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Ritter Map Transform (RPG Maker MZ)

Easily Change the tiles on your game map! All Layers! Regionids! Shadows! · By notRitter

Work with Altimit Pixel movement?

A topic by TheGameAfter created Oct 31, 2020 Views: 815 Replies: 9
Viewing posts 1 to 2
(4 edits)

Hi again Ritter, hope you doing well.

About this new neet copy post tile plugin: Would it works as intended with 'Altimit pixel movement'? I know sometime the pixel movement plugin not touch the same functions other plugins that use 'x' y'  location check, so I wonder if this will work too? or it will need a patch/update for that purpose? 

Also I like the new  itch community system :) 

(+1)

Hello again! I suspect you are looking for an MV version of this plugin but this  is for rpg maker mz. The MV version of this plugin is coming soon but I'm currently battling a stomach virus or something which is delaying its release. Hopefully this goes away soon and I can continue working towards releasing the MV version as well.

I'm hoping to release the MV version this week if possible.

Thanks for the response, however my question are also for the MZ version, are  this system  will work fine with pixel movement? I assume if yes it will be for both and if not it will also be the answer for both engines, unless I'm wrong somewhere?

(1 edit)

I never tested it but I imagine it would work, I can run a test some time and let you know for sure but I'm pretty certain that my plugin should not interfere with a movement plugin. I guess it depends on how the movement plugin handles tile data. If it gathers the tile data once and reads from that then it may be problematic. If it reads the tile data on the fly then it should work no problem. I'd have to test it out to know for sure what it does as i've never really dug into that plugin. If it doesn't work creating compatibility with it shouldn't be too hard for me to swing.

(4 edits)

Got it, sounds good, I'm waiting for the mv virsion then. I will also check it and let you know, if you have time to test it too it will be great.

Side question: Do you prefer MZ when is come to FPS or maybe other reason? Or you don't see a big different the worth convert all the scripts/events from mv (I probably can't change now but just wondering from a pro perspective)?

(+1)

Whenever I get around to finally resuming development of my game that I've been working on it will be finished in MV for sanity sake. MZ seems rather nice though I quite like it. My next game would be in MZ. As far as FPS differences go I haven't actually used MZ enough to really know if its that much more superior to MV. Most of my game making was in MV, I'm just fortunate that MZ and MV are very similar for plugin making.. some small changes here and there but it's easy to figure out.

One more thing,, are this system have or could you add an option to change a full region with switch? 

(+1)

I'm not too sure what you mean exactly. The only thing this plugin does with regionIds is changes them. Everything else is decided based on x,y coordinates. You can change specific tiles, or you can change areas of tiles, or you can change areas of tiles using map prefabs (the easiest and my favorite way). So essentially if you wanted an entire area changed it would be easy to set up a prefab of it on a TileMap (another map similar to spawn maps in an event spawner) then when you want to switch you just do a usePrefab call to it and it'll switch out the tiles on the game map with the tiles from the other map. If you meant changing all regionIds on the map to another Id that can be done with a simple loop. Loop through every tile on the map and check the regionId if it matches the requested Id then changeRegionId to whatever new value.

Once I'm fully finished with both versions I plan on doing little tutorial videos showing how to use the different features of this plugin. I've grown to love the extra freedom this plugin provides when mapping and will be using this in my own game(s) without a doubt.

Btw I'm really close to wrapping up the MV version of this plugin, I found compatibility with Altimit Pixel Movement on MV although it requires a small edit to the Altimit Pixel Movement plugin to work. (These two plugins were completely incompatible until this fix, due to how Altimit movement gathers tile data and reads from that data, I had to update that plugins tile data which was stored in memory whenever tiles changed due to MapTransform plugin). I also went ahead and made this plugin compatible with QMovement as well, very similar fix was required there as well but this QMovement fix was able to be done entirely within the MapTransform plugin file.

(1 edit)

Nice, and I think your plugin cover the switch part in a different way, I will have to check and I will let you know. I want to do the change few times depending of a switch player turn off (bu buying a house for example or upgrade it).

About the Pixel movement I'm glad that works after change it a bit. Since yo usaid you have to change the 'inside' of the altimit' plugin for it to work, I'm using specific version of altimit pixel movement, this version meant to give more freedom, I wonder if you can check this version as well (may be useful for you as well), here is the file:

https://drive.google.com/file/d/18FB8gVsdtVqrTTc-HRVTbM_Sb70aquNB/view?usp=shari...

(+1)

Hello, I tested that other version of AltimitMovement plugin and the fix/edit remains the same. It's a rather easy fix to make as you're just commenting out two lines which I detailed in the thread for Ritter_MapTransform MV plugin.

Using Altimit Pixel Movement with Ritter_MapTransform