I had no idea that the "4 dir" setting was exactly what I was looking for to directionally restrict a tile's passability. Thank you so much for showing me that!
Wow this has to be the best tutorial for parallax collisions, teaches how to do it, give right information and it shows it working, perfect for me, i have been looking how to make parallax but collisions was the only thing missing and this helped me alot.
Woaa I tried qmcollsionmap and it's super nice! 4:34 the big downside of QM+CollisionMap, how smaller map and how bigger map did you mean? What map size can be said as a safe size for using QM+CollisionMap? And in your game, can you estimate the percentage of each methods you use (tileset, yanfly region restriction, and QMCollisionMap)?
I never actually used QM+CollisionMap for a full game, so my experience is limited to a few test maps I made.. I'd recommend just trying a few different sizes and see if you feel an impact. (Keep in mind that worse PCs than yours will feel that impact earlier...) In general, the bigger you make your parallax map, the worse performance gets and it might flash when entering a map (which is why a cash plugin might be a good idea, but that will just move the loading to an earlier point in time (like when starting the game) or keeps the game on a black screen until all assets are loaded to prevent flashing graphics... and it doesn't help with collision detection that Q's plugin would have to do, it would just preload the images. For my games... for Everdine i used the tileset method for like 95% of the game and at a few special occasions region restrictions. As well as some empty events with "same as character" as a temporary collider, that I could turn of with a switch while the story progresses. Hope this helps :)
@@starlitcastle I see, before knowing these custom collisions, I used the event "same as character" as well to make all collision lol. I like how the player could move to the corner/tiny soaces. Btw I found a problem where my boxes puzzle did not work as before. Without a QMcollsionmap, if player pulled the box, the box will move toward the player 48pixel(1 tile). But using QMcollisonmap, only player moved 1 tile after pulling the box, the box only moved 1 pixel. There is a setting to change the grid to 48 pixel, but if I change this, the collisions will be similar to basic tileset collition..the player will also move 1 tile and coild not go to the corner. If I can not find solution for this, maybe I will leave this method and use the others. Also in game development, the red collision is visible even running the game. They will not be visible after deployment.
@@starlitcastle yeah it works using QMove commands. But sometimes I have to adjust the event collisions. I also found a bug if two events are close, the player could not move..maybe it's confused on which event has to trigger. I also has to asjust my player animation motion. I think it's too risk for beginner :D
Henlo! I'm using RPG Maker VX Ace and everything until now did work for me too. One thing I'd like to ask is; do you think the first option'd work on VX Ace, too? I found it new to see you could choose the collisions for bushes, ladders.. And I got so goddamn surprised that you could even set an "up & down collision", etc! I rlly hope that's implemented in VX Ace too. There's... Not very helpful tutorials for this engine, yet it was the best one I could acquire. Thanks for your clear and helpful explanations, tho!
@@starlitcastle OMG, no! It's fine, you've already helped me out so much with your tutorials! But, I'd like to make 1 question still... Could you pls tell me how's your Parallax's map distribution? I mean like Base (Ceilings, walls), Objects (Furniture), Detailes (Miscellanous things, such as a plushie or a tea cup), and then the Overlay? I'd be thankful if you could assist me with this one!
There should be an option in the plugin setting for a button to show/hide the overlay in playtest mode plus it should be automatically disabled after deploying the game, as far as I remember.
It's a setting in the plugin, please read the plugin's help section and check the plugin settings, if I remember correctly you could define a button there.
Thank you for the informative video!:) Could you tell me please, How you put Parallax background and used Passability tilesets? When I put my Par Image as background, I cannot move(
I'm not super familiar with the plugins available for MZ at this point. I'm pretty sure VisuStella probably has some kind of pixel movement and there's also the Rosedale collision altering plugin. Just google for pixel movement rpg maker MZ and you'd probably find a few plugins. If I remember correctly the free ARPG DLC also has a pixel movement plugin. (it's by unagiootoro on their github github.com/unagiootoro/RPGMZ called DotMoveSystem) But as I said, I'm not familiar with MZ plugins, so you'd have to read the plugin documentation yourself.
This is such a great tutorial, IT helps tremendously! I got it working but how do you remove the "RED" colour of the collision map when the game plays? Does the player have to do that every map?
Are you talking about Qs plugin? As far as I remember the red color is only there in playtest mode, not when you deploy the project! Plus there should be a setting in the plugin itself to not show the collission map.Or at least there is a toogle/hide button.
