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I'm looking to do a feature that triggers when an event moves into a map region. Is this possible with this plugin using MV?

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$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. ^^

Hi! I was wondering, is this plugin very compatible with parallax mapping? I use parallax mapping with my only tiles being those that set collision and passability. The pictures seem to imply that you edit only tilesets, and/or that the collision is set in tileset metadata, but I could be understanding incorrectly.

Also, does this plugin have mechanics to allow dungeon puzzles such as push/pull events? I notice it has a traction system, so it's not just pixel collision, hence why I ask.

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. ^^;

Thank you so much for the detailed reply! It's really good to know that there are methods for using the plugin with parallaxes and future plans for even easier colliders on them.

It's not a deal-breaker for no push-pull mechanics or anything, I was just curious, since there was another paid plugin I was looking at, but didn't want to get it if this also had such mechanics--- redundancy and all that!

Is this compatible with Galv's Layer plugin? I can only access the assets in the parallax folder and Galv's has its own folder. Any advice is greatly appreciated. 

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 ^^

Thank you!

Hello~ I just nabbed this, and it seems, for the most part, ideal, but I have several questions.

I have a fairly large world map and I'd like to use a parallax for it. But it's got a giant lake smack in the middle, and slapping passable water tiles on top of it is gonna look icky since it's a hand-painted image that in no way aligns with a tile-based map.

So first question: How would I add collision (while still allowing boats) to a lake that takes up at least a hundred tiles in total area? I don't see a way right now to zoom out and select an entire swathe of map, and trying to add collision boxes to just the beach or land/water transition areas is... not ideal.
Screenshot of what I'm trying to work with (although the map is going to be redone): https://gyazo.com/387928a2900c1c26fe09914e7a23d939

There's also no documentation to speak of in the download folder, and I can't figure out what the curved arrow icon does other than turn a line a different color. What do the colors mean? And what does the "Ignore Collision" checkbox mean, exactly?

I appreciate you making this program, it really does seem great! Maybe I'm just missing something obvious. x)

Also I got this error when my sprite collided with both a fully- and partially-purple polygon: https://gyazo.com/90cbfd84938845831d2d59492103138e

I'm not sure if it's a conflict or something else.

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.

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.

I see. Okay, thank you! I'll try to figure out something for the water. 
Does the Ignore Collision only affect the points you draw after ticking the box, or does it affect the whole shape at once? I'm not sure how to make half an object pass-behind and the rest not.

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 ^^;

Ah okay, I think I understand. Thank you~!

Issues should now be fixed please boot up the collisions tool to download the latest version of the plugin, and dont forget to update the projects plugin! ^^

It would be amazing if you could copy a page of collisions and transfer it to other tileset pages. Cause different tileset collection for different maps may use the same A tiles or B tiles for example. Having to do it again and again for each tileset is SO time consuming. This would be an AMAZING feature to add.

I am planning to add this, but currently it is not possible sorry :( but hopefully soon, my main focus at the moment is getting all the bugs worked out of the plugin before i begin any more heavy changes ^^; 

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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, I'm having a problem with talking to NPC's through tables. When an NPC is across a table the player can't seem to  talk to them easily. I had to change collision shape in order to get it to work. Any ideas?

i believe i broke npc interactions in general in the last update ill be fixing it tomorrow ^^; sorry for the inconvenience

That's okay! Thanks for working so hard. Thank you.

How do you enable the plugin on certain maps only?

there is a setting in the plugin parameters, to keep the plugin enabled always, if it's turned off, the plugin will virtually be disabled in every map.

From there, you can use the note tag "<pixel>" to enable the pixel movement for a specific map ^^

Hi! I'm sorry to bother ya, just, I saw that this got updated to 1.9.0 not too long ago, and I was wondering if that update was also coming to the Steam DLC (which I think is at 1.5.2)? I got it there before I knew about your itch and love the plugin, so just wanted to see if it would still be getting updates there or if I should get it again through itch instead? Sorry for the trouble!

Ah, sorry for the trouble, I didn't see that you can actually update the plugin from the collision tool executable. Figured it out! Honestly, such a super clever tool here, and very good to see a pixel collision/8 direction movement/ledge system that is still actively worked on!

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 ).

Awesome looking plugin! Any plans to include inertial movement?

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!

Awesome! Thanks Chaucer : )

Hello again, I seem to have a problem with using your plugin with this Proximity Sensor, is there a way to make your plugin work with theirs? https://forums.rpgmakerweb.com/index.php?threads/proximity-sensor-rmmz.161696/

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I am in the process of writing my own line of sight/hearing plugin as well, which will be more accurate with the movement mechanics of this plugin in place, it will also work as a standalone plugin as well though ^^;

Are you able to change the Followers collision at all? Say for example an event that's chasing the player can pass through followers to get to the player?

It was a bug that events can collide with followers at all ^^; I will try to address this asap.

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Hi, sorry if this is a silly question but how do you properly input the 8-way character sheet? Is there a thorough tutorial, as I'm struggling to add my taller character sprites into it despite multiplying the vanilla assets and following the sprite sheet setup directed in the plugin. Thanks! (Also added the $ right in the beginning)

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Hello! so, for the 8 directional characters, first, you need to use the 8 directional tag on the character, either on the actor in the database, on the comment in the event page the tag should be <8dir> then there is a formatting in the plugins help file, which indicates the order the  sprites directions should be placed in

Row 1: Down Left

Row 2: Down

Row 3: Down right

Row 4: Left

Row 5: left

Row 6: Up Left

Row 7: Up

Row 8: Up Right

These is Also now a zip file which includes characters that are setup in the proper format as well :) the height of the characters should not matter as long as they follow this format ^^ If you still need further assistance just let me know and I'll help where I can :D

Tysm for the speedy response, turns out all I was missing was the <8dir> notetag! 🤍

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awesome! glad it was something simple ^^ if you need any other assistance just lemme know, also yoiu may get faster responses on the discord server :D

Ouu where can I access the Discord? And thanks again!

