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TSR

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A member registered Dec 07, 2019 · View creator page →

Creator of

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Thank you. That's not  planned in a near future, but I'll keep your request in mind. Just for noting, which pixel movement plugin are you using?

Regards

Hello. I guess you could set a foot print without image, so the prints are invisible and only the sound is played.

Hello, thank you for your comments. I'm glad that you liked it and good if it inspired you for new mechanics.

I had much fun developing it and it gave me a breath of fresh air from my main project.

Cheers!

Thank you for trying it, and for your comments!

You're not the first one to report about the challenge ;) Wasn't that hard to develop, I built the game itself in less than 3 days. It's the silly cut scenes that actually took me the most time to do, lol.

I'll think about uploading a new version that would allow to skip to final scene from game over scene.

Thanks again for your time, and for the video :)

Hey, thanks a lot for trying the game, and for your comments. :) Sorry for the challenge, it's actually designed to looks annoying with so much going on screen. But most is only window dressing to distract player. If you stay on the middle of the screen and keep focus on dumping presents, and only try to catch presents if absolutely needed, it's quite feasible.
Also, I guess I'm getting old, so it's hard to get the 'retro' out of me, lol.

Thanks again for your comments, I'm taking notes. :)

Thank you for playing my game! I'm glad you had some fun despite it's challenging :)

And thanks for the comments, much appreciated!

Hello again, no special setup are needed apart from the map notetag.
I hope you didn't literally wrote: <foot step regions: 1, y, z> ??
If you just set one region, you do: <foot step regions: 1>, if more than one region will do footsteps, than you add more region ids like:

<foot step regions: 1, 2, 3> (for region ids 1, 2 and 3)

If the map notetag isn't set correctly, the actor notetag won't do much. 

Hope that help.

For further support, I suggest you go to the rpg maker web forum or join my discord.

Regards

Yes, it's possible. There's actor notetags for that.
Check the instructions.

Hello, and thank you for your comment.

You'll need another plugin to save events position. Luckily, I made one:
https://the-northern-frog.itch.io/tsr-saveevent

Regards.

Hello, the plugin create a new game Object to store the overlays in the game files. When you load a game, it's looking to load back the overlays from the save file (which aren't present in your old save files, so it prevent the process).
Little can be done about that, but should not cause any problems with new games saved after the plugin is installed.

Hope that help, 

regards.

Hello, if you want to remove the command window, it would need some modifications to the code. I can show you how, but you need to bring your request to either the forum plugin thread, or my discord channel, cause itch.io isn't very convenient for troubleshooting code.

Also, note that if you go that way, players won't be able to delete save file from in game, and won't be able to load a game from the 'save' menu (when accessing the save scene from main menu while in game). In addition, removing the command window might interfere with some other features of the plugin...

Regards.

(1 edit)

Good point...  You could try to put the escape code directly in the 'True Continue Name' parameter, might work, otherwise an edit of the code will be required.
*if you try that, an additionnal \ (like '\\I[x]) will be required since the param is a string

Hello, what you can try is to disable the title icons in the plugin parameters, then use the escape code \I[x] in front of all Title commands in dataBase Terms (New game, load game, etc...)

Hello, seems the parameter was never made... my bad. I'll change that in further version. In the mean time you can go to line 1734 in the plugin file and change 512 to whatever icon index you want.

Thanks for reporting

TSR

Hello. Thanks for reporting it.

The Scriptcall is working, there was just a typo in the instructions. Should be written: $gameSystem.resetAllEventPos()

Regards

It was a different link for the 3 plugins pack. I uploaded the new version now.

done

Sorry, it kind of went out of my head... I have frequent request and can't always keep track of all.
What you're asking is easy, though, so I'll try to do it this week-end.
Join my Discord if you want, it will be easy for me to keep your request in mind, and I can notify you when ready.
Regards.

Hello, thanks for your comment.

It's possible, but I need to make a few change to the code. Allow me some time and I'll upload a new version.

Regards.

Hello. It seems to do something similar with my plugin too.

After running some tests, I can tell that the footsteps doesn't disappear, but are kind of teleported to the other side of the map as it scroll. That will require some rewriting of the scroll update method of the foot steps sprites.
I'm a bit busy right now, but I might correct that in my plugin, later.
Thanks for reporting, though.
Regards.

Hello again!

Most of the code concern the Player Object, so no, the code can't be applied on events.

Also that can be acheived with clever eventing. That's what I do when I need to mimic an event carying another event in my game.
Much easier if you have some plugin that allow to offset the events images.

Regards.