@@starlitcastle thank you. I was unsure because I hadn't deployed my game so I was still in playtest mode. I figured it out now with the parameters just took a while to find. Love your rpg maker videos!
Does ABS plugins work with QM plugins? Would be cool. Not having proper movement along with ABS is some of the reasons I can't use RPG Maker for some of my projects.
The dev behind the QM plugin also has their own ABS. They are no longer supported by the dev though, but I know that some people still use them. I've never tried them, so I can't tell how likely you'd run into problems. Not sure if QM would work with other creators ABS plugins.
Visustella has the region restrictions as part of their move core as far as I know. The tileset is exactly the same with MZ. there is also this one: forums.rpgmakerweb.com/index.php?threads/rosedale-collision-altering-plugin-mv-mz.159189/ And you can probably find a bit more when you do some research.
I do like the first example presented in the video with the possibility tile sets. I did have one question, after filling in the tiles with the red tiles how do you make them invisible so you don’t see them in game?
@@EmergeMusic I think I said it in the video, but whenever you don't need to see the guides anymore, just replace the tilesheet file with a completely blank version. The passability you setup for the tileset will still be the same, the red color (or whichever you chose) it just for yourself. :)
I don’t know how relevant this is. but, after the latest plugins, I have a problem: followers no longer follow me. they stand in the place where the player stands at the beginning. Is there any way to fix this?
Probably a plugin conflict. How many other plugins do you have in there? Try turning them off and only test with Qs plugins. Are you still getting an error? If not turn one plugin after another back on and see which causes the conflict and then evaluade which plugin you want more, because they obviously don't like each other. Also make sure you have all of Qs plugins needed in your project, as there are some dependencies between them. It tells you on the github page which one needs which.
For the passability tileset method, the collisions work perfectly but the tiles show in game (so red shows when I only want their collision) Is there a way to make a tileset like this one invisible in-game?
if you use galvs layer graphics put your ground layer to z=1 instead of 0 so it's above the tileset. You could also just replace the collision tileset with a blank file version before exporting your final game.
@@SLEEPERER Yes! Or turn off the layer with the red graphics instead of turning down the opacity... so it's basically a file without the images but the database in engine still has the collission/passability info on it.
this should have nothing to do with your titlescreen unless you installed qs plugins and have the quickstart thingie in his core plugin activated. You can either display your parallax layers above the normal tileset layer (so if you use galv's layer graphics you can set your parallax ground to z 1 instead of 0) or you can later on just replace your tileset sheet with a blank one, as the red is only a guide for yourself to help you double check if everything is blocked of correctly.
Yes, parallax maps take up way more space than those build with a tileset. So if space is a concern for you, I'd advice to stay away from parallax mapping. It also is less performant than tileset use, but with most modern pcs that doesn't really matter too much, only if you try to run the game on old/low end pcs. I had around 75 parallax maps in my last game and my parallax map folder for that is 360MB.
I had no idea that the "4 dir" setting was exactly what I was looking for to directionally restrict a tile's passability. Thank you so much for showing me that!
Just recently started using RPG maker and your tutorials have been such a great help to me!
Thank you for the kind words! I'm glad to hear that the videos are helpful!
Great tutorials! I appreciate your narration style, and clear and concise walkthroughs! Keep 'em coming! :)
Thank you for the feedback!
Wow this has to be the best tutorial for parallax collisions, teaches how to do it, give right information and it shows it working, perfect for me, i have been looking how to make parallax but collisions was the only thing missing and this helped me alot.
I'm glad it helped! :)
This channel is so so helpful ghank you so much for sharing your knowledge! I wish you great fun and success with your gamedev journey!
Thanks! And same to you! :)
Congrats for your 1K!
Thank you very much! :)
Thank you so much! This was very helpful!
I'm glad it helped!
tysm! u nailed it well!!
Thanks for the video.😊
Thanks!
great video! also i was wandering if the second method (yanfly) works on rpgmaker mz too?
Woaa I tried qmcollsionmap and it's super nice!
4:34 the big downside of QM+CollisionMap, how smaller map and how bigger map did you mean? What map size can be said as a safe size for using QM+CollisionMap?
And in your game, can you estimate the percentage of each methods you use (tileset, yanfly region restriction, and QMCollisionMap)?
I never actually used QM+CollisionMap for a full game, so my experience is limited to a few test maps I made.. I'd recommend just trying a few different sizes and see if you feel an impact. (Keep in mind that worse PCs than yours will feel that impact earlier...)
