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Skurge

72
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2
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A member registered Jul 17, 2020

Recent community posts

Could you provide preview of the sfx?

No super rush, but i'm super keen on it!

Just out of curiosity, how would you compute diagonal movements? alot of people say it's really difficult to implement but I think it can be done to wonderful effect if done properly.

Very cool!, I'm currently getting things sorted with my project, eventually i'll give this a try!

That would be extremely cool if there was a competent approach method with diagonal movements!

Ah so it's good for say as an example changing the default move speed of the player when on food at changing the speed of the player when in a vehicle kinda scenario?

Since acceleration isn't part of this plugin- would you consider that an option?

Ah I wasn't sure if i was specific, but if there was a way to make events use diagonal movements as part of there autonomous movement that would be awsome, i'll be interested to try these out!

I see, I would be interested to try it out but I am curious if diagonal movements could be something implemented?

Hi! I'm interested to know more of this plugin, does this apply acceleration? I would be interested to see if I can manipulate player vehicles and NPC vehicles to accelerate and decelerate when navigating streets?

Hi again, smart approach sounds promising, but if it's "towards player" as you put it, does that mean that if the player is behind an obstacle directly in it's path- it won't navigate around it? I noticed also with the default approach the event moves backwards- that must be the random move you spoke of.

Do you have any plans to include a diagonal movement function? Far as I can tell the only plugin out there that allows this is ocram's move core but that unfortunately has unpredictable movements much like the default approach- and it also seems to interfere with other plugins that give diagonal commands- but not automated.

(1 edit)

Hi Casper, I'm looking to find a plugin that can make an enemy intelligently chase the player on maps say 125x125 without killing the frames, can you elaborate more on smart aproach? Does it make the event logically attempt to navigate itself to the player? Do you also know if this plugin has any notable conflicts with other plugins such as the visustella more commonly?

Do you think event's chasing the player could also incorporate diagonal movements? or a wait option forcing events to change direction in place?

Hi! I found out I actually joined your discord channel sometime ago and I ended up asking a bunch of questions over there but then realized you don't accept random dm's, but I got to wonder before making a purchase if you knew if this plugin had conflicts with VS core and battle core? they are both free but I do not know if they will work alongside each other.

Sorry I need to rephrase.

What I meant was; in the Actor window/commands where you have skill and item etc, can you position a custom command anywhere in order or the list? For instance I need a plugin that allows me to position a skill accessible only if a specific weapon is held by the user under attack.

Also do you know of any plugins that have compatibility issues

Can you make a custom command positioned wherever you wish?

Also can the custom command be a direct skill depending on what weapon is held?

Just so you know, the link is still up and it looks like your assets are still in use with the fee.

Hi Winlu, I just came across this page on itchio and I'm not 100% sure what the deal is here but this looks like redistribution of easily recognizable assets of yours.

https://queenscourt.itch.io/cyberpunk-ish-map-rpg-maker-mv-mz

Got around to re downloading the files and updating the missing required plugins and can confirm no crashes.

I'm still a little confused on how I can execute spawns in specific ways, for instance I have regions that NPC vehicles are meant to spawn on and regions on the side walks for pedestrians, when initially entering the map I'm after having a random assortment of each type spawn within the vicinity of the player and just slightly outside of view- giving the illusion that these events were operating before the player entered the room, during which events can unspawn if they reach the boundaries of the map edges and/or far away enough from the player's position.

Meanwhile navigating the map I want new spawns of both types to appear outside the players screen -what shall I do?

Also I noticed in one of your maps you have a display of spawns and such which is neat, how can we efficiently cap the amount of spawns at a time? And how can we randomize how many spawn at a time so it's not always apparent there is something beyond view?


Thanks for helping out, I really want to try make the best out of this plugin.

Thanks for checking, I was making a few mistakes but evidently was encountering new errors which had me come back here for a few answers, I'll happily download and try them out for you and see how they fair :)

Hi again, after following your instructions- the initial spawn function works and runs the clock but before the second phase begins a crash message shows "

TypeError

Ritter.clearBoundaryEvents is not a function

"


I can't figure out what else I can do to fix it, but I feel I have to ask if your demo could be tested further and fully updated with the new changes to ensure that things work as intended, thanks again for checking in.

