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2Plaer

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A member registered Apr 12, 2021 · View creator page →

Recent community posts

This plug-in, combined with the itch integration plug-in, might eventually enable downloading player-favored game mods from itch.

That's correct, RMMVZ already has a mod loading framework.

Is there a version that removes the filter, or an MZ version? Can the dialogue event be rewind as well?

You are involved in a huge storm that has not yet broken out. In order to prevent the storm from coming on the spot, I will communicate with you on Discord.

Please do me a favor and make that version publicly available even if it doesn't work properly.

As for why this is the case, I will tell you in Discord

On the one hand, for compatibility reasons, on the other hand, the performance content of each character is also different. It is best to design it like playing two videos/gifs at the same time, one of which can even be overlaid on the other.

To add, it’s just that the final plug-in command looks like the gif plug-in.

I think one more "performance" should be allowed after "walk/run/idle", but "performance" often requires more than one role.

I used your character generation plugin and I wanted to play an animation consisting of two characters each doing a specific action (Character A uses a backstab and Character B takes a hit), but since each character is Custom generation, so what everyone wears is also the parameters of the dress-up frame. I solved the asset problem, but I don’t know how to play the new animation.

How does your plugin compare to this one? https://winterdreamgamescreator.itch.io/rpg-maker-mz-script-hide-or-disable-choi...

https://github.com/greenheartgames/greenworks/blob/master/docs/workshop.md

I just noticed that greenworks provides relevant documentation.

I actually don't think this helps as it requires solving two problems at once.

1. When a user subscribes, the content needs to appear in the game subdirectory.

2. When the user unsubscribes from the item, it needs to be removed (still a subdirectory)

All in all, this is almost impossible for RPG makers.

I have opened the steamworkshop, but I want the MODs to be downloaded to the specified directory in the game root directory.

I checked the documentation and this seems to require a script calling the steamwork api.https://partner.steamgames.com/doc/api/ISteamUGC

can you help me?

One more thing, "greenworks.js" was updated today, three years later.

1d51/mv-mod-loader: A mod loader for RPG Maker MV games (github.com)

This is the mod framework I plan to adopt. If your encryption scheme does not modify the file loading path, I think it should be compatible.

I hope plugin. js (this file is used to describe the loading of plug-ins in the game) is still unencrypted, which means that the MOD is allowed to exist while protecting the source code.

On my device, if it's not lower framerate than StarField, it's a success.

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Sample is not compatible with the new character generator

I have put the character generator and related plug-in files into the corresponding locations.

Also enabled in the plugin manager.

I hope you can tell me, is it compatible with "ocram local coop"? If compatible, this means TBS battles, effectively two players teaming up to face challenges

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Adapting this plug-in does not require you to spend any extra money.offical in here

Two players play together, like my name.

2 player?2Plaer!

where is y? NO Y (why).

I think that js and data should probably be backed up automatically to avoid accidents in which important data is lost.

I need to customize openai link, the purpose of my doing this is, to test my LLM. On the other hand, I want to open for fine-tuning.

I don't mean to offend, I'm just curious how you use these plug-ins in your projects

Is there no gamepad support in the future plans?

If this is the case, then I can completely cancel the optimization of the game controller operation logic.

There are regrets (no matter who it is), but I’m also grateful that my workload has been reduced.

Is there no gamepad support in the future plans?

If this is the case, then I can completely cancel the optimization of the game controller operation logic.

There are regrets (no matter who it is), but I’m also grateful that my workload has been reduced.

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The character will be locked at the edge of the camera.

Your  Camera Plugin  solved my problem.

I don't care about GALV now, just reporting as a potential risk

Incompatible with Galv_CamControlMZ.

Do you have any plugins that can replace them?

I fixed it!

I deleted the code snippet around line 700 in fossil.js, they were about the animation.

What prompted my decision came from the comment: //we can't just grab the animation duration in RMMZ the way we do in RMMV

//because effekseer doesn't let us just grab animation.frames.length

//so we have this horrible hack where we check for the last sound or the end

//of the last flash instead.

//if you want to extend an animation,

//just set a flash of duration 1 frame at the end point

Although I know fossil.js allows adding code snippets, thus fixing the problem.

But I'm not familiar with it and I'd appreciate it if you would tell me how to do it.

play animation error

fossil.js is not supported。You have exactly this on your github

Great!

Can I give you RMMZ as a gift?

Can you recommend me some "split party" plugins available for rmmz?

Do I need to purchase other tools to use this with?

I have sent you a private message with the link.

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 I think it's because the manufacturer has adopted a tricky cost-control solution in terms of hardware design, which poses a challenge to software compatibility. The end result is that V19 is smoother than later versions.

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In fact, compared to the previous version, the frame rate dropped from around 22 to a maximum of 19。

It appears that the core performance utilization of the discrete graphics card is 0.

I think this is because there is no "direct connection to the discrete graphics card".

I once encountered a similar situation in war3re released by blizzard。

To clarify, it was my device that caused the problem in the first place.


I already have everything you said, including image assets, which I will send to you, can you help me make a sample project.

I heard that you like to communicate one-on-one through discord, I don't know how to contact you yet

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I love your flute.feel like the Orient.

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Your recent update, unintentionally, almost reproduced some of the key features ofDivinity: Original Sin 2 - Definitive Edition.

This plugin reproduces follower management on the map.

Previous plugins related to 'Messages/choice/Mouse',

Can I give you a copy of the<Divinity: Original Sin 2 - Definitive Edition>game as a gift?

You're right.

1.Baldur's Gate II: Enhanced EditionandPillars of Eternity

2.Divinity: Original Sin 2

3.Disco Elysium

They have different ways of presenting backlog.

Yes, "choice Manager" .

Regarding the latter two questions, the message box styles of classic CRPG are divided into the following three types, and I will list representative games for each type

1.Baldur's Gate II: Enhanced Edition/Pillars of Eternity

2. Divinity: Original Sin 2(or 1)

3.Disco Elysium/Shadowrun(this is a game series with three games on Steam)