Thanks for the reply, this project is unfortuntately on hold for a while u_u I am currently in the process ofo rewriting my 3D renderer which this demo uses. ^^; thanks for testing it out though!
chaucer
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So the "Transfer Player Float" command only accepts number values and not code, I can make it work that way in the future.
The Disable Rounding, is on the DEFAULT transfer commad, where you disable the rounding -> record the position x, and y to their own variables, then you perform transfer from the default command built into MV/MZ and use the appropriate variables for x and y. ^^ If this still does not work let me know, and i can debug this , but it worked the last i tested, however a lot has changed since then.. so it may have broke somewhere down the line ^^; apologies.
As for the character not moving accordingly on looping maps, this is... somewhat of a known issue, I fixed this partially, for the simple "setDestination"( this applies to basic move commands in move route ), but I have not yet adressed this for path finding, which is what I assume you are using?
Also your english is good enough for me to understand, so no worries at all! and this is no bother! I am here to help :)
So the "Transfer Player Float" command only accepts number values and not code, I can make it work that way in the future.
The Disable Rounding, is on the DEFAULT transfer commad, where you disable the rounding -> record the position x, and y to their own variables, then you perform transfer from the default command built into MV/MZ and use the appropriate variables for x and y. ^^ If this still does not work let me know, and i can debug this , but it worked the last i tested, however a lot has changed since then.. so it may have broke somewhere down the line ^^; apologies.
As for the character not moving accordingly on looping maps, this is... somewhat of a known issue, I fixed this partially, for the simple "setDestination"( this applies to basic move commands in move route ), but I have not yet adressed this for path finding, which is what I assume you are using?
Also your english is good enough for me to understand, so no worries at all! and this is no bother! I am here to help :)
Well.. it's untested but, you CAN manually toggle 8 directional sprites on or off at any time( you will need to change the sprite of the character to match the format though at the same time ), with the following script call..
// for the player. $gamePlayer._8dirSprite = true; // for events. $gameMap.event( ID )._8dirSprite = true;
The above will turn ON 8 directional sprites, if you set the value to false it will turn them off instead. and replace "ID" with the actual ID of targetted event.
Lastly do not forget to change the sprites! otherwise you will get some... graphical issues :x
$gameMap.regionId( Math.round( $gameMap.event( ID ).x ), Math.round( $gameMap.event( ID ).y ) ) === REGION
The above code ran in a conditional branch will do what you want. :)
You will need to replace both instances of "ID" with the actual id of the evnet you want to get the coordinates of.
You will also need to replace "REGION" with the actual region id you want to e used. ^^
Because Visustella plugins are vast, I can't confirm which plugins it may or may not be compatible with, Also because visustella plugins are obfuscated, I am sorry to say that even if I wanted to add support for any given plugin.. I would find it very difficult to do so :/
With that said... I am fairly certain... it's going to be compatible with most visustella plugins, as long as they don't do anything too strange.. or as long as they dont create filters that conflict with this one.
this plugin is 100compatible with parallax mapping, it also supports Galv's Layer plugin and MZPrimeParallax, both of which are plugins that allow more than 1 parallax layer.
However when using the tool to edit parallaxes, the colliders are STILL defined in grid format, this is for several reasons, and will not be changed any time soon... but it is planned to allow drawing directly onto the parallax.. but it's a lot of work to re-write the tool to handle this.. so it won't be for a while..
Currently there are no push/pull mechanics tied directly into this tool, I may be adding a seperate plugin in the future to extend the plugin to handle such features but currently it is not implemented in any capacity. ^^;
I apologize, but I've been SUUUUUPER busy fixing bugs, on the collision tool, and working on my upcoming ABS( which is suuuuper close to being done! ), and the new standalone map editor tool for 3D maps in the rose engine, as well as other stuff ~_~ but I have not abandoned
this plugin!! updates are coming, and soon( i hope lol ), expect some changes to this by the end of next month! Thanks for your inquiry, I appreciate your interest in this plugin!!