In general, the bigger you make your parallax map, the worse performance gets and it might flash when entering a map (which is why a cash plugin might be a good idea, but that will just move the loading to an earlier point in time (like when starting the game) or keeps the game on a black screen until all assets are loaded to prevent flashing graphics... and it doesn't help with collision detection that Q's plugin would have to do, it would just preload the images.
For my games... for Everdine i used the tileset method for like 95% of the game and at a few special occasions region restrictions. As well as some empty events with "same as character" as a temporary collider, that I could turn of with a switch while the story progresses.
Hope this helps :)
@@starlitcastle I see, before knowing these custom collisions, I used the event "same as character" as well to make all collision lol. I like how the player could move to the corner/tiny soaces. Btw I found a problem where my boxes puzzle did not work as before. Without a QMcollsionmap, if player pulled the box, the box will move toward the player 48pixel(1 tile). But using QMcollisonmap, only player moved 1 tile after pulling the box, the box only moved 1 pixel. There is a setting to change the grid to 48 pixel, but if I change this, the collisions will be similar to basic tileset collition..the player will also move 1 tile and coild not go to the corner. If I can not find solution for this, maybe I will leave this method and use the others.
Also in game development, the red collision is visible even running the game. They will not be visible after deployment.
Ah, after read the documentation, I can use QMove plugin to make personal X grid movement for each event. Will try tomorrow. Thank you btw!
@@SLEEPERER i hope you can figure it out!
@@starlitcastle yeah it works using QMove commands. But sometimes I have to adjust the event collisions. I also found a bug if two events are close, the player could not move..maybe it's confused on which event has to trigger. I also has to asjust my player animation motion.
I think it's too risk for beginner :D
THENKY UUUUUUUUUUU
QM+CollisionMap is the easiest, you just have to make a picture of the map and fill the collision part to be white
Henlo! I'm using RPG Maker VX Ace and everything until now did work for me too. One thing I'd like to ask is; do you think the first option'd work on VX Ace, too? I found it new to see you could choose the collisions for bushes, ladders.. And I got so goddamn surprised that you could even set an "up & down collision", etc! I rlly hope that's implemented in VX Ace too.
There's... Not very helpful tutorials for this engine, yet it was the best one I could acquire. Thanks for your clear and helpful explanations, tho!
I don't have experience with VX Ace, so I sadly can't help. But maybe someone in the rpgmakerweb forums can.
@@starlitcastle OMG, no! It's fine, you've already helped me out so much with your tutorials! But, I'd like to make 1 question still...
Could you pls tell me how's your Parallax's map distribution? I mean like Base (Ceilings, walls), Objects (Furniture), Detailes (Miscellanous things, such as a plushie or a tea cup), and then the Overlay? I'd be thankful if you could assist me with this one!
how do i stop the QM+CollisionMap red overlay from showing in the final game? Thank you
There should be an option in the plugin setting for a button to show/hide the overlay in playtest mode plus it should be automatically disabled after deploying the game, as far as I remember.
@@starlitcastle Hello there, does QMovement work with MZ?
How did you turn the red color transparent? Is that a command you uses on rpg MV? I dont understand 4:33
It's a setting in the plugin, please read the plugin's help section and check the plugin settings, if I remember correctly you could define a button there.
@@starlitcastle Yes, i alredy read the plugin help and discovered how to do that, but thanks and sorry. Im really new on this world of plugins.
Thank you for the informative video!:) Could you tell me please, How you put Parallax background and used Passability tilesets?
When I put my Par Image as background, I cannot move(
nvm, I found that out! You just need to paint it white)
@@sherzoderkinov4498 Glad you found it out!
Hello is there anyway that I can get these to work on MZ, or atleast an alternative that is pixel perfect, for my maps
I'm not super familiar with the plugins available for MZ at this point. I'm pretty sure VisuStella probably has some kind of pixel movement and there's also the Rosedale collision altering plugin. Just google for pixel movement rpg maker MZ and you'd probably find a few plugins. If I remember correctly the free ARPG DLC also has a pixel movement plugin. (it's by unagiootoro on their github github.com/unagiootoro/RPGMZ called DotMoveSystem)
But as I said, I'm not familiar with MZ plugins, so you'd have to read the plugin documentation yourself.
