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(3 edits)

Dear @DungeonMind. I tried it, works really well, and its easy to edit out most things there. I REALLY appreciate the "skip straight to actor menu" part of it as well! I have two issues Id like to point out. (Disclaimer, I havent bought a license but very likely will if I go through with my project and end up using your vers of it). So, basically, look HERE (screenshot) (Side note, players sprites here  are placeholders as Ill do them all by hands based off my own art, later). 

1. You can see that the Actor Command window overlaps on the left/middle of the screen. I would like that to appear to the far right instead. I do not mind clipping (as seen here) even if its unideal - its VERY Famicom-esque doesnt it? xD 

2.  If I toggle your plugin "ON"  it seems to have unintended side effects...  On my end,  it  disables the two following sounds: A) Receiving a hit (players) SFXs and B) enemy slain SFXs. Maybe it clashes with more - but these two are what I found out quickly while testing. What could possibly cause that?


Thank you! :)

(7 edits) (+1)

Hi @SuccubusNirriti,

Thanks for your interest in using my plugin in your project!

1. This plugin already provides options to change the location of the Actor Command window. You have to change the "X Element" & "Y Element" in the plugin parameters for that specific window. I think you want to change the X Element parameter to the max width of your game's current resolution - the Actor Command Window Width to move it all the way to the right. 

2.  I've done some extensive testing for you. I can verify that enemy slain SFX does still play, and my plugin does not affect this in any way. I changed the sound effect to something distinct to find this out. I used the same method to test player hit SFX, and I can confirm it wasn't working right due to some bad code practices in the default code. I've now provided a hotfix to address the issue, and after further testing, I can confirm it now plays the hit sound effect.

You can download the latest version from here or my website:

https://www.dmplugins.com/2024/04/17/ff-style-battle-ui-mz/

Edit*

I'm experiencing issues with uploading files to my website right now so please just download the updated file from itch.io for now.

Thank  you very much for the thorough answer. Ill  test it more later but  for the time being. I appreciate. 

No problem, I'm glad I could help.

(10 edits)

On the SFX question, I misworded myself on my first post, and you got this right, with the update  too.  It was "Enemy (being) hit" that  was affected mainly, and not slain (I had the  slain SFX disabled DAY 1 since it was so obnoxious and loud anyways). I did try downloading following the  link but it doesnt save anything. While the Itch.io worked as a charm. Thanks! 

(4 edits)

Noticed something. In Turn-Based Mode, when you DEFEND, the "pre-battle" menu gets back (its like it considers you pressing DECLINE once) for the rest of the battle. Weird huh? EDIT: Cant seem to replicate that issue consistently. I think the trigger is like, "IF you go back to the FIGHT/RUN menu, it keeps appearing back afterwards" but im not sure.

Its very clever how you made the window logic to go with divisions. Clean and logical (much easier to balance than playtesting and trying numbers over 1h nonstop. You know... it automatically adjusts to screen settings too, all at once).   With a lot of trials and errors, managed to get the UI all aligned perfectly just like FFIV. 👍🏻 Id like to buy your license. Only, I don't make much (I can explain to you in private DMs if you wish).  Would you accept for 10$? I'll gladly put your handle/username + the plugin's name in the credits too, if you wish. 

(4 edits) (+1)

Thank you! I'm glad someone noticed. I tried to keep it organized and still include a lot of customization for developers to use.

Please email support. I'm sure we can work something out!

support@dmplugins.com