They will get the job done, but with very heavy restrictions and a loss of a lot of functionality.Īlso Godot seems interesting, I didn't know it had that native. Galv's, Yanfly's or Victor's come to mind. But the downside is you can't use QSprite's diagonals without QMovement, so you would have to find a second rate character sprite setup. You could use that and something like TileD to build your maps, but you will likely need to setup hit detection a different way.Īlso Altimet exists as the other pixel movement option. Though if you want to hack together another possible option, there's the other QM plugin add-on that lets you use a JSON file to setup the hit detection. Kind of leaves you with the QM Collision option as your best choice. But I do random map generation (see video in signature if interested), so that likely doesn't help you. ![]() ![]() I just resolved to setup my own collisions and strap images to events. Thankfully the JSON file for QSprite is very easy to manually edit. Yeah I'm sinking in that boat with QMap and QSprite's side programs. Also if you need an on map combat system QABS is amazing, but requires a lot of setup.Īh, you too have the Linux issue. I admit it's possible to hack something together with other plugins, but the results are pretty bad by comparison. This will basically allow you to have pixel perfect collision based on an image.Īs for characters, you are going to want to use QSprite ( ) because it will let you use any number of frames, change the character's poses, do any direction, etc. Just save your ground to a different layer so you can turn it off to create the collision map. Use along with a layer plugin like This will allow you to use your favorite art program to build a map. Just use the program that comes with it and you're done.Ģ. QMap ( ) will let you build maps with collision based on pixels and not grids. There are two different methods I'd recommend.įirst you're going to want to familiarize yourself with Aside from being far and away the best plugin collection MV has to offer, you'll find many of them are the only plugins capable of truly utilizing these resources to their fullest. As for doing the parallax, or really just maps in general. ![]() So you can basically mix and match them to your heart's content.Ģ. All of the assets made by PVGames are 2.5D, even if they don't specifically say it. As of 2020 which plugins/methods should I be using?ġ. Would appreciate any help from anyone that has recent experience with the Medieval assets. I currently have a jumbled mess cobbled together with outdated or missing information. The tutorials seem to be specific to the 2.5D isometric view with grid size settings of 32 instead of 48 and similar scenarios. I dont want to mix them up if they will look visually strange on screen.Ģ: With the parallax layer situation I am not sure what I should be doing as far as what is recommended for the traditional style. How do I tell which ones are 2.5D and what ones are not. My questions are:ġ: The Medieval packs appear to be traditional viewpoint and orientation where I see some packs are of the 2.5D variety. I purchased all the Medieval asset packs from steam and love them! Appologies if this has been asked already but I could not find an answer browsing the forum. I find myself back in RMMV thanks to its compatibility with linux and ease of workflow for one person projects. ![]() Hello, long time user since RM2000 on playstation 1.
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