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Vidyamaya

76
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A member registered Oct 18, 2020

Recent community posts

Awesome, I'd appreciate the heck out of it!

I don't know if you take feature requests, but... Would it be possible to add the ability to apply the effects to only certain elements on the screen, rather than the whole screen? Similar to how with FilterControllerMZ we can choose to add an effect to a picture, character, the map tiles, or just the parallax?

Nope, takes a pretty good bit of work to bring it all together... But that allows for a lot more customization.

Great plugin! I have some of these features already in Visustella plugins, but that Screen Shake in particular is far more useful than any of the other plugins I've tried -- a lot of them won't even work for me, due to conflicts with other plugins... But I was needing a very subtle one, to simulate being on a moving train. This did the trick!

You are THE MAN!!! The CharacterManager worked right away, but for a moment there I got worried because the ChoiceManager wasn't drawing the choice boxes in my main project like it was in the demo, and seemed to be getting hung at that point in the event -- but then I realized that I just needed to place it a little lower in my plugins list... Guess I must have gotten in a frustrated panic earlier and just started throwing them all over the place, lol. But now they're all working again, and I can breathe a huge sigh of relief! THANK YOU!!!

Dang, that was fast, lol. And thanks a ton, I'll be sure to keep supportin' ya in the future! But I guess now I'd better go test it out before getting too festive about it... Thanks again!

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Still haven't managed to get it working, and found a few more problems as well... Only one of them is related to your plugins so far, and it at least has a simple workaround: A few properties in your CharacterManager plugin don't seem to do anything when I have Visustella's EventsMoveCore turned on -- specifically the X- and Y-scale, but I can change those using Visustella MapEventEffects and it works exactly the same, so I can just use both plugins together to get things done.

The BIG problem I'm still having, tho, is that conflict between your ChoiceManager and Visustella MessageCore; If I have both plugins turned on, the game crashes the moment a Choice box is supposed to appear. I can't do away with the MessageCore because it's required for other Visustella plugins that I need... But I also need a way to reposition my Show Choices dialogue boxes, and I've not found any way to do that without your ChoiceManager.  Your older "Move Choices" plugin does nothing at all (I think I initially purchased your ChoiceManager because that one stopped working a long time ago). I've attempted to use a few Script Calls that I've found online, but had zero luck with those as well (but I know absolutely nothing about scripting and coding, so there's a very good chance I'm doing something wrong ).

I threw together a quick Demo Project so you can easily see the problem in action:
[Removed the link, since my plugin is paid]

I'd appreciate anything you could do or alternative suggestions to help me get around this, because right now my Title Screen is being covered up by an obnoxious "Game Start" dialogue box that's stuck right in the center of the screen... You'd think something as simple as this wouldn't even require a plugin, but holy crap this is like the 3rd time I've had to spend days stressing over it, lol.

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Yeah, I was aware of most of that, but I guess I could have worded it more carefully; As per the title of my post, there's a conflict somewhere between the two, but it's a game-breaking conflict that didn't exist between previous versions... But it's possible that I might not need one of those two plugins because I recall there being a bit of a crossover of similar features between the two of them, so I'll mess around with it some more when I'm done updating everything else (because the REAL bloat is my plugins list, lol), and if I'm still having problems after that I'll send you a sample project. It's pretty easy to reproduce though: Just turn on both plugins, and then when you try to open a Choice box with the most straightforward default method, it crashes.

Just started updating A LOT of older plugins, and this one seems to have completely broken something:

If I have your ChoiceManager and the Visustella MessageCore plugin turned on in the same project, the game crashes the moment a Choice Window is called up, which wasn't happening before... The screen flashes red and some kind of error message pops up and disappears faster than I can read it, and then I'm back at the Editor window -- and this happens even on a brand new project.

Awesome sauce, thanks for the heads-up!!! :D

Awesome sauce, thanks for the heads-up!!! :D

Just a heads up: The MZ project in this pack can't be opened ("can't read the actor.json file"), and the MV project is missing half of the animations. I can still get them to work by manually setting up all the animations from scratch in my own project, but it's kind of pointless to have demo projects when they aren't set up correctly.

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Wow, already been over a year since I made this comment, lol. But I discovered what the underlying issue was: While the Mac Mini that I'm working on is, as I've said, a beast of a system, the one thing it doesn't have is a decent graphics card -- it seems to use only about 1536mb for graphics, and it's basically stuck with that. This never struck me as an issue until I started thinking about what kind of minimum system setup would be required for players to run my game, and I noticed that the RPG MAKER engine itself typically needs at least 1gb of VRAM... So I'd already been developing in it for several years using just a fraction of the power that was recommended for it, lol. I just recently got into working with After Effects, and got an old Sonnet Breakaway Puck RX570 eGPU to speed things up... When that 4gb is running, your animation flows smoothly and without a hitch! My guess is that it would work equally well with just 1gb, so my issue was pretty much a non-issue.