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The discord is in the plugin itself, in the help file. Alternatively, here is a link ^,^ I highly recommend anyone to join as you can keep track of what Im working on in real time as well! Also it;s much easier to report bugs there and for me to keep track of them also!

https://discord.gg/nexQGb65uP

Is there a way for collision to only work for events and allow the player to pass?

you can set the player to be through, and he will essentially ignore collisions until through is turned back off ^^, similar to default rpg maker

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How do you change an events collision to circle shape?

currently, this is unsupported, but I believe... it's possible if you use "character.setColliderType( "circle" )" replace character, with the event I.E. "$gameMap.event( 4 ).setColliderType( "circle" );"

It worked! Thank you!

Hello! Is there a way this plugin can be used with any good pixel AI tracking for events? For example a event will chase the player but not get stuck on collisions?

Hello and thanks for your inquiry! This has been integreated in recent versions of the plugin! I have added a pathfinding system directly tied to my collision plugin :) This can be found in  the help file, under "Move Route Script Calls" section.

In a move route, you can use the script call..

this.findPathTo( X, Y )

where X is the X coordinate and Y is the Y coordinate. :) This will cause whoever uses this move route, to find the shortest possible path( WHILE navigating obstacles ),to the destination you provided( the X and Y coordinates )! This is completely different than the "setDestination" functin, as set destination will move the character in a straight line, "findPathTo" will intelligently search for a VALID path to be able to reach the destination you provide it. However bear in mind it can ONLY find grid locked coordinates. I.E. X:8, Y:15, it cannot find float values in the grid, the reason being that the path find RELIES on the grid itself to find the path( there is no good way to pathfind without a grid of some sort ), this means that if you need the character to move to X:8.25, Y:732, for example, you should use the "findPathTo" function, to move to X:8, and Y:7, THEN use the "setDestination" to move to the float value of X:8.25, Y:7.32, in a subsequent script call in the move route.


I hope this has been helpful ^.^

Yes it does help. Am I able to use it like this then in the custom move route?

this.findPathTo($gamePlayer.x -0,$gamePlayer.y);
this.setDestination($gamePlayer.x -0,$gamePlayer.y);

what is the -O part? but yes, these functions are indeed working in move routes ^^

Sorry that part was for something else unrelated. Anyway thanks for your help!

Hi. Perfect plugin, but I just wanted to find out if I can set a certain part of the collision to cause the character to pass behind the collision (behind the item). As an example, the top of a tree.

Hello! sorry for the delay in response! this is possible with a seperate plugin, I recommend "TF_Billboard.js" created by Tonbii, as it is fully compatible with this plugin ^^

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Hello,I'm using an other plugin(visustella event move core) for my spritesheets,however,somehow,it seems to be cut in half(my sprite is tall,201*145)

It seems to detect clearly the directions,but cut the sprite in half,is there something I can do?

hmm.. are you using 8 directional sprites in my plugin? or in the event move core? and are your sprites 8 directional? if 8 directional sprites is on in te move core plugin turn it off, and use the built in 8 direction in the collision plugin. that should resolve the situation.


It may require reformatting of the sprite sheet though

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yes,I'm using 8 directional sprite in event move core,however,I'm using the diagonal smart jumps the plugin allows me to use.

I'll give a try to your solution,concerning the spritesheet reference on the help file,does it use the same kind of dimension as regular rpg maker (1/8 height;1/12width) or is it only on $character?

the dimensions of the art is irrelevent, it just needs to be in the same format as rpg maker sprites. I.E. top row, is walking down, second row is wlking left, next row is walking right, and bottom row is walking up( if 8 directions follow the  format in the help file ). As for if it's for big characters or not( images with $ in the name ), it does not matter as well, it should work with both. :)

Is there any guide to do a colission map for parallax maps? Similar on how we do it via qColissions?

How to add colission to parallax maps?

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Hello, there are currently no guides, as it's extremely easy to edit parallax maps for the collision tool.

First, import your project, choose the "edit colliders" button, from here, instead of importing a tileset, choose the parallax dropdown, and select the parallax you want to edit, THEN for tile letter choose "Par"

From here, it is exactly the same as editing tilesets, draw the collider on the part of the parallax image you want, save when done, and that's it!




Oh that's good to know! Sine I haven't saw it in any of the clips, even on steam. Btw what's  the difference between the Itch version and steam version of this plugin?

Well, there's really not much difference, except if the tool needs an update, I can update it quicker on itch.io, cause the steam version is published, through degica, so it takes a bit longer for me to get the update to them and for them to test/publish ^^; Other than that there is no real significant difference lol

Does this only work for tilemaps? I am using pictures and Parllax maps

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This works for tilemaps, and parallax images, it does NOT support pictures, though. ^^

thank you!

I'm sorry, but I can download the tool, but I think the js file is missing. In the steam version, there is a js file, but not here yet. Where is the js file to apply to my project? And it would be nice if the sample project was provided as in the steam.

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There is no js file required, simply import you RPG maker MV or mz project then click on it once, click update project and it will auto import the js file to your project ^^ I will try to make this more clear in the future my apologies!

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The only lightweight tool that gives pixel perfect collisions with your maps that I know about!

Comes with a handy developer toggle to show the colliders during testing.