Good to hear your updating and fixing it, i'll be interested in trying it out once it's had a fix, for now I'll keep note about the typos since I haven't written down a great deal besides what I have shown you but I'll be eagerly awaiting the demo to follow through.

Hi again, unfortunately no.

The border plugin also crashes after a few seconds of it being activated in your demo project, I don't quite understand console reports but I took a screenshot and it seems line 258 is at fault.

Thanks for getting back to me!


I didn't mean the shadows, I was assuming you could assign a colour to the 1-7 terrain tags than the standard white light, shadows I think look amazing but I figure larger maps may not handle them so they can be disabled no?


The reason why I prefer to use terrain tags for lights is because I use majority of the regions for specific purposes.

One thing I didn't find is if there is a way to configure the colours of the terrain tag lights, do you know how to?

Hi, i'm going through many lighting plugins to find one best suited for optimization and customization.

Namely, i'm looking for a lighting plugin that can support many lights on large maps, including the ability to support vehicle lighting- however I am noticing in the demo there is no function for terrain tags and I wish to find out what the story is behind it because it's mentioned as a function on this page.

-Skurge

Curious about this plugin, Atm I have a common event that handles background healing over time, reading through the specifics I just want to compare -would this plugin allow me to set individual heal rates over time and differences between certain members that may have higher healing rates?

After a few steps in the oasis room a crash occurs 

"TypeError

Cannot read property 'id' of undefined"


Do you have an idea what is going on?

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Hi, I'm interested in this plugin and bought the combo pack so that I can spawn events only in the player's proximity -I've followed the automatic boundaries set up and began to test but the moment the plugin is in use it crashes with "TypeError Cannot read property 'id' of undefined" irregardless if I remove potential plugin conflicts, I'm using the latest version of each plugin and I cannot proceed.

Please help asap.

I'm curious, could there be a fix for such an issue like a timed respawn? After a duration if the party members haven't caught up they appear beside the player?

Nice plugin!

Though I've discovered that if the player makes distance from the party members the frames seem to die off and the game stutters.

Ah! Bugger. Sorry for misunderstanding the plugins design!

Hi! Wanted to find out if this works as like a proximity/3d audio? I am looking to make car events honk there horns at times and to have them play at any given distance would be awsome, definately something that Visustella did not include in there sound plugin.

sounds groovy!

Dude I cannot wait to try this out! I'd be saving so much time without having to use so many events!

Path finding does not work, I use a command KoTCRandomPathfindToFarMapEdge(this._eventId and the event travels to some random area and half the time it gets itself stuck and then looks for another random area to travel to, never the edge of the map as a destination.

Sorry been extremely busy with rl but also trying to configure the events in question. So far I can't seem to get the desired results despite all the efforts. That script line is very handy though!

Sorry for taking up your time.

My only concern is the check for when the actor is ontop of the event itself -how can it automatically trigger upon the actor walking on it?

(also curious what the rest of your script line is)

After doing a lot of research and testing with various plugins I believe this plugin can help me complete my Trap mechanic in my project, is there a possibility for a trigger option for when the actor is occupying a space automatically? i.e within the event's x,y cords or a set distance?

I'd be dead on interested in buying the pro version if this applicable :)

Added you on discord, I thought I was looking for a discord server initially haha.

At the moment working on a few things and making backups before I send over a project :)

Yep! I'm currently stuck on one situation where I need to run a script call to check if the actor is adjacent to the event in question then activating via a button call (i have reasons) it's quite annoying but progress is being made.


For some reason I cannot locate the discord server, I am unsure if it's privatized or something but legitimately no searches come up with a discord server, you may have to provide me an invite link.

What I think i'll do is make a copy with alot of cut down on maps and unused large files like music etc and just have it operate on the rooms I'm using for testing grounds, the crash occurs immediately when I toggle new game anyhow.

Well the issue is I really want both plugins, for the mirror reflections it adds alot more character to the environments like the windows and puddles on the city streets, and with your plugin I can make great use of image manipulation which I definitely find useful, what I don't understand is why it's crashing when I am following your plugin instructions to the letter in terms of versions and placement and It's puzzling.

If you'd like to spare some time I can provide a project file if you wish to find the fault? I do have a google drive account which I often host project files if you like this method.

As for the Z value, I was testing and found that having the z value set to -1 forces the event graphic to below actor, also tested persistent data so it looks like I can easily have the event set the z value prior page changes which is very good for leaving the room and save/loading -very clever!