I'd definitely be interested in a scifi overworld! Especially if it fits well with your other overworld pack -- I wasn't even going to bother with an overworld in my game at all until I saw that one, and had to get it right away!

I've been planning on making the end of my game steer towards more of a "space opera" direction, and this is just perfect! Those desert interiors are excellent as well, keep up the great work!! <3

Finally had to purchase something, because the stuff you've given away for free is just too darn good! :p

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I played with it for a few minutes this morning and figured it out: When using the "Show Full Picture" command, the Main Settings have an option to choose the Origin / Anchor point for the image, and I think I started out using "Center." Using the default "UpperLeft" will display the image correctly, but it seems that the Breath effect does not acknowledge the image offsets that are caused by the other choices; As soon as the effect is applied, the image will snap back to the position that corresponds to using the default "UpperLeft" anchor point. The floating and shaking effects don't have that issue, just the breathing effect.

The new options for layer / container placement are a godsend! But I was playing around with it just now and I think there's something wrong with the breathing effect:

When I turn it on, the picture completely disappears. I tried messing around with the "Power" value and when I crank it up really high -- say, to around 0.05 -- I can see the top of my picture (in my current instance, it's the very top / head of a character bust) flickering at the bottom border of the screen. I have no idea what in the world is going on there, but I have a Visustella plugin that has the exact same feature and it works fine, so I guess that's a work-around for me, if I actually need that feature... Although it can only apply that effect to it's own generate pictures, and not the ones generated by your plugin.

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Ah, that's so ridiculously simple, I don't know why I was expecting it to require more steps... And I guess I kinda forgot about my question too, lol, but thanks for finally responding! And the new feature is gonna be super-handy too, great work!

How would you set up a constant color-changing effect like you show near the end of the demo video? I'm a big fan of using the Hue Shift commands that are available by default for parallax and fog layers, but I want to do something like that with characters and other sprites.

Yeah, I have a Discord, not really very familiar with it but I'll get on there and give that a try... Thanks!

I purchased this pack on Steam this past weekend (they had a small discount on it), but never received the content... This may be an issue with Steam, and thus might not have anything at all to do with you, but I figured I'd message you directly to make you aware of it in case there actually was some issue with the files being delivered to them... Because their support team is wearing out my patience by repeatedly suggesting "solutions" that I told them I had already tried in the very first email. The content simply doesn't exist, there's nothing that I can download, and I've been repeating this to their support team for going on 3 days now.

I already own a lot of your other packs and have never had any issues with them, but when I look at the Properties tab for the RPG MAKER software, it shows the Doomsday pack in the list of DLC that I own, along with all the other packs... But in the area where it should list the file size, its just blank, suggesting that they don't actually have any files to download -- and so of course there is no pack in my game's local DLC folder. 

Again, it may be entirely their fault, but I figured I'd make you aware of it in case there's something you can do about it or something you might need to contact them about... Because I'm not having any luck with them.

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I think what you're asking for is something like a "pixel movement" plugin... I don't think I've seen one from Hakuen (he can correct me if I'm wrong), but you can find a few from other plugin developers with a quick Google search: Raizen's "Ignis Pixel Movement" plugin is perhaps the easiest to work with.

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Nice! I'm not in a huge hurry for it anyways, but when I saw that effect I had a sudden case of "shiny object syndrome" and wanted to find a way to do it in my own project, lol. I could always just throw some text on a png image, display it as a picture, and then hue shift that... But that's obviously not a very fast or optimized way to go about it. I'll try to remember to keep my eyes out for that feature, though it'll be a bit hard since I don't know what plugin it will get added to... But it's certainly attractive enough that it would be worth paying for.

Hello again... Do you know of any plugin for MZ that can do something like a hue-shift effect on text? I'm specifically after the flashy effect that Salik (the guy who used to do the "RPG MAKER NEWS" thing on YouTube) used in this video, starting at about 59:03. If such a thing doesn't currently exist, would it be possible for you to make one?

Dang, these look great -- especially for the price!

How do you get the game to progress if you lose? In the demo project, when I lose it plays the defeat image but then the screen remains focused on the arena forever and none of the buttons on the keyboard do anything... It's just stuck there until I close the game window. I can see in the Event where there's a "you stink" message if Switch 2 is turned on (when defeated), but I guess it's not activating for some reason? Just looked at the plugin settings, and you have "no defeat" set to TRUE, so everything should respawn for another game... Correct? Because that isn't happening either. I tried toggling that and the "Fully Recovery" option, but they have no effect -- the game simply locks up when I lose. I assume something isn't triggering the switch like it's supposed to.

