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Aerosys

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

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My Discord is visible on my blog

https://aerosys.blog/

(Not yet on mobile, use desktop version when visiting this link)

I just uploaded version 3.2.4 to fix this problem. Please try again.

Yeah, this is actually an impression that I receive a lot!

It takes some time to learn, but at some point, it clicks to the devs and then they are super happy with all the options they have!

By the way, to finally reduce this coonfusion, I'm looking for alternative terms for this "layout settings"; I'm thinking about terms like

  • Floor arrangement
  • Level arrangement
  • Map arrangement
  • ...

Without too much thinking, what would be a term where you think that sounds intuitive?

I just uploaded a new version 1.0.2 (I was working on that anyway).

With this update, please follow this procedure:

  • In the Plugin Manager -> MK_Capture, set "On Capture Action" to "just disappear"
  • right below, assign "Actor -> Variable" to a fresh new Variable
  • then, assign "Run Common Event" to a new Common Event

This Common Event is now run each time you capture an enemy. The Variable holds their ID. So, inside this Common Event, you can do anything you need, e.g. flipping a Switch "Werewolf captured" to ON.

(1 edit)

This sounds like some slight missunderstanding about how Random Maps understands "layouts" and "exits".

Layouts manage how all the maps are connected to each other, see: https://aerosys.blog/room-layouts It does not affect how the small "rooms" on one generated map look like. Instead, 5x5 means that Random Maps will pre-generate 25 maps in total that are connected in a 5x5 grid. Meaning, that there ARE horizontal exits in each map.

To only enable vertical exits, the simplest way is to use a "tower" room layout.

Well, usually I would have asked you to ask the Rosedale dev for support, since I don't own this plugin. Unfortunately, he passed away while ago.

I quickly made this fix: https://downloads.aerosys.blog/plugins/MK_BackgroundSpriteFiltersFix.js (right-click, save as...)

Please tell me whether it's working for you, then I can integrate it to plugin for everyone.

Have you already tried different plugin orders?

The changelog is now available :)

https://aerosys.itch.io/custom-ui/devlog/1523126/version-200

Thanks for your report!

I quickly checked my coding, and it turned out to be a programming error on my part. I will fix it and upload a new version as soon as possible!

Don't worry asking questions, I really appreciate them! They tell me that you guys like my stuff :)

My plugin does not add a "new" layer, that would be too complicated. Instead, I designed it to follow RPG Maker's 6 layers world (i.e. A lower, A upper, B lower, B upper, shadows, region tiles).

I briefly tested this pattern, and it worked for me. I was able to first build the window (line 6), and then the flowers (line 7) on top.


Tell me whether this fits your needs!

Interesting fact:

Making plugins compatible with VS isn't that hard when you have some experience in plugin development in general. Other plugin devs often use the code obfuscation as an excuse when they are not experienced enough or just too lazy.

Hello itch.io team,

I'm playing around with my profile page (https://aerosys.itch.io/), and I think it looks cleaner when I hide all of my products and instead group them by collections.

However, all the price tags are now gone. I think they still should be visible. Otherwise, grouping by collections doesn't really make sense to me.

Best regards

Aero

Can you share a screenshot of the issue?

I played around with it, but it didn't work well, I regret.

I uploaded a new version to improve the handling with Gauges. Please try again!

This will be fixed with the next update, coming the next few days.

Yes, they also work in battles :)

Thanks for sharing the error messages, this is exactly what I need!

I try to fix this problem with the next update. In the meantime, open the toolbox of my plugin, and disable the "blur" filter for the menu background. Not 100% sure, but it may work.

In the next few days, I will publish a new version of my plugins that also improves the interaction with the gauges, so the issue may get resolved then.

You can also link here the hunger bar plugin you are using, so I can check it beforehand.

There are numerous ways to handle it, I kept it open by design to keep it more flexible to the game dev's preferences.

Here are 2 best practices:

Method 1 (requires the hotbar plugin that comes with the sandbox bundle):

  • Make 2 Common Events: One to open the menu for "houses", one for "furniture"
  • Using eventing, you can anytime replace a Common Event from the hotbar with the one that you want to use

Method 2:

  • Inside the Common Event to open the menu, add a Variable OP and store the Map ID into a new Variable "Map ID"
  • Next, make a Conditional Branch and check whether the Variable matches the ID of your outside map
  • If yes, open the menu for houses, otherwise, for furniture
  • You can have as many Conditional Branches as you need
Variable OP: current Map
If Variable current Map == 1
    MK.Sandbox.openMenu('houses')
If Variable current Map == 2
    MK.Sandbox.openMenu('furniture')

At some point in your game (usually inside a Common Event), you open the build menu with a plugin command (MZ)  or a script call (MV) like this:

MK.Sandbox.openBuildMenu('houses')

Now, only blueprints with the category "houses" are shown.

For the other question: Unfortunately, the source map must have the same tileset as the current map. RPG Maker doesn't support mixing tilesets well.

You can use "categories". In the Plugin Manager, where you define the blueprints, you assign each blueprint a category, e.g. "house", "furniture", ...

Then, when you open the build menu, you can pass a "category" and the menu only shows blueprints that match the given category.

When you see the code, right click, save as... and keep the filename.

I still don't know how to tell itch to stop doing this

Thanks for your message!

