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Hey, I made a series of changes to how the auto system worked, in the tests I performed here the behaviors passed, I hope the same works for you;

In addition, I added plugin parameters to turn auto mode and the pause button on and off, I also added a button on the HUD that turns off auto for all characters at once, and returns control to the player immediately, please download the JS file again, (sorry for this) I hope we are close to a solution that meets your needs.

Thank you for the feedback and for all the support.

This is all working great now! Thanks for the fast fixes and quality replies :)

I'm glad everything is in order; this plugin still has room for growth. Whenever I have some free time, I'll put more ideas into practice to make the user experience even better (I dream of combined abilities in the best ChronoTrigger style).

That would be amazing,Chrono Trigger is one of my most favorite games in the world.Many good memories of Secret of Mana and Chrono growing up

Hey bro,I found a new bug potentially.So when you win a battle and then go into a menu screen and then close it the enemy event's sprite comes back when it shouldn't and acts like a through ghost until you transfer maps and come back.

Also a nice feature to add someday would be an expanded plugin call that lets you change battle bgm,victory bgm and defeat bgm for certain fights such as bosses

Hey bro, unfortunately you found another bug, sorry about that.

I'll start fixing this problem tomorrow and let you know here as soon as it's resolved. I already have the programming to allow changing the BGM and the battle BGM by tags. I'll expand this to work under the conditions of battle on map, including being able to change the enemy and music during the battle, and also the victory music. I thought your suggestion was very good and I'll implement it.

I apologize for the bug, everything will be resolved in a few days!

Thank you for the report and for all the support!

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I Am glad to help,really liking this plugin and am excited for the new fix.

I had another question too,maybe I don't understand the documentation well lol but how do you have each characters attack defaults using your cool animations for each actor?I have a swordsman who needs to do standard animation and a hunter who uses a bow who needs arrow animation but I don't know how to make them use your animation tags outside of skill page usage,can you point me in the right direction? Can I assign your tags to weapons?

Also how do we disable escape?

Would it be easier to fix if I made a video of the bug?

Hey, sorry for the delay, yes, a video explaining the behavior always helps me a lot! Please.

Deleted 28 days ago

Hi If you watch all the way to the end you'll see it bugging out alot with invisible sprites too.

Thanks for the video, I could clearly see the error you described. I've been working on this plugin for a couple of days to release a full update, and I took the opportunity to release the fix for your error, but it involves a change in the enemy event settings.

In the new version 11, the tag for configuring enemies is in the comments and not in the notetags, and the command to start the battle has the option to control escape and self-switch activation, so when you defeat an enemy it disappears completely. Both the help for the new version and the devlog I just released have details on how the new mechanics work, of course, there are other new features, such as custom sprites for enemy actions and a particle system. I hope you enjoy it!

(+1)

I released a new update today with some more improvements. I didn't say anything yesterday because it was very late at night and I was already falling asleep, but everything in your game looks amazing, the sprites, the soundtrack, and the sound effects, everything is beautiful. Please keep the community updated on this project.

No worries(I'm slow to reply because my dog gave birth to 7 puppies last week) ,you added a ton of cool features and I think you've been working really fast given how many plugins you look after. The combo attacks are very cool and I love the new audio customization and particle system.Also thanks tons about the demo I have,it's still very early in dev concept so someday hopefully I can launch a public demo after one of my older one(A fishing rpg) is out.

I do have a question about the new self switch activated defeat pages though.How do I turn off the self switches for all of the enemies I defeated when I return to an area so that they can respawn? Like in Guardia Forest when you go through fighting to the castle and then come back through the woods fighting to leave?