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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. ^^

Its been nearly a month. Any news? 

Can you read minds?

(+1)

I finished it this afternoon, implemented a preset system, pre-configured in the plugin parameters, and simplified the call. Your suggestions were implemented at this point; you can choose a preset to be your default and call special presets for boss fights, for example. It's flexible.

The help page for version 4.5 explains all the functionalities, and I wrote a development log that is an overview of the changes.

Naturally, I apologize for the delay; I got caught up in other projects and gave special attention to support in recent days, but I hadn't forgotten your suggestion.

Thank you again for contributing and helping improve this tool. I hope it serves you well.

If you have any questions, I'm available.

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Hey, Kadajah. I just tested it, and at a glance it seems pretty well done! You basically only need to type the name of the preset (mode) you can edit in easy-to-understand dropdowns. I tried the 'Retro RPG' one and its great! Its trippy as heck and I love the pixelization effect you added at the end.  I also like that you added a sound effect option too—adding to the engine's default (so we get to have more than just one playing). More option for the user is great. For me, Ill stick with adding the encounter SFX via the engine itself as its simpler (plus can adjust the sound there). 

I made a lot of test for some parameters, and it seems the main part to alter is Map Intensity and "Map Speed (if talking about the screen flash FX). As it is, its not possible to lower values beneath 0.1 (excluding 0, 0.1 is the minimum value possible). Ill need to do a lot more tests, but as is, you already did an excellent job! Ill gladly recommend it to others when the topic comes. Ill be working on a commission for a few days, but once Im free to work on my project again, Ill be more thorough and come back to you with more feedback. Ill give you 5★. TY, Kadajah. 🦇✨ Great plugin!

Thank you so much for the feedback, I'm really glad you enjoyed it. I'll make a note of it so that in the next update we can allow manipulation of attributes with 2 decimal places, so we can have fine adjustments of 0.01.

Thank you for all the recommendations and the attention you're giving to this plugin, you definitely helped improve it. I appreciate it.

I especially appreciate the positive review, I recently received a Review Bomb on all my plugins, so positive reviews help me a lot!

Anything else, just let me know.

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Made a whole bunch of new tests. Honestly, the blinking presets are just way too strong (tried all 3: "FF3 Transition Basic", "RetroFlash (NES)" and "White Flash (Blinking)." Thats really dangerous for eyes. And it doesnt seem like editing the intensity works for those (only the speed). It does work on Water Ripples and a bunch of others. Would the option to flicker the overlay picture be better? One could tone down the white flash effect at will with any illustration software.

So far, my favorite is Shockwave (Standard) + Zoom Punch + Pixelate effects together. Those are really nice on the eyes. I think Ill stick to those for the time being. Id be glad to have my game to be out there with that effect. But Id like to see how you could alter the blinking/flashing ones (including the ones where the colors are reversed). 


I've edited my comment a bunch of time to be more to-the-point and clarify some parts.

Yes, that makes sense, thank you for the feedback! I'll add a hook for controlling the intensity of these filters, and allow fine-tuning in 0.01 decimal places. This should offer more control over speed and intensity. Effects created using PIXI accept opacity control, which could be another adjustment tool.

I'll make the necessary updates in the coming days. Thank you for all the feedback and for helping to improve this tool!