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UnivacBCN

4
Posts
A member registered Sep 04, 2023

Recent community posts

Well, if it helps someone, I'll be satisfied. I don't know MV, in fact until two weeks ago I didn't even know what rpg maker was, but because I've been able to read MV and MZ they are very similar. If the MZ version has the same behavior with buttons that are released even if they are pressed, you just have to check when any handleup event is triggered, all the points currently pressed and if any are in the area of the button that has fired the event is still pressed, then the event will not execute and the button will remain pressed. For the "screen movement" problem, simply, before checking if the click is on a button to cancel the click, check if the controls are visible, if they are not, allow the click. You already have some suggestions for the next version of the plugin. Thanks again for your work, I have learned a lot by analyzing your code. If I can be of help to someone, I will be delighted.

I think this is solved. When the handleup event of any button or pad or joystick is received, you must check all the current touch points on the screen and if any are in the area of the button that receives the event, it means that it is still pressed, so you do not have to execute the event and that's it.

The first time I installed your plugin, I had the exact same problem. The error was because I had installed Eli_Book.js for MZ and Eli_MobileControls.js for MV.

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Hello Hakuen!

My son is developing a game in Rpgmaker MV and asked me to help him with some problems he was having with your excellent plugin. The main one is that in his game, all the scenes are of the "Scene_Map" type, but he only needs controls in the minigames, the rest are screens with dialogues, questions and answers. I have allowed myself to modify his plugin to add a new parameter to the configuration. The parameter is called "Allowed Map IDs" and if it is left blank, the plugin works as in its original version, however if you put a list of Map IDs separated by commas, it works the same as the original, but only activates the controls if the current map id is in the list. This way, you only have to put the map ids of the minigame scenes to use the controls.

On the other hand, while I was at it, I modified the plugin so that if a normal button is held down, it stays in that state until it is released. This way, the shift button is no longer disabled when moving the player and releasing the motion controls. It also solves the problem that when clicking on the screen in another place, the motion controls were released.

I have also solved a problem that there was, when hiding the controls, if the "screen movement" option was activated, when clicking on the screen where the hidden controls are, the click was not registered and therefore in that area you could not move to the character. I don't know if it is allowed, if not, please remove it and apologize, but here is the modified version in case it helps someone.

Eli_MobileControls.zip