I just tested my push/pull Common Event and and unfortunately, it doesnt work at all, when I activate pixel movement for the map. Below I attached a cut down version of the event. I reduced it to the minimum as the long version with smooth movement and sound effects is too long. :)

1695041241374.png
1695041253420.png

Maybe anyone could give the some tips, what's causing the problem? The event moves in a weird way and when I check for passability like that:
Code:
$gameMap.event(this._eventId).canPass($gameMap.event(this._eventId).x,$gameMap.event(this._eventId).y,4)

The game freezes and nothing moves at all.

EDIT: I fiddled around for a bit and the problem is only present, when I use the 8dir movement option/sprite sheet. This seems to mess up the player direction checks.

EDIT2: It actually were 3 seperate problems and I managed to solve 2 of them. One was an incompatibility with VZ move Core, because I still had Visustella 8dir movement active. The second (weird object movement) was due to invisible followers still creating invisble collisions. Only one problem remains: the function *.canPass seems to not work properly. Collision works fine, but I check the collision in order to play the correct sound effect.

Any help would be appreciated.
Regards Lufos
 
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Shashmurin

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Greetings and thanks for the great plugin!
I am still testing and learning the dark arts of this product, but I was wandering if there is/will be a way to make the followers follow your 'tracks' exactly so that they don't get stuck on obstacles? Currently it seems to be pretty easy for them to get lost :kaoswt:

EDIT: I love how easy it is to make the collisions for parallax maps!:kaoluv: One thing that could make it even more peachy is making it possible to edit contents of other folders: Now if I'm using Galv's layer plugin, I need to have a 'layers' folder for the layers, but for the collision I need to copy one of the layers to 'parallax' folder for collisions. Obviously I can just blank the parallax folder one after I'm done making the collisions to save filesize, so it's not the end of the world as it is. :kaophew:
 
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Lufos

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Hey guys and gals,

is there an ETA on the new update, yet?

Regards
Lufos
 

bass2yang

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Are there any tests that have been done with Chrono Engine? I'm using the Active-Time Battle portion (not the ABS part) and would love to have better pixel control overall. Half-Move is working fine at the moment - just looking for better performance and movement.

Thanks!
 

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