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[RMMV] SIDE VIEW BATTLE SYSTEM BACKGROUND

Edit or override this functions:
Spriteset_Battle.prototype.locateBattleback

It is by design as mentioned, but if you are making your own custom battlebacks, it is easier to size them to match the screen with exactly the perspective you want.
The backgrounds that come with the default resources are oversized and use the upper or lower part depending on front or side view.

[RMMV] Playtest stopped working

Yes, any generator parts you added to the program would need to be added again after reinstallation. Because they are stored in the program folder itself, rather than your projects.

(Except steam DLC parts, which are added automatically if you're using the steam version)

[RMMV] Playtest stopped working

The playtest button does nothing if the game is already running in the background.
But on the other hand you can press F5 in the running game window to reload after saving in the editor.

If you can't find the running game window, look in task manager (it's possible for the game to still be running with no open windows, though rare to hit this bug)

If none of this works, try restarting windows.

Font Texture

author=sixfootblue
The only major issue I seem to have noticed is the font name overrides don't seem to be working, unless I'm just using them incorrectly. (I've tested this with all other plugins disabled as well with the same results).


I think most of these exist only in MZ to be overridden.
So it would be better to have split this into two plugins - the font override stuff is more different between MV and MZ than the core functions.

[RMMV] Grim Reaper With Scythe Sprites

There was a "dark fantasy" pack released over on rpgmakerweb as a free addon for MV.
In that, there's a skeletal looking person in a white cloak (actor 1_5), and a nazgul looking character (actor 1_7) in a black cloak with no face and a spiky crown.

I think you could edit/recolour one of those to get what you want. (If you're going for a default art style)

edit: link to the resource pack is https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-kadokawa-freebies-2019.104711/

I've been away from the scene for a while. Which maker will best help me make a game like this?

author=Marrend
Of course, 2K3 comes to mind. However, MZ has a built-in side-view combat system as well. I can't speak for MV, but, the other makers generally need a plugin/script for that kind of system.


MV has side view or front view turn based battles "out of the box", MZ brought back the active / wait modes similar to 2003 as additional options.

There are side view scripts for VX Ace if you end up going with that.

Carpentry Story 1.5.4

The 1.5.4 download crashes on starting a new game...
"Cannot read property toUpperCase of undefined"

Font Texture

author=sixfootblue
I don't mind waiting. I don't want to pressure you about it, haha. But I do appreciate the follow up and will keep an eye out if you do release an update :)

There's an MV sample project in my locker, if you want to give it a spin.
It's a bit larger at 20MB as I don't have as good a minimal template.

Mapdaptation

If you want to explore the area around my mapdaption, the link is http://randomstreetview.com/#v1cek_2m2cq_8o_b_-e

The roof of the house isn't terribly accurate since the tileset I'm using doesn't have diagonal ridges. But it's mapdaption, not maprecreationwithallcustomtiles.

[RMMZ] Getting a common event to wear off if the map changes.

A pure event way can work as Marrend suggests - but you can have the skill turn on/off the switch in its associated common event.
In the parallel common event, use the "control variables" command to get the player's map id, and compare with the map id you stored in a variable when the skill was first used.

Alternatively, put a "call common event" in each of your teleport events. More efficient but more work for you.

The script way to do it is to hook Game_Map.prototype.setupEvents or Game_Player.prototype.reserveTransfer and from there call $gameTemp.reserveCommonEvent(id) with the id of a common event you want called on every teleport.

There may be plugins that do this already.