That's an awful lot of text up above, I apologize for being too lazy to read it all but I just have one quick, simple question: If I want to use this for just a few small areas of my game, and have normal side-view battles the rest of the time -- that's possible, right? As in: This is more like an additional option, and not a replacement for normal battles?

I believe just about everything on itch allows you to do that... When you come back to the product page there will be a ticker near the top of the screen stating that you've already purchased it, with the option to download your items -- when you go to the download page you should always see the latest versions.

What kind of files does Bakin use for animations? Can it import sprite sheet or effekseer animations at all, or does it use something different?

Awesome sauce, thanks!

I noticed the same compatibility problem where Events Move Core disables the character rotation, but I just looked at another plugin with similar functions and the person who made it also noted the exact same problem -- and mentioned that it is specifically the dash tilt option in the Events Move Core that is causing the conflict. If you don't feel like you need that turned on, you can turn it off and the character rotation will work. I kinda like the tilted dash though, so I hope someone eventually figures out a way to get them to work together...

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The video demonstrates a pretty weird and impractical scenario that I can't imagine anyone would actually use this for, but I get the intended purpose... So just to clarify: Using this, I could make it to where the actor's portrait changes to a hurt face for as long as he's poisoned, and then have it automatically change back to normal as soon as he's cured?

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Thanks a lot!  Some of that will probably remain a bit fuzzy to me until I've actually done it myself, but the little hints you threw in there are exactly what I was looking for (especially since I saw another user's submission page warning people not to download his files because something about his deployment attempt didn't quite jive with something that itch.io was expecting, so he was going to have to make a new upload).  And now I'd better get back to work! ;-)

Can someone point me to a quality tutorial on how to do deployment? I've never gotten far enough along in a project to even bother attempting it before, but I'm in a rush right now trying to finish up my game jam entry and don't want to miss the deadline simply because I can't figure out how this works... I'm running on a Mac, btw, but I have a spare laptop with Windows running in Bootcamp if it's necessary to move it in order to deploy a Windows version of the game (and hopefully not as painfully time-consuming as it sounds).

I'm on Mac, and pressing F12 doesn't seem to do anything at all for me... I did, however, identify exactly which plugin is causing the conflict: Visustella's "Choice Common Events," which has no settings that I can fool with. Fortunately, after looking at it I think I can do away with that one and use your plugin in its place; Yours seems to do everything it does and then some, so there's really no need for the other. Problem solved, I guess!

Also: Just noticed that the Choice Manager plugin has some conflicts with other messaging plugins from Visustella: I can add my own simple yes/no choice event in your demo project and it works, but when I do the exact same thing in mine it crashes before the text window above it can even finish displaying, and gives me either a "cannot read property of 'name' of undefined" (or 'enabled' of undefined), followed by "nwjs quit unexpectedly." I went into my plugins list and deactivated everything from Visustella that was message-related and it started working. Think I'll go through those plugins and see if any of them happen to have a way to move ordinary choice windows, because apparently I'll have to decide on using either theirs or yours, unless I can find a particular setting that would sidestep the problem.

My resolution is 1280x720.  There are no offset values in the plugin to start with, but whatever default settings it has seem to override the few alignment options that the plain old MZ editor gives me, so I have to play around with the plugin's offset values to get the choice window where I want it. Some values still don't seem to move it where I expect it too, as if changing the numbers within a certain range doesn't seem to the window at all, until I reach a certain value where the window jumps past where I was trying to put it. Whether that's a new issue or a plugin conflict or just me doing something wrong, I can still manage to make it come close enough to doing what I want... But I guess I'll go ahead and ditch the Move Choices plugin altogether anyways, since you said the other one is more updated.

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Thanks, I may end up that instead but I just figured out what was going on: I tried putting this plugin into the demo project for your ChoiceManager plugin, and it worked just fine in there -- but I noticed that the choice box aligned waaaaaaay over on the far right edge of the screen, even with your project's extremely wide resolution... In my project (which also uses a pretty wide resolution), the default alignment setting causes it to "appear" completely outside of the That obviously explains why I could hear the cursor moving without seeing anything, lol. So I simply changed the alignment to "center" and that reeled it in to where I could actually see it, but it was STILL a good ways towards the right side of the screen for some reason, rather than in the center. 

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I tried this out so I could reposition the "game start" menu on my title screen, and it works PERFECTLY for that... But when I went back to other maps in my game that had normal choice options, it broke them all by making the choice menu completely disappear; It's still there, but it's invisible so I can't tell what's being selected. I need all of my other choice menu options to appear while the text box above it is still displayed -- such as when NPC is asking a question the player needs to respond to -- but with this plugin active, it seems like I can only get it to display one or the other (text box or choice box), and not both at the same time. I don't like the thought of having choices on screen while the player can no longer see what they're responding to, as that could lead to some confusion, and it just looks weird. Is there a way around this that I'm not seeing?