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Axial Escape

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A member registered Apr 08, 2022 · View creator page →

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(1 edit)

Here's some background info that may help. The plugin iteratively checks each enemy during a screen update. You can access each individual enemy object with this code, where i is the index that the plugin uses to iterate:

$gameTroop.members()[i]

As such there are tons of different ways to show or hide the HP bars for each specific enemy in each scenario. For example, this is a condition I use (in addition to some others):

$gameTroop.members()[i].isSelected()

This checks if an enemy is being selected by an attack, skill, spell, etc. If you wanted to only show HP bars for living enemies, try this:

$gameTroop.members()[i].isAlive()

This method does exactly what you think it does, and only evaluates true if the enemy is still alive.

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Yep you're absolutely right now that I test it. I just uploaded a patched version of the plugin, can you download that and see if it fixes the issues on your end?

Update

The issue is Victor Engine's Basic Module and Battle Motions, specifically these 2 functions found in Basic Module

Spriteset_Battle.prototype.sortBattleSprites

Spriteset_Battle.prototype.compareBattleSprites

These 2 functions are called during the update function for Spriteset_Battle which sorts all sprites based on z,h, and y values. Foreground battlebacks added by your plugin are sorted to the end of the list. Presumably there is a small timing conflict which is why for an occasional frame or 2 the sprites were not sorted yet and the foreground displayed as anticipated. For now I have commented out Victor's Spriteset_Battle.prototype.sortBattleSprites function. I do not know what unintended effects this will have for fellow Victor Engine users, but it does appear to solve this compatibility issue with your plugin. I don't think there's any updates to be made to your plugin, just for anyone using VictorEngine, try commenting out that functions definition. I will update again if I find it breaks something else.

Any random thoughts come to your mind why this could be, Myth? I love these extensions to this battleback functionality.

I am going to keep testing to see If I can find what is causing this... oddly when I add a foreground element, it does add the sprite properly, but it frequently flickers in and out of the foreground. For maybe 1 or 2 frames at a  time I can see that it is indeed in the foreground overlaid on player characters and enemies. Then it flickers back into the background behind them. Even more oddly, when I open the console and keep it open, it works perfectly and the sprite is in the foreground. Never seen something like this, maybe something with the update function or some timing is getting screwed up. My project often runs slower with the console open as I'm sure many do. Too hard to pinpoint a plugin conflict since I am using so many and also some custom plugins of my own.

no worries, I'll see about implementing it myself.

I want to see if I can extend this to work for sounds played via an animation being called. That way I can have an event running in parallel playing an animation with these added sound controls. Otherwise I have to decouple the sound from the animation and play it separately. Not a big deal but a little annoying.

Excellent plugin work, solves my exact use case! I may extend the code a little as well.

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born in reverie demo image

Demo Released! Link Here

Released a few days ago on Steam, I've now released the demo for Born in Reverie on itch. The demo is playable until the end of the prologue, and will take between 2 and 4 hours. The game runs natively at 1920x1080 resolution and as such will work best on 16:9 displays of equal or higher resolution. A controller is recommended for rumble features, but mouse and keyboard will work too.

What even is this game?

This is the culmination of 2 years of work on this project (with a few more still to come). For those unaware, this is a solo JRPG indie project developed by me, Axial Escape (real name is Taylor). I believe games should be equal parts profound and entertaining. They should be fun and enjoyable, without sacrificing depth of ideas and real genuine purpose behind their creation. Moreover, games as an interactive and evolving medium have an amazing opportunity to create experiences that cannot be replicated in the world of film, TV, traditional literature, or music. Unfortunately, I think too many AAA developers these days are too safe in their ideas, and do not exploit the unique nature of games to make something really powerful. This is the driving philosophy behind this game's creation and narrative so I hope you'll find something worthwhile during your time in Geill. In these 2 years I've worked with some amazing artists and composers to help bring my designs and ideas to life, and I love what we've created so far. As you'll soon discover playing the demo, Born In Reverie is rather, shall we say, heavy on dialogue and narrative. A significant portion of these 2 years of development was spent designing and outlining the story from end to beginning, and now that it is all set in stone, I expect the rest of development to be more straightforward (although still a ton of work). I anticipate the final game being roughly 15 - 20 hours long. If you like what you've played or resonate with my philosophy and want to see updates on the game's progress, feel free to follow me on Twitter where I begrudgingly take time away from developing the game and do my best to meme like a pro. Or better yet, if you want to help me market the game, then by all means reach out to me ;)