Well, this is not what I see when I test it. v1.14 is the last version and the one I used to test.






I can't tell why it doesn't work on your side...
For further support, check us on discord.

Regards.
(1 edit)

Hello and thanks for the comments.
Looking at your screenshot, I can guess that you use a big character sheet set like default (4 big monsters on the sheet, one per line, all facing down), isn't it?
The plugin expect a 4 direction sheet. For big character sheets, that means a single monster per sheet facing the 4 directions.

If you don't use 4 directions for your big monsters, then simply copy paste the same big monsters on the 4 lines of the sheet.


EDIT: I think you could also use the comment tag <fix mirror image> so it will reflect the image as is...

Regards.

Hello, the plugin isn't easy to setup. Please read the instructions or consult the plugin thread on the forum. Thank you.

Fixed

Hello, I went and ran some tests, and yep events seems to lack a refresh on map reload. Thanks for reporting, I'll post new version soon.

Regards.

Hello,  yes it's ok to suggest, but not on itch.

Please, state your suggestions on the forum thread, or join my discord to discuss about it.

Regards.

Hello!

No, I don't do commission. I'm too busy at the moment, sorry.

Done

Hello, the script call to check if an event was thrown at a specific spot is:

$gamePlayer.hasThrownEvent(eventId, x, y)


But if you want to 'play' the event when it reach the ground (anywhere), use the notetag: <pickup event: A>  where A is the id of the self switch of that event. So when that event reach the ground after being thrown, it turn it self switch A ON, and whatever happen on the new event page is up to you.

Hope that help.

Hello again! 

It seems your setup is fine, but you might have a slight error in your notetag. According to the notetag  you have shown, you have 10 arguments instead of 11. It's not a problem cause omitting the last argument 'hidden' is the same as setting it to False so the overlay will be visible by default. But that also means that the last argument of your notetag which you set to 'True' is actually the Battle argument. As stated in the instructions, Animated overlays can only be shown on the Map OR in battle. So if you set the battle argument to 1 (or true), the overlay will appear only in battle (so if you have ran a test on map, it's normal you couldnt see it)...

Also, a frame rate of 1 will give a glitching animation cause the images will update each game frame (that is 60 times a second). I recommand using a frame rate around 12 like most of the default sprite animation. (but maybe that's what you wanted, so I'm just saying)...

Hope that help a bit. Let me know if the problem persist.

Regards.

I don’t need to ‘look’ at anyone code to do that. It’s just that I don’t see the use for it. 

You don’t have to set a whole area with a region, but with multiple region ids. This is actually very versatil and won’t interfere with other uses of the same region ids. 

Like, if you have a snow area where you use regions 1, 2 and 3 for whatever purpose; just set those regions in the footstep map notetag, and cover the remaining snow tiles that aren’t region 1, 2 or 3 to region 4 (which you add to the notetag too). 

That said, I can easily add a parameter to choose between region or tag. But that will have to wait a bit cause I won’t have access to my computer for a couple days.

No, only battle popups.

There’s a link to my plugins discord channels in my signature on the Forum.

Hello, only region id. But, why would you favor tag over regions?

Hello and thank you for your comment.

You did it right,  but you probably just entered the opacity value in the plugin command and left the other empty. Even if the x, y and z doesn't change, you have to give them values (same as notetag if they don't change), otherwise plugin don't know where to put the overlay and it doesn't show...

I will make an update later so you only have to enter the values you need to change.

Thanks!

Hello, change the text at line 3460 in the plugin file.

Regards.

Hello Luiz, I can add parameters to set the number of frame for the character anim. But how look the character sprite sheet you're using?

Please join my discord for further support with my plugins:

https://discord.gg/rAkBQYn7

Glad to here that. I look forward seeing your game ;)

Hello!

I know nothing about Enigma Virtual Box and what it actually does  to the game files... But what I can tell is that my plugin have been tested several times on deployed MV projects, both on PC and Mac, by me and many other users. And of course, saving game usually works (that's kind of the main feature of the plugin).

Beside, it's hard for me to tell what exactly happen here, cause even though my plugin heavily change the save scene and its behavior, when it come to actually save the game data, it use the default save methods of the core script...

What you could do first is providing a little more details about the 'bug', like you said save doesn't work; does the game crash on saving? Or it does like it is saving (playing the save sound and all), but doesn't change the save slot? Or it play the 'buzzer' sound when trying to save?

Also, you might want to try to delete my plugin from your project, deploy your project and turn it into .exe file with Virtual Box, and see if you can save a game file from the default scene.

I would like to help, but I'm kind of clueless right now...

Regards, 

TSR