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Aerosys

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A member registered Aug 05, 2020 · View creator page →

Creator of

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Thanks Aqua!

We already found out, the actual problem was that OP used an older core version. My plugin will now check for the version of the core code and prompt the player to update it when it's not up to date.

I was able to identify a potential cause for your error. In RPG Maker itself, go to "Game" -> "Update Core Scripts" and choose a newer version. This plugin was designed for version 1.8.0 and newer. That should resolve the error.

Well, the error is the same, but the trace (the lines of code) are now different. Interesting. Thanks for the screenshot.

Yeah you can send me the 2 plugins via mail@aerosys.blog thank you

Can you please try my plugin in a fresh new project?

From the screenshot, it looks like my plugin is not yet compatible with LL_MenuScreenCustom and/or NUUN_GaugeValueAnimation.

Unfortunately, I cannot find LL_MenuScreenCustom to inspect its code.

Sorry to hear.

Can you please do the following?

  • When you see this error message, press F12 to open the debug console
  • IMPORTANT: Go to "Console" tab, not the "Welcome" or "Elements" tab
  • Screenshot this dialog so I can see all the error messages that were caused

Additionally, try disabling all other plugins and starting my plugin again. Maybe there's an incompatibility with another plugin because neither "testHieght" nor "testHeight" is part of my code nor the RPG Maker's core code.

Yes, I can do that!

Yes, the Item Scene is already in development. It will contain features such as move or skip category selection, a custom description window to replace the small help window, and a grid instead of the list view.

No that's not possible. Why do you need to do that? Maybe I can add such feature but then I need to understand better what you're picturing for your game.

Thanks for your report. True, the problem is very likely in my code, and I will fix it as soon as possible!

I haven't dealt with the VS sub menu yet, but I think the following tips should help:

  • Go into Plugin Manager -> Summon_Deck and set "visible in menu?" to false
  • Go into VS Main Menu Core and add "Deck" manually. You need a JS code here. Go to this link Deck Addon for Summon System – Aerosys' Blog and scroll down to 3rd party support to find

Playtime is not supported right now, but I can add it as an update as an extra command like \MN; it should not be too difficult.

Yes, right now, it only lets you manipulate the main menu and some global settings, such as Left/Right input for example. I can't say for now if custom portraits for other menus will be supported soon; I like your suggestion, but it might be more complex than adding the playtime, for example.

Yes

Here you go! https://aerosys.blog/persisting-your-world

this.makeFontSmaller() should decrease the font size as I already showed in my previous post. If that doesn't work, you can try to replace this line with

this.contents.fontSize = 8

or any other number. If that STILL doesn't work, you can also try googling or asking in the community because both makeFontSmaller and font size are RPG Maker's functions and not specifically for this plugin.

Yes, to do that, follow this procedure:

  • Open MK_Minimap in the Plugin Manager and go to "Map Name Window"
  • In Position&Sizes, go to the last line and replace it with
return new Rectangle(x, y, width, 0.8 * height);
  • In "Content", replace everything with:
const text = arguments[0];
const align = arguments[1];
this.makeFontSmaller();
this.drawText(
  text,
  0,
  -6,
  this.contentsWidth(),
  align,
);

You can play around with the 0.8 and the -6 values for further finetuning.

(1 edit)

No, that's definitely too much for a feature request. I'm focusing on other projects right now.

This feature doesn't exist, but the code is open and when you ask a programmer it should be doable to implement such a feature for you.

Thanks for your message!

Can you please explain what exactly you are looking for? I never heard of the term cross-map or behavior tree before.

Hi AllusionAtelier,

Have you enabled "Exceed Party Limit?" in the Plugin Manager -> Summon? Unfortunately, this feature has a higher potential to cause trouble with other plugins due to how RPG Maker is programmed. As this plugin is entirely free, I'm afraid I will no longer maintain this feature.

What could work for you is to make a tiny plugin with any name, put it below MK_Summon, and insert this:

Window_BattleStatus.prototype.maxCols = function() {
  return 1;
}

Hola juanelcai,

gracias por tu mensaje. El instalador incluido es solo una herramienta muy pequeña que a menudo, pero lamentablemente no siempre, funciona de manera confiable, pero no es un problema en absoluto.

También puedes instalar el proyecto sin este instalador. Por favor, sigue esta breve descripción:

Download and Import minimal RPG Maker Projects – Aerosys' Blog

(translated with ChatGPT)

Hi emogal,

I cannot confirm that the alignment options would not work; I checked them in MV and they work for me.

However, I can confirm that RS Message Align overrides my plugin's alignment, so when using RS Message Align, you would need to always write \TA[x] for each line. This way, it worked for me.

