I consider your plugin an evolution of the famous System Mouse Ex, but I notice that your plugin does not do one thing: the ability to call icons on the mouse like MouseEx, will you implement it? For my project I use character charset that are 3 tiles high and I'm using ausilliary events to let the baloon icon to appear and to interact in the upper tiles, it's not very practical...
I think if it’s about adding an icon next to the cursor, rather than changing the cursor itself, it’s possible to implement that in a clean way here 🤔
I hadn’t really thought about this. I’ll look into it eventually, but one issue is that my pixel- and Command-based hit test is much more expensive in terms of performance than the tile-based lookup that MouseSystemEx does.
That’s fine if the code runs only once per click, but to update the cursor each (interactive) frame, it’s likely a bit too expensive without further optimisation.
I can’t give you an estimate for when this will be available right now. In theory it’s not difficult, but I haven’t been able to work much at all on new plugins or features lately.
Yes, an icon next to the mouse, that would be exactly what I needed!
I understand that your plugins aren't a priority right now, but if you add this in the future, I'll keep checking this page for updates and will stop adding auxiliary events to characters.
It'll take a while, but I'm really looking forward to this update!
Close call for “within this year still”, but I made it I think ;)
Version 1.1.2 has this now (a bit more powerfully than you might expect). I’m a bit occupied with family/vacation, but I’ll likely be able to update the page text in a few hours.
Note that there’s a slight time lag between native cursor movement and how these hint sprites move, which I don’t think I can avoid.
Just a heads-up that I’ll upload another small patch most likely tomorrow since I didn’t quite get the bug I thought I fixed last time.
There won’t be any changes to the parameters or behaviour, but if you get a type error while hovering over a sprite that overlaps the edge of the window, that’s likely that. (It’s annoyingly hard to debug because I can’t reliably provoke it.)
And thank you for your patronage, of course! Very appreciated.
Ver. 1.1.4 is now online and includes direct getImageData parameter validation.
I hope that I also fixed what was causing the invalid parameters in the first place (at least when the window isn’t shrunken), but that’s tricky to debug and with this check it won’t crash.
If you don’t need pixel testing, picking, interaction ranges, mouse button choice, multiple entry points or mid-move accuracy, then also have a look at Tor Damian Design’s Mouse System Ex, which is free but tests only against the event’s occupied tile.
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I consider your plugin an evolution of the famous System Mouse Ex, but I notice that your plugin does not do one thing: the ability to call icons on the mouse like MouseEx, will you implement it?
For my project I use character charset that are 3 tiles high and I'm using ausilliary events to let the baloon icon to appear and to interact in the upper tiles, it's not very practical...
I think if it’s about adding an icon next to the cursor, rather than changing the cursor itself, it’s possible to implement that in a clean way here 🤔
I hadn’t really thought about this. I’ll look into it eventually, but one issue is that my pixel- and Command-based hit test is much more expensive in terms of performance than the tile-based lookup that MouseSystemEx does.
That’s fine if the code runs only once per click, but to update the cursor each (interactive) frame, it’s likely a bit too expensive without further optimisation.
I can’t give you an estimate for when this will be available right now. In theory it’s not difficult, but I haven’t been able to work much at all on new plugins or features lately.
Yes, an icon next to the mouse, that would be exactly what I needed!
I understand that your plugins aren't a priority right now, but if you add this in the future, I'll keep checking this page for updates and will stop adding auxiliary events to characters.
It'll take a while, but I'm really looking forward to this update!
I’ll see what (and when) I can do 🙂
Hopefully it’ll happen within this year still.
Close call for “within this year still”, but I made it I think ;)
Version 1.1.2 has this now (a bit more powerfully than you might expect). I’m a bit occupied with family/vacation, but I’ll likely be able to update the page text in a few hours.
Note that there’s a slight time lag between native cursor movement and how these hint sprites move, which I don’t think I can avoid.
I checked at Christmas, but I admit I'd given up hope.
Then I checked again today! xD
I got it right away and now I'm testing it.
Maybe it'll have problems with the other 25 plugins in the project...but I'm very careful.
Fingers crossed!
Thanks for now, and I'll let you know as soon as I have some time!
Just a heads-up that I’ll upload another small patch most likely tomorrow since I didn’t quite get the bug I thought I fixed last time.
There won’t be any changes to the parameters or behaviour, but if you get a type error while hovering over a sprite that overlaps the edge of the window, that’s likely that. (It’s annoyingly hard to debug because I can’t reliably provoke it.)
And thank you for your patronage, of course! Very appreciated.
Ver. 1.1.4 is now online and includes direct
getImageDataparameter validation.I hope that I also fixed what was causing the invalid parameters in the first place (at least when the window isn’t shrunken), but that’s tricky to debug and with this check it won’t crash.
If you don’t need pixel testing, picking, interaction ranges, mouse button choice, multiple entry points or mid-move accuracy, then also have a look at Tor Damian Design’s Mouse System Ex, which is free but tests only against the event’s occupied tile.