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Aerosys

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A member registered Aug 05, 2020 · View creator page →

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Either by plugin command or script call, these are explained here: https://aerosys.blog/action-hotbar

No, you don't have to pay for future updates.

That's difficult to say, as there's no default "actor portrait" interface in the RPG Maker's core code that we plugin devs could use, so every plugin devs make their own implementation of actor portraits. You can tell my plugin not to show portraits, so the other plugin can render hero animations; however, when having multiple plugins to customize the UI elements always has a risk of incompatibilities.

You can tell me the name of the other plugin and where to get it; and if you notice compatibility issues and I can try to fix them, and if I fail I can also offer a refund.

Yes, I recently made an update to allow quick alternative portraits when events happen, such as casting spells, reveicing damage, affected by states etc.

Since this update is still quite new, I haven't added it to this itch.io site yet.

Yes, but I haven't located the root cause yet. I will refactor some of my code sections in the next update anyway, and I hope this will resolve it.

Also, you can try out different plugin orders.

I uploaded a new version (1.1.5) to fix the dash animation, can you please try again?

You're right, it seems that the latest update somehow corrupted dash&offsets. I will that as soon as possible, then it should work as intended.

Thanks!

<3

In RPG Maker, go to "Game" -> "Update Core Scripts" and pick a newer version

When you received a read request from "m.kampermann@gmail.com", that's mine

Please tell me the plugin's name and where to get it, then I will have a look

This is the actual code section in my plugin to load the graphic:

function getBitmap(type, actor) {
  switch (type) {
    case 'face':        return ImageManager.loadFace(actor.faceName());
    case 'battler':     return ImageManager.loadSvActor(actor.battlerName());
    case 'portrait':    return ImageManager.loadPicture(actor.equipMenuPortrait());
    default:            return null;
} }

As you can see, it simply grabs the graphic by calling the engine's code.

All my plugins do is to read the information which graphic to show from the engine. When it's not the one you are expecting, then it's more likely that you have overridden the graphics with eventing (event command "change actor graphic"), or you have another plugin interfering.

You're right, the link was pointing to the wrong plugin.

However, the current version number of Skill actually is 1.1.0, regardless what itch.io tells as "latest update". I'm using some automation techniques to upload my work but unfortunately that makes Itch impossible to see new updates. But whatever the tool tells you as latest version number is the truth :)

Yes

Yes

Size options for gauges are still relatively new and not yet supported everywhere. I will add them for custom gauges with the next update!

I regret I cannot reproduce this issue. Which makes sense, as this plugin mainly affects the UI and not the gameplay mechanics. I suggest disabling all other plugins and retrying until you find which plugin(s) may be causing this conflict.

It's below "Sprites (Sideview Battle only)" -> "Mode", set it to "same as Actors"

Not yet supported but sounds like a great idea for a future update!

It auto-saves with every change in UI

Looks like you have another plugin that repositions battlers on the screen, so the easiest solution will be to go into Plugin Manager -> MKSummon and disable the battler repositioning

Yes, actually it was Rooms&Coorridors.

However, it looks like my last code refactoring (version 3.0) actually made the allgorithm performing slightly worse than before. I will invest some time this weekend to adjust some settings and improve it so it outputs maps that look like from the old screenshots again.

You press F9 while being in the ingame main menu (where it shows your party).

"F9" because it's the default debug key; it may be different when you have a plugin that changes the debug key in your game.

Thank you very much for providing the screenshots and the GIF!

I come back to you when I find a solution.

<3

I regret I cannot yet reproduce it. When your game crashes, do you see any error message?

If so, please do the following:

  1. Press F12 to open the debug console
  2. Important: Navigate to "console"
  3. Screenshot the whole dialog

Thanks for helping me finding errors in my plugin!

Oh, that the text color for "when command is disabled". But I can add another color picker for the regular text fields, too!

Element Icons are set in the Plugin Manager -> MK_UICustomizer_Status -> Element Icons

Sure, I can add this option in the next update!

Great idea!

It could be a bit tricky for me to implement as many of my calculations rely on the fact that everything "has the same sizes" but I think I can do something like that in a future update

I would need to do some research and prototypes first, I cannot say how complicated that would be. But it's definitely an interesting idea, though.

I uploaded another fix just a moment ago, please try again.

You can download from the bundle's page or the single menu editor page. In both cases, itch.io fetches the plugin from my webspace, so it makes no difference for you :)

This error is more likely in Hendrix hands, I opened a request to adjust their plugin:

https://itch.io/t/6039282/patch-requested-imagemanagerloadbitmap-crashs-when-called-with-null-argument

(2 edits)

Hi, I'm the developer of https://aerosys.itch.io/custom-ui, and it looks like our two plugins aren't compatible yet.

According to https://itch.io/post/15611149, your plugin crashes when the function ImageManager.loadBitmap is called without a filename. The core code allows calling this function with a null-argument (it returns an empty bitmap), so please add a null check inside your function. Not only because of my plugin, but also to keep it aligned with the core code and to ensure compatibility with any other plugin that preloads images.

Thanks!

Just wanted to inform you that this plugin now supports short-term pictures such as "receiving damage, performing action, abnormal state, ..."

Yes

You can define different images for situations such as "affected by state, knockout, has a specific class, custom script", but short-term situations such as "receiving damage", "doing actions", "chanting", etc., are not yet supported. But it's a great suggestion, and I can absolutely add it to the next update!

I located the issue, but I will need some time to find a good solution.

PS: Both VS and my plugin are pretty huge and sophisticated, and should not be used together IMO unless you need some of their gameplay mechanics.

So, does it work now?

I uploaded a new version (1.1.1) with new toggles to tell my plugin that it should not override the actor's SV settings. That's the best I can do due to how this feature is implemented in RPG Maker's code.