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Aerosys

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

Creator of

Recent community posts

I recently released a new version 1.7.0 of this plugin, which offers some new controls for the Target Actor Window (ie the window from your screenshot), and more will follow!

Does the latest update already help you yet?

In fact, the "move furniture" command disassembles the event and recycles materials, then instantly goes into build mode with the exact same furniture. Therefore, build materials cannot become "lost", unless you set the specific flag in the blueprint directly.

Hope this helps

I hope so. It is essential for furnitures such as beds or wardrobes. For the moment, you can do that only by using bigger sprites, however, I understand that it sometimes doesn't feel just right.

I'm thinking about notetags that would "stretch" an event's blocking area, or something like that. I'm still looking for a good way to design and implement.

Good news, I found a good way to make a variant system which is really intuitive to use - it will come very soon!

You can set up a new "chair" item in the database and add the <Furniture: chair> notetag. Once the player owns this item, they can place a chair. Then define the "chair" item itself as its own build material instead of "wood" or "stone".

If you think that doesn't fit well, I can try to add another setting into the plugin manager so game devs can switch between a more sandbox-like crafting system or the system that you described. Historically, this furniture system was built on top of the sandbox, with only a few adjustments.

Thanks for your kind message!

A rotation feature will come soon, and for a variation feature, I need some time first for another design phase. For now, I can say that I will probably encounter some obstacles and questions (e.g. can a furniture be both, rotatable and have variations at the same time?) that need to be resolved first.

So yes, a rotation feature will arrive soon, but for the variants, I can only give a 50% confidence level by now.

Hi,

thanks for your message!

Yes, I already experimented with a furniture system that allows moving and disassembling objects (and also refunding materials), so a new plugin may come in not so distant future ;)

Tiled, however, is probably too complex. I haven't dealt with this mapping system before, I regret.

You get it from here: https://aerosys.itch.io/custom-ui

I need the full error message. When you see the error, please do the following:

  • Press F12 to open the debug console
  • Important! Navigate to "console"
  • Screenshot the entire window

Please do that in the Random Maps' comment section: https://aerosys.itch.io/rng-maps

Yes, the target actor window is still on my to-do list. But it will come!

Thanks for your report.

Will be fixed as soon as possible!

Thanks for your lovely message and your support!

Yes, I'm already working on the status screen. This screen has soooo many widgets (HP, MP, TP, Lv & EXP, elemental rates, primary params, secondary params, tertiary params, biography, maaaaaybe Visustella traits) that it takes a bit longer. I was also on a 2,5 weeks trip to Japan, where I didn't work on it at all, so it probably still takes a few weeks.

Shop screen will come about 1 to 2 months after the Status screen.

Options screen will be difficult. I have some really cool ideas, but the Options screen is super-critical because there are so many other plugins that add their own settings in a completely different style that my plugin probably couldn't handle them.

Save+Load screen might come after I did the shop screen - I really want to do it, but I think the status & shop menus are just more important.

Thanks for your feedback!

1 & 2: Yes, my plugin cannot control windows from other plugins, but it might change in the future. It doesn't have a high priority for me because I don't like this hotkey window anyway. 3rd party plugins may not be able to add their hotkeys to it, and I don't think it's really helpful for the player.

3: I can add text-align for the next update, that's not too difficult. Allowing more windows however is. From a design perspective, this window is not limited to gold, map, & playtime but it is generic and can be used for anything as it also allows showing Game Variables. But I can understand that the horizontal layout makes it difficult to read.

There's a free trial version available which allows you to test it before you buy :)

My first impression is that it works just fine because the tilesize doesn't matter when generating maps.

Cannot reproduce; the plugin works fine for me in MV. Maybe you need to update your RPG Maker.

Unfortunately, now it becomes trickier. I'm sorry if I gave you some false promise when you asked about the compatibility with YEP Skill Core, and you expected this to be true for YEP Item Core as well.

YEP Item Core is adding a lot of new windows that my plugin cannot control. I will see what I can do to make both plugins compatible, and then come back to you. Please give me some time.

If I cannot make it in a reasonable time, and the incompatibility turns out to be a deal breaker for you, I can also offer a refund, because a plugin that doesn't work in your game does not help either you or me.

Tested with YEP_SkillCore and works fine

Yes this is for the menu with the characters, a menu editor for the title is not planned right now.

You can safely ignore the error message, it appears just due to the nature of the RPG Makers framework and I can't disable it.

Furthermore, I use specialized techniques to improve my workflow in distributing this plugin, however it comes with the downside that itch thinks this project hasn't been updated since the beginning while it still gets updates frequently.

You can try to break it down which plugin(s) are in conflict with mine. It can also help to change the plugin order in the plugin manger

No that's not supposed to happen. Can you please retry with all other plugins switched off?

Yes

There's a plugin bundled in the sample project that does exactly what you described

Please send a mail with the plugins you own to mail@aerosys.blog - you will get the discount code directly from me

Just continue with the process :)

That was just a general info message because the launch of the app had some problems. They should be fixed now

This setting is called Room Layouts.

https://aerosys.blog/room-layouts

After some investigation I come to this conclusion:

Visustella Skill Cost Types -> Draw Gauge takes precedence over MK plugins regardless of plugin order, and they failed to write their functions in a way that other plugins like mine can still take actions. For the moment you can do the following:

In the Plugin Manager, go to Visu Skill States Core -> Skill Cost Types -> for HP, MP, TP respectively -> JS: Draw Gauge, and paste this:

// Declare Variables
const sprite = this;
// Draw Gauge
sprite.drawGauge()
// Draw Label
sprite.drawLabel()
// Draw Value
sprite.drawValue()

This basically tells VS to undo their modifications to the core code.

I will think about a better solution, though.

Max values and vert adjusts work fine for me. It looks like you have some other plugins in your game that block my plugin. Please retry with all other plugins disabled.

Number-only HP/MPT/TP is a highly requested feature and will come soon!

Actually, the freezing of the HP/MP/TP was also caused by Visustella Battle Core. I added some functions in my code that attempt to revert modifications made by them so UI elements react to my plugins rather than to VS plugins. Please try again.

Yes. In the Plugin Manager -> RandomMaps Plugin -> Templates, where you define assets, you can change "count by map" to "count by dungeon" so your event appears once globally.

Should be fixed with the latest update

While I aim for compatibility with all the plugins out there, I don't think that VS Main Menu Core and MK Main Menu should be used simultaneously. Both plugins are very big and their features are overlapping each other.

That has nothing to do with VS being obfuscated. I think making both plugins (somehow) compatible would work but it would cost lot of time and effort that I want to invest elsewhere.

I just got a copy of Neels ODOMeter.

I uploaded a new version of my battle ui plugin (1.0.4). However, I suggest asking the creator of ODOMeter to make their plugin compatible with mine rather than the other way round (as they already did with YEP and SRD). That looks more promising from a technical view.

(3 edits)

I don't own this plugin so I cannot test right now.

However, I offer 2 of my custom menu plugins for free:

When it works with these, then chance is high that it also works with the other menu editors as well!

When it doesn't, show me screenshots of error messages etc. and I'm certain that I can make those plugins compatible :)

Awesome!

Can you please try again?

I thought I set up everything right but looks like it's not :o Thanks for letting me know 

I changed some sections of my code and uploaded a new version. Please try again.

Also try different plugin orders, even obscure-looking orders might work (e.g. VS Tier 1, MK, VS Tier 2)

I updated some sections of my code. Can you try again?

All you have to do is to import it into your game project the same way as you do with any other plugin

Fixed!