This is correct, your collision data is not within the tool, it is only within the project, this is why you mist link your project to the tool so it knows where to save the collision data! :D
Now you might lose project info, but in this case, simply re-add your project, and your good to go! Nothing major. :)
Update the tool( go to "About", and choose "Check for Updates" ), then dont forget to also update the plugin( Click your project in the tool, and click update plugin/project ), support for Galv's Layer plugin was added a while back, the images will be listed BELOW all parallax images and will include the tag [LAYER] next to it's name ^^
So, whenever you check the 'ignore collision' box, that specific tile, will NOT be read during the collision checks, because, by default the highest tile( the one that appears above all other map colliders ), is the one that gets used for collision checks. I.E. so if the trees branches from the above example, has NO collider attached to it, and the rock behind the tree has a collider, without the ignore collision flag checked on the tree's branches, the rocks collider will be completely ignored D: but WITH it checked, the tree's branches will not be checked, and instead it will check the next lower layer instead, in this case the rock behind ^^
Hopefully that's a bit clearer sorry I'm bad at explaining haha ^^;
For the first issue, sorry there is not really a solution to this at this time... I apologize.... the only solution would be to use water tiles... :/
The second quesstion, the cuved line is for the jump from cliff mechanic, see this youtube video..
and the "ignore collision" is used for things like trees lets say you have a tree 3 tiles high, and you place this tree in front of a building, so, the top part of the tree, is obviously not meant to have collision.. but the building below it, is.. however when you place the tree over the building... it will OVERWRITE the colliders of the building, because the tree is higher priority... so in this situation... you would set the top of the tree, to ignore collision, so that it doesn't overwrite any colliders it covers.sorry this was an oversight on my part.. to fix this open the plugin manager, double click the collision plugin, choose the jump restricted regions, and delete all the data in it( probably just the number 1, ), then press enter, then click on it again, it will be properly formatted after that as an array of data.
Hello, ^^; sorry I was just going to resolve a bug with this plugin today, so I suppose i can try to work this into my schedule today. Thanks for reminding me of this as i forgot to add it to my todo list, in the future( if you use discord ), it would be immensely more helpful to report the bugs there, as i have a sort of forum setup for bug reports, it helps me keep track of my bugs in a more manageable way lol, cause I'm constantly trying to jot down bugs/features/compatibility requests from forums, itch.io, emails, as well as discord Q__Q lol.. If not it's np! but it's a huge help for me, as sometimes i forget to write something down( like i did in this case D: ). Regardless, I'll be checking this out right now!
Apologies.. so this plugin does not download from the itch.io page. instead it comes asa tool. Here's how to get the plugin.
- Open the Tool executable file for your Operating System.
- It SHOULD prompt you to update the tool automatically.
- if not, go to aobut, then click "check for updates".
- The tool will restart itself.
- Add your project to the tool!
- Single click your project, then choose te update project button.
- The tool will now be installed in your project!
- Go to MV/MZ Plugin manager, and add the plugin there.
- Done!
This is also how you update the plugin from that point on ^^ the tool will auto fetch/download the latest version of the plugin, and the tool itself, and download that for you, all you gotta do is choose a project, then cheese update, when it's out of date.
hello! thanks for the feedback! I believe this is from the default code in MV/MZ that the characters dissappear( this is so that when it takes a snapshot of the map for battleback, when no battle back is defined, the characters are not part of the background ), but i can adda toggle to prevent the disappearing of characters, it shouldn't be too hard. :)
yeah, i added an in-tool update system in order to mitigate the wait for people who own the tool/plugin on steam, as GGG has many plugins/assets to keep updated on their site/steam, so i don't wanna spam them with updates every other day in some cases, lol.
Also thanks for the kind words, i appreciate it! I am doing my best to ensure each feature is as close to perfect as possible! but sometimes I end up breaking certain features, after I fix other features lol Q_Q but, I will get it all finished soon( i hope lol ).
I cannot verify the compatibility with VS plugins, but seeing as this plugin is pretty much it's own thing there should be very low probability of compatibility issues arising.
Unfortunately VS plugins are obfuscated... I WILL try to add support for them where possible in my plugins but i cannot guarantee I will have any success...
Also worst case scenario, itch.io offers a refund on purchases! and if you decide to purcahse the plugin, and DO run into issues, I will do do my best to resolve the issues, however... If I am unable I am more than willing to refund the plugin where possible! :)
This is technically already possible, although it will be getting revamped soon.. as I don't like the way it's handled... There is a plugin parameter for this iirc though.. or maybe I forgot to add it in o_o; I'll need to check again... but I'd recommend waiting for the next update to use this regardless!