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Heya! I love this plugin, it functions just as I'd hoped and it's very easy to set up.

Just one thing I wanna point out: I have a lot of VisuStella plugins, and it took me *hours* to figure out what was causing a weird touch-ui based crash. Eventually I isolated it to this plugin, which I'd placed below VS Core 0 plugins but nested between Core 2 and Core 3. When I moved it below the full VS plugin stack, I had no more crashes or errors.

Something you might want to inform about in the plugin description, is all. To be safe, I also put it below all CGMZ plugins, but I'm not sure if there's an inherent conflict with any of his stuff at this time.

Other than that, I have a request (two really), and I was surprised to see no one mention this yet. Would it be possible to implement a static square trigger that has a highlighted section you can aim to hit for a critical, with a little "chaser" shape that slides around the rim?

And two, how hard would it be to potentially add a parry mechanic for a perfect defense? Or does that go beyond the scope of this, since that'd require making use of the counterattack vanilla mechanic?

Example of both: 

There's also this classic game, where the squares had to line up exactly for you to trigger combos (if you missed any, the combo ended and you only did partial damage):


Thanks!

Hey bro, thanks for the tip. In the next update of this plugin, I'll add instructions to the description for when conflicts with VisuMz arise: move my plugin to the end of the list, so its scripts are loaded later. Your requests are within the project scope and can be implemented. I'm thinking of implementing critical, parry, and counter, with different QTE types for these cases. Could you explain this idea of the moving QTE a little better? I'm working on some releases for the next few days, but in the next support cycle, which should happen in up to two weeks, I can add these features. Spoiler alert: I hope the community likes Valkyrie Profile.

Awesome to all that, and thanks for your quick response!

The moving QTE would just be a square like what you've got already, could be a solid shape or just a line drawing, but it wouldn't move by itself. Instead, like shown in the Clair Obscur vid, there'd be a smaller shape (maybe a circle or very small rectangle) that traces the edge of the square, and you have to time your button press to land on the target edge, which would have a different color than the rest of the square. Hitting this different-colored edge would guarantee a critical hit, while hitting anywhere else just gives a basic success/normal damage. 

Also, I'm thinking, failure to hit the QTE at all (including at any point of a chained QTE attack) would result in either a) failing to launch the attack at all, b) reduced damage output, or c) interrupted combo animations and damage (assuming it's possible to have multiple QTEs trigger in sequence with animations?)

So basically you always have a 25% chance to crit, assuming your reaction time is good.

And, heh, apologies, but here's another idea for ya, for a different way to implement combo chains (landing on the red zones on the ring would give you crits iirc):