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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?

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Congratulations on your 7 puppies! I hope it's a strong and healthy litter.

This is one of my favorite plugins; whenever I have free time, I program something to add to it. It's quite a bit of work, but it's what I love to do, so everything's fine.

Your question is very relevant; this is a problem, and currently there's no easy way to solve it.

I'm working on a free plugin that will do exactly that. Every time you enter the map, events with the tag <Rswitch> reset all switches, returning to the event's native state. This will be useful for handling parallel events for adjusting light, color, or weather when you enter the map, and they will quickly become self-switching to save processing power. This plugin will reset this event so that it always shows the weather correctly when entering the map.

When the plugin is ready, I'll integrate this functionality into BattleOnMap so that it resets the enemies every time you enter the map, with a global setting in the parameters.

One way to get around this is to schedule a respawn timer.

On the second page of the event, you trigger a wait for the respawn time you want, at the end of that time turn off switch A, returning to the original page. This should revive the monster after x amount of time.
In any case, this should be resolved internally within the plugin in a few days. Thank you for bringing this to my attention.

Thanks so much! They are all very healthy. Your suggestion about putting wait frames on the second page is working for now but since I have them on parallel process I do worry about slowdown later on with multiple events but at the moment its good. I am excited to see that new rswitch plugin when it's ready someday. Thanks for being awesome

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I'm glad you liked it. This plugin is already under development and is quite simple. As soon as the code is ready, I'll integrate it naturally into BattleOnMap; it shouldn't take long.

Please keep us informed about your project; I found it truly amazing.

I def will keep you informed,am really motivated to polish my game now.

 I don't know if this is a bug or if you could help me with a solution to this but I have an actor called Boat,it's wooden but I have a parallel sprite check that changes boat's image color via movement route event to a steel boat image  if a switch is on.It works as it should however when battle on map starts,it turns the boat back into its actor default wooden color until the battle is over.