This is such a great tutorial, IT helps tremendously! I got it working but how do you remove the "RED" colour of the collision map when the game plays? Does the player have to do that every map?
Are you talking about Qs plugin? As far as I remember the red color is only there in playtest mode, not when you deploy the project! Plus there should be a setting in the plugin itself to not show the collission map.Or at least there is a toogle/hide button.
@@starlitcastle thank you. I was unsure because I hadn't deployed my game so I was still in playtest mode. I figured it out now with the parameters just took a while to find. Love your rpg maker videos!
@@Rootletootleillustrations I'm glad you found it! Best of luck with your gamedev journey! I hope 2024 brings a lot of inspiration and motivation!
Does ABS plugins work with QM plugins? Would be cool. Not having proper movement along with ABS is some of the reasons I can't use RPG Maker for some of my projects.
The dev behind the QM plugin also has their own ABS. They are no longer supported by the dev though, but I know that some people still use them. I've never tried them, so I can't tell how likely you'd run into problems. Not sure if QM would work with other creators ABS plugins.
Are there any alternative versions of these plugins for the mz?
Visustella has the region restrictions as part of their move core as far as I know. The tileset is exactly the same with MZ.
there is also this one: forums.rpgmakerweb.com/index.php?threads/rosedale-collision-altering-plugin-mv-mz.159189/
And you can probably find a bit more when you do some research.
After doing this, party members stopped moving. Do you know the solution? (Method 3)
Q's plugins do not work with followers, only for the character.
Is The QM+CollisionMap compatable with MZ?
Not to my knowledge. Not sure if it works if you use FOSSIL, you'd probably have to do some research.
I do like the first example presented in the video with the possibility tile sets. I did have one question, after filling in the tiles with the red tiles how do you make them invisible so you don’t see them in game?
@@EmergeMusic I think I said it in the video, but whenever you don't need to see the guides anymore, just replace the tilesheet file with a completely blank version. The passability you setup for the tileset will still be the same, the red color (or whichever you chose) it just for yourself. :)
I don’t know how relevant this is. but, after the latest plugins, I have a problem: followers no longer follow me. they stand in the place where the player stands at the beginning. Is there any way to fix this?
if you're still looking for help, a better place to ask this would be the rpgmaker forums
I've installed from Quxios and now when I try to try my game it says: windows[i].isOpen is not a function
Help pls :(
Probably a plugin conflict. How many other plugins do you have in there? Try turning them off and only test with Qs plugins. Are you still getting an error? If not turn one plugin after another back on and see which causes the conflict and then evaluade which plugin you want more, because they obviously don't like each other.
Also make sure you have all of Qs plugins needed in your project, as there are some dependencies between them. It tells you on the github page which one needs which.
I have the Qplus, Qmovement and Qcollision, and layer graphics by galv. I tested doing that and only stops working when I have Qplus on@@starlitcastle
For the passability tileset method, the collisions work perfectly but the tiles show in game (so red shows when I only want their collision) Is there a way to make a tileset like this one invisible in-game?
if you use galvs layer graphics put your ground layer to z=1 instead of 0 so it's above the tileset. You could also just replace the collision tileset with a blank file version before exporting your final game.
@@starlitcastle That is so helpful thank you! :)
@@starlitcastle WELP I love that method, that's briliant.. thank you...
@@starlitcastleblank file? Is that a 0 opacity versiom of the red one?
@@SLEEPERER Yes! Or turn off the layer with the red graphics instead of turning down the opacity... so it's basically a file without the images but the database in engine still has the collission/passability info on it.
I want to make it so that the red is not visible how to do it? I also lost my title screen
this should have nothing to do with your titlescreen unless you installed qs plugins and have the quickstart thingie in his core plugin activated.
You can either display your parallax layers above the normal tileset layer (so if you use galv's layer graphics you can set your parallax ground to z 1 instead of 0) or you can later on just replace your tileset sheet with a blank one, as the red is only a guide for yourself to help you double check if everything is blocked of correctly.
Click to play the game and once you are playing tap F10
Don’t the parallax maps take up a lot of space? Like I have a game that will have 200 maps - some 25x35, some even more.
Yes, parallax maps take up way more space than those build with a tileset. So if space is a concern for you, I'd advice to stay away from parallax mapping. It also is less performant than tileset use, but with most modern pcs that doesn't really matter too much, only if you try to run the game on old/low end pcs. I had around 75 parallax maps in my last game and my parallax map folder for that is 360MB.