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chriscote

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A member registered Sep 04, 2021 · View creator page →

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I'm glad you enjoyed it, and thanks for making a video!

If you mean date monsters, there is already a skeleton in the free demo and a "creature" in the Patreon version which you can increase friendship with. There are plenty of townsfolk which you can increase friendship with. There will eventually be some kind of partner system implemented. 

Awesome, thanks!

Thanks!

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Are there any plans to add support for translating plugin parameters?

Even something like a code that could be used to wrap text in a parameter (like <loc> </loc> or something) so that the plugin knew what is safe /necessary to translate would be cool. It could maybe start a section in the CSV with the plugin name, then spit out each line wrapped in that code in the parameters for that plugin. This wouldn't add 100% support, but would work for most text-adding plugin parameters (like menu plugins, quest plugins, crafting plugins, etc.).

Just a thought, as this seems to be very comprehensive, but plugin parameters seem to be the main thing keeping this from localizing close to 100% of a game. 

Thanks haha

Interact with the north-east corner of the farm, and it should open the old farm storage so you can get your things back.

Sounds good, I've sent you a DM!

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There is an incompatibility between this and a popular choice manager plugin by Hakuen Studio (https://hakuenstudio.itch.io/eli-choice-manager-for-rpg-maker).

If playing on any language other than the default, the text will loop endlessly when it comes to a choice that is being effected by the above plugin. This happens even when text from plugin commands is not being exported/translated. 

I was wondering if this is something that could be fixed from your end? So far, it seems to be compatible with all of the other plugins I am using, but Choice Manager is so integral to my project that I would have to cut this plugin if it can't be used with Choice Manager unfortunately.

Amazing, thanks so much for adding this! This will allow me to implement the language settings right into the VisuStella Options scene.

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Hi there,

This plugin looks great! I've just purchased it. 

One issue I am having though is that my game uses another plugin to handle the options for the game (VisuStella Options Core). 

I noticed that there don't seem to be any script calls for this plugin. Would it be possible to add either a script call which changes the language (like "setLanguage('English')" or "setLanguage(1)"), or a scene which can be called from anywhere via script call to select a language? The only way to change the language seems to be via the default options menu, so it seems to be incompatible with any project that uses a custom options menu or another plugin's options menu scene.

Thanks!

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Thanks for the response - it likely is a conflict with another plugin as I am running a ton of them. I have actually just decided to go through and set some templates to all of my existing choices, as it gives me more flexibility in the long run anyways. If I get around to finding the conflict I will let you know, but this should work for now.

On another note though:

I was previously using your Choice Pictures plugin before upgrading to this, and I was able to set the exact X/Y location on the screen for the pictures using game variables.  Now that I'm using this plugin, I am setting background images for my choices instead of showing pictures (so I can keep them mouse-clickable). This has been great, but the "position" settings for the choice window itself seem to only accept number values to move the choice window relative to a screen origin position (or message window origin). 

I'd like to show the choice box at a position relative to the player sprite on screen. I was doing this with the other plugin by referencing a variable via script call in the X and Y settings, but this seems to not do anything when entering a variable as an X Y value for the choice window position. 

My game has some complicated math for getting the exact player sprite X/Y position on the screen due to some zoom plugins I am using, but the way I was doing it before was to run the math to get the X/Y values into variables, and then I used those variables to set exact X and Y screen locations to show the images for the choices.  I am hoping to do something similar for the choice window position.

Is there something I am missing? I can enter numbers relative to the origin location of the choice window to nudge it around by, say 200 pixels, but entering a game variable seems to just register as 0 (entered as "$gameVariables.value(979) - 150", which is the same as I had set it in the Choice Pictures plugin to get the right screen location to show pictures). 

Thanks!

For some reason, the default choice window X alignment for the entire plugin is set to "left", but the default RPG Maker alignment is set to "center" and this new X alignment seems to be overriding the default "show choice" commands even when the plugin command isn't run first. 

This means that now that I have added it to my project, all choice boxes that do not use the plugin command before running the "show choices" command (ie. all choices I set up in my project before adding this plugin) are now offset into a weird position off to the right side of the screen. I have to add the plugin command before all of my old choices just to change the X offset to "center" again just to make my choices appear as they did before adding the plugin, even for those that I wasn't planning to modify using the plugin command. 

I'm hoping that the default choice box position X alignment can be changed to "center" instead of "left", or a plugin parameter which globally changes the default can be added, as I really don't want to have to go through my whole project and update every existing choice just to fix them. 

Aside from that, this plugin is amazing and has all the functionality that I need, but breaking all of my vanilla choices that I've already set up would be a deal breaker for sure.

Glad you dig the game!

More areas will be added, however they will not be in the demo. Patrons can play the new areas as they are added, but otherwise they will be in the full release. 

A pet system is planned, but it will likely be more of a cosmetic thing.

Is there any way to call the scene via script call? I am not using the default options menu, so there doesn't seem to be any way to open this scene otherwise.

There will be 3 main "dungeon" areas like the mall, the town will be 3 times larger, and the "dungeons" will go 1 floor deeper. There will also be several large side-areas

Hi there, one of my players just had this crash. It happened by clicking the OK button repeatedly too fast when opening the player scene. Hopefully it can be fixed. Thanks!

Let me know what you think!

Thanks!

For the most part, yes. There are modified tiles from existing commercial tilesets such as Modern Exteriors and Horror City, as well as a lot of custom tiles and sprites. All of the artwork (characters, enemies, mysteries, etc.) is my own hand-drawn art, and anything I need to sprite/tile which I can't create by modifying an existing tileset is drawn from scratch as I go.

Thanks! Yup, this is all solo.

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My version looks the same as your screenshot (has all the same code at line 270), but this crash still happened on this version somehow. 

My mistake, it was different, I just hadn't noticed the "this.battler &&". Thanks!

Me again!

My game is out with playtesters now, and one of them got the same crash as last time. Here is an image of their bug: https://imgur.com/Gzvg4TG

Awesome, thanks!

I randomly get this crash sometimes when a battle starts. It is inconsistent, and happens no matter what plugins I disable, but it seems pretty random as far as I can tell

Awesome, thanks! it is working perfectly now.

There is a major bug in this plugin - if you unlock tracks (with their switches) in an order outside of the order they are listed in the plugin parameters (ie unlocking track 1 and then track 3 without track 2 first), the songs wont play until you also unlock the other tracks listed before them. I'll try sending an email with a demo project file with this bug. Atm, it is making the plugin unusable for my game.

There's a crash which occurs when you hit the "cancel" button too quickly as an item finishes crafting.
An easy fix might be to add a delay after the crafting scene closes before the menu scene can be called, as having the cancel and menu buttons on the same key (default) makes this very easy to trigger if you hit the cancel button twice quickly by accident.

If a filter is applied and I transition between maps, I randomly get this error:

This happens inconsistently, but will always eventually happen. When it happens, the game save is unusable without removing the plugin.

Any chance of a fix, or some help with avoiding this? I am loving the plugin and would hate to cut it after paying for it.

There seems to be a bug which stops the last stack of the state from being removed if you have the "state removal type" set to "single" in the plugin parameters.

Using either the "remove state" event function or the plugin's script for decreasing states will not remove the last stack. Only the "Recover All" function will remove the final stack. Hoping this can be fixed soon. 

I can send a project file with the bug if you have a contact email.