Hmm... Well it would be for RPGM MZ (as menu/dialogue font). Come to think of it, a large 8bit sprite set I got (as a base to modify from) has a PDF explaining NES/Famicom history of a lot of decisions/restrictions. It also mentions the concept of "Pattern Table"! Is the way to use .fnt/bitmap fonts similar/the same in principles? I would love to use it in engine, but Im not sure how to proceed on the matter.
Succubus Nirriti
Recent community posts
I dont know if Im doing something wrong. But in the folders theres a copy that is single tone. But then the other one where you can choose black or white... Those angelcode".fnt" are rejected on my COMP (W10) by the system. It says "does not appear to be a valid font (if I slide them in the Fonts window)." While I like the flat vers, Id like the ones with the shaded parts working as well.
Is there something obvious Im missing? On another note, I like CountingApples, Varnished and SolSchori! :)
Your last 2 updates gives me the following error, on boot (black screen):
"Cannot read property 'split' of undefined." To be sure its this one, I disabled all other plugins. If I revert back to 1.02, its all fine again. If you need me to point at a specific setting on my end, I'll tell you what I have on it.
Honestly a great plugin! I love how you can COMPLETELY BLANK OUT the gauges for good. <3 Would it be possible to add a TEXT SIZE for HP/MP as well? Seems to be the only parameter where its not possible for the main menu. Found a bug: When using the formation menu, and swapping positions, the characters's portraits gets hard-printed into the menu (until refreshed by going into another sub-menu like "EQUIP" for example). EDIT: I cant seem to replicate it anymore.
Side ask: Would it be possible to have numerical values shown, as an option, for HP and MP in the main menus - and if so, to have it re-aligned with the HP and MP letters as well? 🦇 Thanks. If not doable, its fine - I got a plugin for that (minus alignment).
Your plugin is a blessing. Its perplexing how they thought REMOVING options on the user's end was a good idea. Really appreciate your plugin. The option to skip the start menu helps in speeding up testing (esp when you try to troubleshoot plugins or other issues). I have a question!
In-game, lets say on any given map (world or dungeon), you press the cancel button to bring the main menu up. Would it be possible for you to add an option to COMPLETELY BLACK OUT the area BEHIND the main menu? The part that is blurred. My plan is to make a main menu like in the older FF games, on Famicom. I want the player to ONLY see the menu, not whats behind. Would that be possible as an update? EDIT: Dont worry about the "touch UI" padding and buttons, I got that wiped off thanks to another plugin. :)
Noticed something. In Turn-Based Mode, when you DEFEND, the "pre-battle" menu gets back (its like it considers you pressing DECLINE once) for the rest of the battle. Weird huh? EDIT: Cant seem to replicate that issue consistently. I think the trigger is like, "IF you go back to the FIGHT/RUN menu, it keeps appearing back afterwards" but im not sure.
Its very clever how you made the window logic to go with divisions. Clean and logical (much easier to balance than playtesting and trying numbers over 1h nonstop. You know... it automatically adjusts to screen settings too, all at once). With a lot of trials and errors, managed to get the UI all aligned perfectly just like FFIV. 👍🏻 Id like to buy your license. Only, I don't make much (I can explain to you in private DMs if you wish). Would you accept for a less? I'll gladly put your handle/username + the plugin's name in the credits too, if you wish.
On the SFX question, I misworded myself on my first post, and you got this right, with the update too. It was "Enemy (being) hit" that was affected mainly, and not slain (I had the slain SFX disabled DAY 1 since it was so obnoxious and loud anyways). I did try downloading following the link but it doesnt save anything. While the Itch.io worked as a charm. Thanks!
Hello! First of all, excellent bundle.
I have a question regarding UI. . .
In the third screenshot of this page, you can see UI reminiscent of FAMICOM era FF. The window colors/textures, thats fine and easy (your PDFs explain it well, including history of it all). However... I cannot for the life of me find how to get your UI (in battle) LAYOUT to look like that. How did you do it?
Side note: TY for the font update. Simple characters such as "space" werent included in it, initially, and were shown as black bars before.
Dear @DungeonMind. I tried it, works really well, and its easy to edit out most things there. I REALLY appreciate the "skip straight to actor menu" part of it as well! I have two issues Id like to point out. (Disclaimer, I havent bought a license but very likely will if I go through with my project and end up using your vers of it). So, basically, look HERE (screenshot) (Side note, players sprites here are placeholders as Ill do them all by hands based off my own art, later).
1. You can see that the Actor Command window overlaps on the left/middle of the screen. I would like that to appear to the far right instead. I do not mind clipping (as seen here) even if its unideal - its VERY Famicom-esque doesnt it? xD
2. If I toggle your plugin "ON" it seems to have unintended side effects... On my end, it disables the two following sounds: A) Receiving a hit (players) SFXs and B) enemy slain SFXs. Maybe it clashes with more - but these two are what I found out quickly while testing. What could possibly cause that?
Thank you! :)