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AquaEcho

51
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A member registered Jul 29, 2022 · View creator page →

Creator of

Recent community posts

Thanks, just bought it. I'd like to see more of these 4 directional monsters.

Very nice, it's hard to find 4-direction monster sprites with attack animations. Is there a bundle with all the monsters and the other RPG asset pack?

Just bought the Humble Bundle for this character generator. Any plans to make tall sprites? If not, I'm ok with just the portraits and sideview battlers.

I like this a lot. I'd pay for a version I could download and edit the spritesheets of.

Looks like it's coming along nicely. Even though horror games aren't my cup of tea this is one of the more interesting RPG Maker games I've seen so I'll give it a go later. 

I was interested in trying out that moving platform one. I recommended it to someone about a month ago and they bought it from you.

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Is there a way to get that updated settings.json file in the expansion set? I only have the expansion but it works standalone without the core set.

Never mind, I found it. I was using an old version of the generator from Patreon.

I applaud Next Level Gaming for democratizing entertainment by thanklessly providing an RPG Maker game experience to the masses free of charge.

It was an issue on initial game load on the first map. If the player tried to move too early, before everything was loaded, the directional inputs stopped working, so the map still loaded but the player could no longer move (although other button inputs still worked).

I didn't think much of this plugin at first but it actually fixed an issue with my game where the player couldn't move if they tried moving before everything in the map was loaded.

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Do you think it would be possible to change the passability of a single tile, or is this data hardcoded to the type of tile it is?

For example, if I want to make a single cliff tile on the map passable from the left for a secret passage?


Edit: Ok, I realized I could put a transparent tile on a higher layer and its passability would overwrite the layers underneath it. That may be good enough.

Thank you. The 3x tiles are the right size for a lot of the objects now.

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Ok, thank you. You can email me at

Edit: I removed the email for privacy

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I got this as part of a Fanatical bundle. Is there a way to get the new content? I could only use some of it as is since the tilesheets didn't quite align with RPG Maker MV and had to edit it myself

Hi, I just noticed this fix works if the door is placed on a tile that was on the map to begin with, but if the tile was changed from its original data then the door is placed on it, the door disappears when exiting and entering the map.

They look AI generated. Look at the hands on some of them. They're not even holding their weapons 

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That makes it sound like it's AI generated. I'm not allowed to use AI generated content in my game so now I wasted my money and have to find new music. I wish you had been honest.

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Did you compose these songs? Do I just credit BlueJosh if I use them?

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I would like to use this plugin in commercial projects. I paid the asking price of 14.99 in two payments (3.65 and 11.34). Let me know if there is anything else I need to do for the commercial license.

Also, this plugin will not allow more than one comment. It only reads the second one.

Edit: Never mind, the issue was will the bullet settings, not the comments

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Do you know what is causing this error? I think this plugin could be modified to work with (Altimit) pixel movement as it sometimes does work, but after a few commands it will crash and show this error, using this command in an event

KoTCPathfindToCoordinates(1, Math.round($gamePlayer.x), Math.round($gamePlayer.y), "ssa", 1);

Edit: I was able to stop the crashes by changing every getNodeAt function to Math.round the coordinates at the node. The events only pathfind in four directions now but the game no longer crashes.

Thank you very much, both the tile and region settings are being saved properly now.

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I am using these two script calls to place the default tileset archway door (B layer) on tile 5,5 and change the tile's region ID to 100:

Ritter.MapTransform.changeTile(5, 5, 3, 70, true);

Ritter.MapTransform.changeRegionId(5, 5, 100, true);

It works fine at first, but when I leave the map and come back the region ID seems to have reverted and the tile layer under the B layer archway door changed to ID 0, so it looks like a  black square door (because the A layer underneath got deleted).

For the second picture:

Ritter.MapTransform.getTileId(5, 5, 0) returns 0 for the bottom layer

 Ritter.MapTransform.getTileId(5, 5, 3) returns 70 (the arch door tile) for layer 3


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What is the script call to have an event unspawn when it reaches the edge of the map? I think that is one of the bigger features of this plugin even if it's not stated (unspawn out of camera view is stated and very useful too)

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Ok, so that script call does work for spawning on events but not for spawning on the player.

E: I found the line blocking spawn on player position, I'll add an additional check for if the player is not set to through or same as character priority

Thank you very much. A script call is fine, as long as it's mentioned in the documentation.

Does this plugin have a spawn overlap command? It seems things won't spawn if the player or another event is on the tile, even if the existing event is on another layer or set to through. I would like this feature because I sometimes change the player to a cursor, and want to spawn something at the cursor's position.

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I may try it later, but you may want to comment out the line by putting // in front of it instead of deleting the line. I didn't get much use out of this plugin since it doesn't work with pixel movement (decimal coordinates)

I actually tried to get it working with pixel movement by rounding the destination coordinates to whole numbers, and it would work a couple times before inevitably crashing when it tried to go to a node with a float coordinate along the path to the destination

Wow, I didn't expect that since it was a special commission but that's very kind of them. Thanks to both of you!

Ok, thanks for getting back to me so quickly. I thought you were part of the project and didn't realize it was a commission as there was nothing in the file that indicated that it was commissioned.

Hi Chaucer,

You made some compatibility fixes for Altimit Pixel Movement and Yanfly Region Restrictions which I found in a abandoned demo game Naima's Melody.  Since I'm using Altimit, I would like permission to try those fixes out in my project. If not, Restart had also made a compatibility fix for the two plugins that I would use instead but I would to see if maybe yours is better.

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CT Bolt passed away several months ago.

https://forums.rpgmakerweb.com/index.php?threads/tragic-news-regarding-prominent...

Works like a charm! Thanks again for resolving such a niche bug report so fast. This plugin replaced both Yanfly Event Morph and Galv Spawn for me.

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Here is a video of the issue. Altimit Pixel + Ritter Spawn conflict
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Thanks for testing. It's being caused by Altimit Pixel Movement as when I turned it off the issue dissapeared. Although I don't get the issue with Galv spawn+Altimit so I'll try to narrow down where the conflict is.

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I picked this up with the sale and it replaced Yanfly Event Morph nicely. The notetags work and the script call is a lot simpler.

However I am trying the event spawner on a map that spawns both moving and non moving events. If I unspawn a moving event (using Autonomous movement>random) then spawn a static event, the new static event moves for a few tiles before settling in a position. If I only unspawn static events and respawn the same static event there's no issue. I could get a video and a screencap of the event pages if you need to see it in action.