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Hi Succubus Nirriti, how are you?

The transition effect in FF3 was quite basic, so my plugin didn't have an option that met its needs. I made a change to include two new options, and one of them created a similar effect that can be adjusted. Please take a look; I'm already updating the Itch file. If you find it suitable, the plugin is ready and updated.

Thank you for your message and interest. If it's not the way you need it, please let me know, and I'll do my best to help!

(5 edits)

[ Updated my reply ]  Im okay. Ive bought it and tested it for a while. It seems from within the plugin itself, you cannot edit that much (stucked by default on the ripple effect but you can toggle the zoom which is nice). Would it be possible to have it all self-contained within the plugin manager menus, instead of relying on events? As it stands, your plugin contains 85% of its features for EVENTS ONLY! Some more is contained inside the plugin menu.


Your method isnt bad: Its neat as you can specify some transitions for specific battles! But... If you want to globally change ALL encounters (including random ones), its very limited. Would it be possible for you to do? On another note, the ripple effect is well made.

Thank you for the feedback. Initially, the plugin had all settings configured via plugin parameters. I opted to use plugin commands to allow for more flexible transition customization.

For example, you don't need to configure the transition for each battle; you can use the persistence option, and it saves your settings for all battles, or you can change it only for bosses.
You gave me the idea of adding presets and customizing them to be called in specific battles. This would make the configuration simpler and fully available in the plugin parameters. What do you think?

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No problem. I asked as due to how MZ handle events, it would require me to put an event on all maps. That would be tedious and a lot of separate parts to fix/remedy in case mistakes are made (on the user's end). You say persistence... so once loaded it keeps working on all the other maps? Does it stays "on" once the game is closed (after saving) and especially on a new map after a game is loaded? 

I'm repeating myself here, but I really would like it if it was all controllable from the plugin manager instead. It would be much cleaner, with far less headaches on the user's end. What if you kept your plugin product as a bundle of 2 types? One being EVENT-BASED + Plugin Manager and a second version which would be 100% Plugin Manager only? I can only make very rudimentary plugins myself since 1-2 month(s) ago. Its far too complex for me to know how reasonably feasible it would be for you. I would want them all universally applied to all forms of encounters.

Yes, the persistence mode is exactly that; it maintains the configuration until it's changed, as it saves the guidelines in the user's savegame.

But don't worry, I'll create a flexible mode with presets where all the settings are pre-configured in the plugin parameters and set universally, allowing you to modify exceptions directly in the map or enemy notetags.

Thank you for the suggestion and all the support; the modifications should be ready in a few days.

Ill keep note then, thx for your understanding. ^^