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Hey Kadajah,

This update looks incredible! As someone who's a long-time user of Moghunter's HUD plugins for the battle and map scenes, the addition of the HUD to this plugin is a great addition. The same for the frame-based and turn-based cooldowns. You've honestly packed so many great features into an already great looking plugin that it's an extremely great value for anyone looking to give their game a visual appeal that doesn't scream "Made with default RPG Maker assets."

Regarding further suggestions, please take these as purely 'blue-sky' brainstorming. You’ve already far exceeded my expectations, so I'm just sharing these to see what sparks your interest for the future of the plugin.

1. Common Events:  Allowing a slot to trigger a Common Event such as a "Fast Travel" or "Harvest." 

2. Auto-Unequip Logic: Auto-unequip an item from the bar if the party runs out (Quantity = 0). This prevents "dead" icons on the UI.

3. Slotting Non-Skill or Items: For example, slotting weapons or armor (admittedly, this would step on the toes of your already great Slot Equip plugin).

4. Gamepad Support: For players using a controller, they often prefer using the D-Pad to cycle through the bar and a "Use" button (like RB or A) to trigger it.

5. Visual States/Buffs: Adding "State Icons" (Buffs/Debuffs) next to the Actor HUD would allow players to see if their "Poison" or "Strength Up" is active or how many turn durations are left before it expires.

6. The "Flash" Effect: When a skill is used or a cooldown finishes, a simple visual "pulse" or "flash" on the icon makes the UI feel much more alive.

7. Custom Slot Frames: Letting developers change the look of the "Empty Slot" vs the "Equipped Slot" using custom .png files would allow them to match their game’s specific art style (e.g., Sci-fi vs. Medieval).

8. State-Based Swapping: Allow the plugin to detect a specific State ID or Equipped Weapon Type and then swap to a different skill bar based on that State/Weapon/Armor.

9. Smart Skill Bar Fading: The Skill Bar remains at 10% opacity while the player is just exploring or the player's mouse hovers over the HUD area.

10. Skill Desaturation/Coloring: Gray-out the skill if the actor doesn't have enough MP/TP to use the skill. Alternatively, maybe Red-tint if the skill requires a specific item (like an arrow for a bow skill) and the player has 0 in their inventory.

Again, these are just 'wish-list' ideas to help make this the ultimate HUD solution for MZ. Even if you only pick a couple of these to implement, this plugin is going to be in a league of its own.

Can't wait to see the next update. Keep killing it!

Wow, wow, wow!

Man, some of the ideas are brilliant! The idea of allowing shortcuts to be attached to common events adds a whole new layer of flexibility to the plugin; I thought it was fantastic.

The only ideas I won't be able to implement are number 3, equipment, and number 8, equipment-based states. Although the inventory verification system is already implemented to work with items, extending it to equipment becomes a development nightmare, especially if I consider compatibility with other plugins that have dozens of ways to manipulate inventory. But all the other ideas will be implemented even before I test compatibility. I found all the suggestions very good, and as I said before, some suggestions are genius!

Thank you again for all the contributions!

I've already started working on these ideas.