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Caz

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A member registered Nov 22, 2016 · View creator page →

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The bust won't fit into a faceset by default, but you can use any image editing software to move the image to how you want it to appear on a faceset in-engine.

I'll definitely be working on adding more parts in the future, but it might be a little while yet! I have some work and other projects underway at the moment and the generator has unfortunately taken a backseat until I can clear those up.

Thank you! The frames are in blocks of 3x4 for each direction, but you could also animate them in any order for whatever looks best for your project. :D 

There's an engine-free version here that can be used outside of RPG Maker. The only difference is that some of the character sprites can't be used as they belong under the RPG Maker EULA, but the rest is fine. :D 

Hi! The assets made in the tool are engine-free, you can use them for anything. :D 

Eventually yes, there will be different bodies!

Maybe try making a new page similar to this one that doesn't require "<Self> Watered?" to be active. This is the one that checks whether the "New Day Growth" switch is active, which you can use to then prompt it into the "<Self> Calculations" page.

The events look like they should work fine, unless there's something on pages 15 and 16 that take priority over the "<Self> Sickness" variable and that's why it isn't running maybe?

Hey I still remember you with the sprite commissions! Thanks so much for your support all those years ago all the way up to now, it really means a lot to me. <3 

All of the Cookie Cutters should work smoothly together with no clashes. All of the switches/variables/etc. are reserved in chunks that won't overlap, so you can add them in any order you like and it'll work fine. :D 

Thanks so much for the support, I really appreciate it! <3 

It sounds like the comments in Common Event 119: Overnight Crop Growth haven't been followed correctly if that's the issue being encountered. The player has to be teleported to any maps where crops can be grown in order for the event tick to take place whenever a new day begins.

If there are issues with importing then the text instructions definitely aren't being fully replicated, or there might be a clash with something in your existing project. Please make sure you're copying over the parameters in the VisuStella Events Core plugin as well as editing the events to match your game.

I may make a video at some point but it's not a high priority for me right now as the text instructions seem to have worked for others so far, and the project has been available for over 3 years. There is a refund option through itch if you're not able to follow them though.

The variables in the demo project are balanced out as an equation so you'll need to change a few of them. Try adjusting them in a vanilla version of the demo before adding them to your game, just in case.

To turn it off in specific maps, you'll need to make a Conditional Branch with a Switch on the tint settings Common Event, so the screen tint parts of the event are only active when that Switch is on.

You can adjust the tint settings in Common Event 102: Day/Night System. There's an existing formula in there to make the tint change per in-game minute, but you can adjust it to your own screen tint by changing the variables.

That sounds like something definitely hasn't been copied over correctly. Make sure all the variables are 100% correct and that you're following the notes in the events.

Yes make sure the autorun event on the page in the demo isn't running again, or it's going to set your variables back to 1. You only need to run that event once at the start of your game.

As for the selected day, it works fine in the demo files so that might also be an issue with the variables changing it back to 1?

It's hard to tell exactly from your screenshot as a lot of the variables have been named "day/night" which makes it slightly harder to troubleshoot. Is it actually the Day variable changing back to 1 or is it just what's being said in the HUD since you added the new variables? It could just be an issue with what's being displayed.

If that's how the calendar looks after being imported into your own project, it looks like your Message Core plugin settings haven't been copied over from the demo.

As for adding the current date to the time UI, you can edit the Text Picture plugin command that displays the time to show the variables. If you're using the same variable numbers as the demo project, \v[391] will show the season name, and \v[210] will show which day it is.

Is this after moving the events over to your own project? Something might not have been copied correctly if it works in the vanilla project.

Usually if an error appears in the console but isn't crashing the game, it's fine. It happens pretty often with a lot of VisuStella plugins and it won't show up when your finished game is exported. Seems like whatever plugin is using SpecialA1Tiles is causing it to appear, so maybe turn your plugins off one by one and check if it still happens to find out which one is doing it.

This sheet contains packs 1-20 so there'll be no further updates on this one. Any future packs will be put into another, separate bundle when there are enough of them to do that with.

I don't believe there's a video tutorial, but as far as I'm aware there is some documentation and the thread is still active so you can ask questions there too.

I've tested it out with Visustella's Lighting Effects before and while it's technically compatible, I don't believe you can adjust the lighting based on variables unless you're also using the Visustella Date and Time System. I have found that the Cookie Cutter Day/Night System works with the Community Lighting plugin very well however!

Yes the assets are free for commercial use! There's a full EULA here

These assets are 32x32, so you'd have to change your tile size in the System 2 tab for them to work.

It probably wouldn't look too good if it was stretched out. I'd definitely recommend using a larger, HD icon for this menu, but it would definitely be possible to use small pixel icons with maybe a frame or something to fill the space out more.

I think the issue might be to do with the Index variable. The Index represents which item on the list is selected by increasing or decreasing by 1 each time the player presses up or down respectively. There's a Conditional Branch which checks if the Index goes over 8, and then returns the variable to 1 to show the first character at the top of the list again. You can change the Conditional Branch to 9 instead of 8 to add another character.

No worries! <3 Not sure if you've seen it but you should totally check out this person's generator for portraits, they fit the style for the rest of the game: https://jazzybee.itch.io/sdvcharactercreator

That's a PS Vita cartridge. :D

Yes absolutely! The assets are engine-free and can be used for whatever you like. :D

Not a dumb question at all, you're totally allowed to edit them! There's a full EULA on the store page but tl;dr these are completely fine to edit! :D 

The VS8 movement only works natively if you're using the MZ plugin, but the sprites themselves can be used in any engine.

I'll edit that, thank you. The original directional sprites are 16x16 but some of the larger poses are wider.

Thanks for the feedback! This generator wasn't specifically designed for RPG Maker, but I'll see about editing the sprite directions for people that want to use it for that engine.

That's weird, does it do that in every browser? I will be working on releasing a desktop version eventually for people who prefer that anyway so hopefully that won't be an issue anymore.

I will eventually be working on a way for users to add their own content to my generators. At the moment it's difficult to do that out of the box though, as it requires renaming custom files. Hopefully I can work on a way to handle that though!

Reset button will be added on the next update!

Not too sure what you mean about the export being blurry. If you preview it in your graphics editing software, it should be crisp.

Not just yet but I'll be working on one shortly!