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Hello,

I am a game developer, and I’ve been using your plugin r88_ProximitySensor.js. It’s a fantastic tool and has been very helpful.

However, some of my players have reported that they encounter the following error when running the game on JoiPlay:

"SyntaxError: Unexpected end of JSON input"

Would it be possible for you to look into this bug and see if a fix is available for JoiPlay compatibility?

Thank you for your hard work!

Hi,

I'm not familiar with Joiplay, and I don't have an Android device, so it'll be difficult to test on my end. "Unexpected end of JSON input" means there's a user input error. For example, if a weird character like "!" or "$#" is in one of the parameters or plugin command arguments, the code wouldn't be able to parse it. So that's one place I would start looking.

Here are some questions that might help zero in on the problem:

  1. Are you able to reproduce the issue on PC, or is it specifically a JoiPlay problem?
  2. How many players have encountered the error? Is it most players, a handful, or all of them?
  3. Does the error occur at the start of the game, when the player encounters a sensor, or on a specific sensor? Does it happen every time or just some of the time?
  4. Are you certain that the error is caused by the plugin, or could there be some other compatibility issue? Check the parameters of any other plugins that you're using to see if you accidentally typed a random character in the field.

Hope that helps,

r88

Hello I wanted to know if there were any script commands available to use for this plugin?
My idea is using the proximity in a Conditional Branch to limit how many event pages I use.

Hello!  I'm trying to use this to set up a floor tile puzzle where the player can only step on certain tiles once then it turns into a "puzzle failed" tile, but I'm using a 3D plugin along with a pixel movement plugin that cause the distance trigger to go off either immediately or when I'm more than a full tile away.  Any thoughts on what can be done?

Is there a way for an event to detect an event in its range? Like for example a turret shooting a wandering enemy that enters range

My only issue with this is there's no stealth kill functionality because you have to put it in a parallel event to make it check

(like theres no player touch trigger i can use to get them before they see me)

is there any way to have it so the plugin command works even if its not parallel?
ive seen older ones that used comments to flag the event as something looking

I just updated the plugin to add an "Enable Stealth Kill" plugin command. This lets you use the action button to interact with the event.

Nice

I wonder if theres a way to have it show the vision.

I see a lot of japanese devs where it shows as light squares but cant find their plugin source

Hey there, I’ve been looking for something like this for a while! I’m currently developing an action battle system template/plugin that integrates some community plugins. Would it be possible for me to use this plugin in the template temporarily, just until I finish my own version? If required, I’m happy to give credit while it’s included.

If you're not using it in a release version of your plugin, you're welcome to use my code as a placeholder.

If you're releasing your plugin, I would rather you not copy the code directly, especially if you're selling it for money. You're still welcome to read my code to learn how to implement it yourself, however.

Yes, it is for a placeholder. Thank you very much, I have something similar to this and just wanted to experiment with it.

P.S. This plugin is really well-built. Good job.

This Plugin works great, but when I use it with Rosedales Collision Altering plugin it freezes my game entirely. Is there a way for them both to work together? 

Here's the plugin that I'm having trouble with https://chaucer.itch.io/collsion-altering-plugin

(1 edit)

Having the same problem. Did you manage to solve it?

I actually fixed this issue in private messages with Qrim. Since this seems to be a more common issue than I thought, I'll release the changes as a public update.

(+1)

hey,. this has... fixed video games. thank you


(I was using a much more limited plugin designed for MV and encountering Issues. this is exactly what I was looking for, fixed the issue I was dealing with, and honestly caused me to neaten up my code a bit while reorganizing things to get it all working nicely. my eternal thanks to you and your work)

Just what I was looking for, thank you so much! Is it possible to make it activate when it's facing the player in a straight line? So a combination of Facing and Orthogonal. 

Roku, I've updated the plugin and added a "Facing in a Line" option.

(+1)

Oh man, can't believe you did it and so fast, thanks so much!

Very cool!

Does this work with NPCs that follow a set movement path or is it for stationary only?

Davey,

It works with moving things as well. Note that the sensor only checks once (you have to set the event as a parallel process if you want it to check continuously), so I recommend you put your custom route in the sidebar instead of using the "Set Movement Route" event command.