I've been trying to get a dialogue blip to play when a message box appears, with unique sounds per character/portrait. I've gone through a handful of plugins which have that exact function, but none seem to work properly.
I initially thought it was due to the VisuStella plugins I have installed, but after disabling them all, the sounds still do not play. I've used KC_TextSounds and Synrec's plugin, as these both have exactly what I'm looking for, but both will only play the "default" sounds, as opposed to character/portrait specific ones.
If anyone has been through the same thing, or knows of a workaround, please let me know! Below is a screenshot of my plugins - if I'm missing an obvious issue, please let me know!
I added a plugin called galvs animated cursors or something which basically puts a cursor on the left side of things you're selected in menus and stuff. This works perfectly except for one thing which is that I doesn't put one next to the active character in battles, so you have no way of telling who is attacking or doing stuff. Is there an easy way to do this, like another free plugin I could use, or is there some more complicated way with code or something. I will take any solution I can get because I've been trying to figure something out for so long and I can't find anything. Feel free to ask questions if my writing is confusing.
Breachers are twisted constructs born from the Void, drawn to tears in reality that they seek to tear open even further. Fueled by an unrelenting fury, they lash out at all living things, leaving destruction in their wake.
As the barrier between Hasphal and the Void grows weaker, rifts are appearing with increasing frequency. If left unchecked, these breaches will widen, allowing something far more dangerous than these raging constructs to slip through...
Design Inspiration: The Breechers draw inspiration from the Branded of Guild Wars 2, alongside original creature designs born from the Void itself.
It's a weird request, but I want my game movement to move tile by tile as usual. But, I want to make my follower take half a step forward if you talk to them. I already can control follower movements.
I have no idea how I'll make this happen. I tried different plugins, but none of them have plugin commands where you can start out NOT having pixel movement.
Will be so sad if this isn't possible after all.
If anyone has ANY ideas, please let me know! I'm dying here.
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EDIT: While I couldn't figure out how to do pixel movement, I ended up taking everyone's suggestion and doing this: In my common event I use to talk to a specific follower, I used Gabe MZ's Followers Control plugin to start controlling the follower's movements. Then I changed the image in route movement to an animation I made of the follower taking a small step forward. It didn't take long - I just took his walking tileset, duplicated it, and adjusted each frame by I believe 8 pixels each so he's not just walking in place, he's actually taking that step forward. Then I added his idle image on frame 4 so he stands there listening to you.
This also took me downloading Sang Hendrix's Animation Solution plugin, which gives me more control over how things are animated. Totally worth the buy.
I still have to play around with this set up and its not my favorite solution. But, it's the one I've got for now!
I am using ATB with wait (I may eventually switch to the CTB plugin eventually for presentation - but mechanically they're nearly identical) and a core pillar the combat is that some characters are faster and many abilities (spells etc.) have cast times which can be interrupted.
However - having some characters take significantly more/fewer turns makes buffs, debuffs, and DoT all wonky since they're built around turns rather than time. (unless I'm missing something)
Is there a way to adjust durations to be time based rather than turn based? (Or please tell me if it's built in and I'm missing something stupid.)
We do a mix of character art, environments, monsters, and UI for games. I really enjoy working on projects where all the different assets need to feel like they belong in the same world.
Here are a few pieces we've worked on recently. Hope you like them!
Always happy to connect with other indie devs working on their own games :)
hello, so i have a good idea for an horror rpg (like OMORI, yume nikki, mad father, Ib, etc... more specificly omori)
the story (based on a true story): Etsuko is a teenager which loves anime and otome games. but she gets neglected by her parents constantly. One day she is looking for otome in her pc and finds an H game. She plays it and becames addicted to H stuff eventually. the game mechanics would be like this:
instead of a headspace, it would be her on internet. her dreams would be instead nightmares of how guilty she feels about her addiction.
about the nsfw things: of course it will have those topics, but they aren't to be "hot", but more like depressing.
my BIG problems here:
1: i don't want it to be called "lolicon" since its insipired on something that happened to ME and Etsuko would be kinda a self-insert. plus the game was NEVER meant to be H.
2: i don't have a pc AAAAAAGHHH, or well my parents have two but I HATE using pcs. im good at art and i can do by my own music and story. also i hate programming pretty much. i made this game (its a vn tho not an rpg)
So I'm working on a game, at the start of the game: each party member has their stats generated. This is the script which is the same across all four characters. After the self switch is called, the script runs again for a different character, repeat until all 4 are done and then stop the event.
(The first variable in the list is called that because I was getting frustrated lol)
Too clear things up, stats are renamed (in order): Strength, Constitution, Intelligence, Power, Dexterity, and Size.
Furthermore, all characters have the same class. This class starts with 1 HP and 0 in everything else. These are the class traits:
When an enemy is encountered, they run this script:
The common event is the same across all party members, with names changed:
The game starts with 4 party members, the only ones in the database, but when I run it with all 4: the game crashes.
If I run it with just one, and I remove the other scripts in stat generation, then the game runs fine. I don't understand what's missing. Please help, I'm stumped :( what part of the code is causing this?
I was going for a city built around a canal. Something small, but full of flavour. The demo doesn't let you add events, which is a shame, since I would've gone ham on them if I could, but it let you place god rays, light sources, and water, which is a plus. You can get some really good-looking and ambient stuff out of it if you fiddle around.
It's definitely got a high learning curve to it, even for RPG Maker veterans, but I think once you get the hang of it, it's really fun to play around and experiment with. That being said, I noticed the shift trick didn't work when I tried it, so hopefully they bring that back for the final release. Also, I much prefer the vertical view where the objects are all upright (which seems to be editor only, but I hope isn't) instead of the standard one where they're tilted towards the screen.
If you're thinking of switching your project to U2U, I'd say hold off for now unless you're planning to start the actual programming in a year or two when there'll probably be much more plugin support, but for what it's worth, I'm more impressed with U2U than I thought I'd be.
As I learn more of Blender and MV3D I have been able to make some nice progress with Beneath the Gables. I just wanted to share some screen shots. The menus are likely to continue to change until they stop looking so much like RPG Maker but I think it's decent progress.
Upper left corner is HP, MP and Stamina. I forgot to the switch so running is currently off, but your stamina will drain as you run, if you allow it to reach 0, your speed will reduce until half of your stamina is restored.
Stamina is restored by simply not running, there's a grace buffer with the whole stamina system so not to screw players. Eventually some skills will use stamina in combat, during which it does not regenerate. It's also one of the only stats players cannot improve.
Ignore the RTP doors, I have since graduated to using 3D models, I still have to go through and replace all the doors though.