I will check it as soon as possible

(1 edit)

Okay, so the first thing that you can try is to disable all other plugins and try it again.

Second, press F12 while testplaying to open the debug console, and (super important) navigate to "Console". Sometimes, you find useful information here.

Third, check your game directory. My plugin always creates a new folder "uicustom" with some HTML and JS files. The lack of this directory and the files can indicate that my plugin didn't even start with the game.

Finally, I've heard of people where the F9 key simply didn't work. You can test it by pressing F9 while being on the map, and check whether the debug menu (where you can inspect Switches and Variables) opens up or not. If not, you can tell my plugin to use another hotkey by following this procedure:

  1. Open my plugin with a test editor
  2. look for "debug", and replace it with "control", "pageup", "pagedown", "shift", or "tab"

The next update will include an option to manually set the hotkey, so you no longer have to do it manually.

Hope this helps!

EDIT:

Sorry I forgot that you already tried disabling other plugins in your first post

In layout settings, set the number of visible actors to 1, then set width&height appropriately.

Finally, you can move simply move HP, MP, and TP so they are floating around.

Yes, you perfectly nailed it. Some parameters should be multiplied by 100, whereas others should not.

This makes it difficult for me to design an approach that is both intuitive and flexible by passing a custom formula.

I will add some tips to the formula box with the next update:


You need to go into the main menu (also know an pause menu, where you can jump to items, skills, equipment,...), and then press F9

<3

Hello there,

If not too much to ask, I would like you to ask you whether you could reproduce this error, and, once you see this error message again, follow this procedure:

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

This would help me a lot!

I can add an option to make captured creatures instantly join your party, then you can combine it with my pet summon system.

Game mechanics that contain something with "limits" or "counters", however, are more difficult to implement. Not necessarily the programming part, but to bring it into a handy shape that does not overload or pollute the core plugin.

Please remove and re-add the plugin to ensure the default plugin parameters are used.

When the game displays a 100% success rate but capturing still doesn't work, then you already did everything just right, and my plugin was probably blocked by another plugin. When the "capture status HUD" is not even shown at all, then the plugin didn't start successfully at game launch.

In both cases, disable all other plugins and try again.


A demo is not planned right now. A demo is great for larger plugins, but IMO it's a bit overrated for smaller plugins where a demo doesn't provide any additional information. It is also additional work for me that, when you want to make it right, goes beyond simply uploading MV&MZ zip files.

The "How to" section already demonstrates everything you need to know to use my plugin: https://aerosys.blog/capture

Vx Ace uses a completely different programming language and I don't even know whether it can open such a toolbox at all

What exactly is (not) happening?

I found an error that only occurred in MV. I uploaded a new version (1.0.1), please try again.

Are you calling common events? Given that the hamburger flickers also makes me think that you run a short common event which, by default, blocks the player from going into the pause menu, even when it's for less than a second. The hotbar simply replicates it, as you should not be able to call hotbar actions during cutscenes.

Thanks for notifying me.

Fixed, please try again. Make sure to get the latest version (1.0.2), because sometimes, your browser keeps a cached version.

(1 edit)

I think, usually each hotbar slot should have its unique common event (whether it's called directly or via item/skill doesn't matter here), so I don't see the benefit yet.

However, I quickly made a plugin that puts the value of item/skill/equip/common event of the latest hotbar interaction into a Variable. Hope this helps!

Change the Variable ID at the top to your needs, and then save it as a plugin with any name.

/*:
 * @target MZ
 */
(function() {
const variableId = 1; // <--
const _GameParty_onHotbarItemEquipWeapon = Game_Party.prototype.onHotbarItemEquipWeapon;
Game_Party.prototype.onHotbarItemEquipWeapon = function(weaponId) {
    $gameVariables.setValue(variableId, weaponId);
    _GameParty_onHotbarItemEquipWeapon.call(this, weaponId);
}
const _GameParty_onHotbarItemEquipArmor = Game_Party.prototype.onHotbarItemEquipArmor;
Game_Party.prototype.onHotbarItemEquipArmor = function(armorId) {
    $gameVariables.setValue(variableId, armorId);
    _GameParty_onHotbarItemEquipArmor.call(this, armorId);
}
const _GameParty_onHotbarItemRegularItem = Game_Party.prototype.onHotbarItemRegularItem;
Game_Party.prototype.onHotbarItemRegularItem = function(itemId) {
    $gameVariables.setValue(variableId, itemId);
    _GameParty_onHotbarItemRegularItem.call(this, itemId);
}
const _GameParty_onHotbarItemCastSkill = Game_Party.prototype.onHotbarItemCastSkill;
Game_Party.prototype.onHotbarItemCastSkill = function(skillId) {
    $gameVariables.setValue(variableId, skillId);
    _GameParty_onHotbarItemCastSkill.call(this, skillId);
}
const _GameParty_onHotbarItemCommonEvent = Game_Party.prototype.onHotbarItemCommonEvent;
Game_Party.prototype.onHotbarItemCommonEvent = function(commonEventId) {
    $gameVariables.setValue(variableId, commonEventId);
    _GameParty_onHotbarItemCommonEvent.call(this, commonEventId);
}
})()

Here you go!

3 minor Features added - Action Hotbar for RPG Maker MV & MZ by Aerosys

Yes, actually I had the same idea, and I'm already working on it :)