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Hi there,

Would it be possible to add a feature that prevents the player from jumping through what would otherwise be an impassable tile, in addition to the region restrictions, but without otherwise having to go through and paint every impassable object in every map?

Hi!

By default, the player is not able to jump through an impassable tile. Can you give me more information about your setup and what is going on?

I think the only way besides region is to add terrain tags that could block the jump. This way you only should flag those tiles on the database with a specific terrain tag ID.

Otherwise, either need to use regions, or put blank events that block the jump.

More likely than not, this is due to the ABS system I'm using (Phoenix KageDesu's ABS-Z). It's great, but it definitely causes wonkiness with other non-PKD plugins. The jump system works well, and if I'm flush against a wall, the character won't jump through it, but if I start the jump with a tile between the player and the wall, the player lands in the wall. I can paint regions if need be, the system is worth the effort, but it's just tedious.

Do you mean that a terrain tag way will not work for you?

Yeah this plugin may change several stuff. Abs plugins always do that. I'm surprise that both are working together

(1 edit) (+1)

They are actually working together surprisingly well. It seems to mainly be walls that have the hiccup. Other B, C, etc. tiles stop me. It does seem like the jump impulse won't work, but I suspect that may be more so linked to a stamina system I have that toggles dash on and off.

Yeah, they may not work together. There are two impulse types, one checks if the player is dashing and the one if the player is walking. But the walking part may be different because of the abs system.

But you didn't answer me, using the Terrain tags to block the jump would work for you? This is just a matter of you flagging the walls with a terrain ID on the database, instead of painting it on every wall.

Hello.

I'm having problems trying to make an event that is solid but once you stomp on it it does a thing and then it remains solid.

Picture a chest that is not passable or anything, but once you jump and land on it it opens and turns on a self switch to remain open and solid like any other chest.

I know you can make an event that detects if you have jumped on it, but only if the event is already below characters, and that would make the event always passable.

If you use different pages, one for when it's solid and closed, one for when you are jumping and the event is below characters or is passable and another opened after having been jumped on the plugin will not see the event as a viable landing spot and the player will jump to only the tile before the event.

Does anyone know how to make this solid event that is 'jump-able'?

i will not be able to get into the engine for a while. But maybe what you can do is make a parallel event that checks if the player is jumping. If yes, you can set the event to through ON. 

You can also set Through ON on this parallel event if the player is on the same x and y position.

Also, Im not sure if I understood what do you say by "solid" event.

You could try creating a parallel event with this script 

const c1 = $gamePlayer, c2 = $gameMap.event(001); $gameMap.distance(c1.x, c1.y, c2.x, c2.y) < 1 

Let's say the chest was event 001, this would allow the parallel event to determine when the character is within one space of chest. You could then turn on a switch to temporarily change the state of the chests passibility.

 

does this clash with any visustella plugins?

Hi!

I don't remember anyone complaining about that. But I myself, never tested.

Also, "any visustella plugins" I think they have 100+ plugins xD Only way to onow for sure is testing.

Hello, this is advertised to have compatibility with the dot movement system, but the jumping is jittery and all over the place and I can't jump over anything. I am using MV which I know is no longer supported, but is the compatibility actually only for MZ? I'd like to at least know even if you aren't planning to do any further updates for it.

Hi there!

Yeah, it was compatible with Dot Move system. But it was an old version of the Dot Move System and also an old version of my plugin. I have no idea how they will work together now. I guess it is best if I remove that info from the page and the plugin help file. My bad, sorry about that.

Do you have any idea which versions worked together? If so I may attempt to track down the old versions. Thanks for the quick reply.

I really don't remember =/

(+1)

No problem. It seems the issue only occurs while I'm walking or dashing while jumping. I'll try and see if I can't fix it somehow. Thank you for the replies

Hi.

Kind of a dumb question. Is there a way to make an event jump backwards with a plugin command? Like how you can make an event walk one step backwards but with a jump.

Maybe this will sound stupid but I tried using the plugin command 'jumpFordward' but with a negative number so it would go backwards, but it didn't work. The event just jump without moving a tile.

I want to have an event that 'flies' away if you charge at it and so to achieve that effect my aim was to make it jump very far in the opposite direction the player had interacted with it without having to check what direction it is facing.

It is just visual flair so it's not that important.

Thanks.

(1 edit)

Hi there!

Sorry for the delay. Currently, the only way you will be able to do something like that with my plugin is by using the Jump to Coordinates plugin command, and inserting a formula for the X and Y coordinates:

But still, I need to fix something on the plugin first to make formulas work properly on the arguments. I will do that in the next update[EDIT: Already done, working fine now].

Another way to do this is to use the default move route command like this:

This will make the character jump backward (From right to left, 2 tiles).

I think there should be an option to make it so the player can jump to the same region, and also regions that are higher and lower by 1.

Hi there

This is too specific, I'm sorry but will not add an option like that. Maybe if you tell me what I'm trying to do, I can help you better. There are already several options to allow/prevent, enable/disable the player from jumping, including switches, events, regions and terrain tags.

So maybe if you tell me what you are trying to do, I can help you find a solution.

Well, isn't it just an extra jump check that's "Can Only Jump To Same/Higher/Lower Regions" at the same time?

No it's not.

But if you want to achieve the result of "Can Only Jump To Same/Higher/Lower Regions", just set the jump check to "Can Jump". This will be the same as your qoute. Player will be able to jump on any region, higher/same/lower.

That is why I asked what you are trying to do, because if I could know that, I may have better chance helping you, as so, you will have better chance being helped.

Hi! I am new to rpg maker and i was wondering if i can jump on the platform somehow. Looks like the regions block jump in general and if i put regions block a bit higher jump just ignores them. Looks like you did some kind of check with X position and jump just ending close to the wall, but what about vertical (Y) check from above? Thank you in advance. 

Hi there!

I'm not sure if I understood you correctly. When you say platform, what do you mean? It is an event? A specific tile?

Regions do not block the jump in general. You need to choose a specific behavior for the jump on the plugin parameter "Jump Check" and if you want somehow the regions to interfere with the ability of the player to jump or not, you can check the "Block Jump Regions" plugin parameter.

The help file explains each one of them.

About the check of the X and Y position, I really do not understand what you mean. What can I say, is that the rules for jump affect both vertical and horizontal jumps equally.

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