Remember: In the script box, you need to escape the \ symbol with another \, so instead of

\TA[1]

it's

\\TA[1]

I quickly checked their code but it's unlikely that I will make a patch here given how my and their code is written, I'm afraid.

Hey Rhaw757,

Thanks for your feedback!

And yeah, that sounds like a cool addition to the plugin. I need some time to think about if and how to implement such a feature because, right now, I would not know how to integrate it in a way that will not overcomplicate the gameplay and also the eventing for the game designers.

Right now, there's no such a feature. Maybe I will add it, shouldn't be too difficult for me.

Hi Dzonsi,

Sorry for the late reply, I've been a bit busy the last days.

When using the snippet-based technique, then the width and the height of the generated map is defined in the chosen template. You can inspect and change them in Plugin Manager -> MK_RNGMaps_withSnippets -> Templates.

When using the snippetless technique, then there's nothing to do. The generated map will have the same sizes as the space map itself.

Enable Plugin and choose an action key in the plugin manager. Once you hit it during play time, the current map is stored to your disk. Refresh RPG Maker afterwards.

There's a bonus plugin called MapExport that does exactly what you describe :)

No problem,

Go to "With" and "Height" in the Plugin Manager and type e.g.

300

for both. You may use JavaScript for width&height but you don't have to :)

Hi Ancient Eagle,

This is called the "zoom" feature in this plugin and comes with the paid version. You can try a preview here: https://play.aerosys.blog/freebies/

Hi ShadowChorus,

I'm very sorry for the late reply; I didn't get a notification for your post :(

I don't think this is a problem related to this plugin. A window appears when the eventing tells it to appear, so it's in the game dev's hands after all. I understand that the RPG Maker engine makes it a bit hard to display speech bubbles in sequence without freezing the game.

What you probably want is to use parallel process. Wait events inside events running on parallel processes do not freeze your game.

Hi kfisk93,

the commands are explained here: Minimap – Aerosys' Blog

MK.Minimap.show()
MK.Minimap.hide()

Hi Grimurex,

Thanks for your feedback!

You can already paint with Region Tiles, so you can put Region tiles the same way as you put e.g. grass or water with the "draw details" function. The plugin should not treat Region Tiles other than floor or B tiles.

GALV Layers lets you choose a "character" to bind a layer, that is either the player or an event. When you leave it empty the layer sticks with the map.

Right now, the minimap supports only static layers that are bound to the player or an event, so I suggest making an invisible event where your layer should be. I'm already planning to support static layers that are not bound to a character, too, so you can also wait a few days until I release the next update.

Regarding GALV Layers, please remember that, right now, only static layers bound to the player or an event are supported. I will add more functionalities in the future.

Thank you for providing the video! I fix that as quickly as possible!

Hi Niniann,

Thank you for your feedback!

1. To allow the player to customize keybindings, you probably want to look for a plugin that enables you to bind keys and to call Common Events or custom scripting, and then you could look at the public functions offered by the minimap from here: Minimap – Aerosys' Blog

2. Your procedure looks good so far. Right now, only a few people (or maybe even none at all) are using GALVLayerSupport, so it may be possible that my code has some errors in it. Please try it again with all other plugins deactivated besides GALV and Minimaps? (Yes, also deactivate any other MK plugin, too)

3. The same as for #2, please disable any other plugin and let me know whether that affects the minimap. I also would like to know whether your game's FPS stays at 60 or whether there is any bottleneck (either in mine or any other creator's plugins) - You can display the FPS by pressing F2 when running the game.

Hi CoolAvocado,

Sorry, I cannot follow. Do you want to stretch the minimap so it covers the whole screen and kind of substitutes the map screen? Feel free to write me on Discord (.aerosys) or mail (mail@aerosys.blog), and maybe include some drafts or mockups for me, and then I can give you the answer that you need! :)

Hi Spookysweatshop,

Yes, the paid version of this plugin supports Parallax, so the map's parallax is rendered by default. Do you need to render a custom bitmap instead? If so, I could make a patch to enable that for you.

Thanks for the report, I will take care of it, and reply here when I find something.

Yes, the plugin uses this information to reference its windows. I would say, each unique "window" should have its unique identifier. Just have a look at how RPG Maker handles Pictures, there you always need to pick a number from 1-50. It's the same here.

You can put anything! When you use it to display the time, call it "time", when it's a short "Hello stranger!" speechbubble then call it "hello". The identifier helps you to change a window later so you can tell which window you are referring to. Therefore the identifier should be unique across your game but besides that there are no rules