Found another bug as well, when you push Q or W to change the tab and you're on the Options screen, whatever option you have selected will change as well.
After Midnight Games
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Hello! Is there a way to require confirmation from the player when clicking an item? By default it just immediately uses the item but I would love to show a confirmation window first. Bonus points if it lets the player discard the item from the same menu.
Also, right mouse button doesn't exit the menu like it should. Probably a bug.
Added that to the project alongside this one, thank you! Works very well. I do have two more questions!
1) Is it possible to remove the quantity menu now that I don't have item quantities? I'm sure I can figure it out with enough tinkering but if there's a quick solution on your end that would be nice too!
2) When using slot based limited inventory, is there a way to set how many slots an item will take up? I'm especially interested in an item taking up no slots at all, just in case I need to give the player a key item regardless of their inventory capacity.
Thanks!

I receive this error whether I use a keystore generated in this program or within Android Studio. It definitely seems like there is something wrong when it comes to using keystores and for now it seems like the best option is to sign the app using a different method instead of directly in your program, which is unfortunate!
Perhaps this is because I'm using MV instead of MZ, but I have found a couple bugs.
The first is that the vertical position of the control button cannot be set. It is always stuck to the top of the screen.
The second is that the buttons do not disappear when messages are showing like the option says they should. Instead, they just become unactionable. You can press them and they won't do anything. Even with the option turned off, it seems that the control button doesn't work to hide the controls if messages are currently being displayed, which is unfortunate.
Thanks for making this plugin! I'll shoot you a bit of cash if these two bugs can be fixed because it is pretty much perfect otherwise! I'd also love it if there were an option to lock the position of the buttons within the game window, but it's not a huge deal at all! I might also suggest a way for the buttons to disappear if input from another source is detected, such as if you're using a gamepad or a keyboard.
Hello, thank you for making this! It's pretty nice, although there is a bit of a bug with using keystore files it seems. My build always fails when I use them.
This might be related, but I cannot seem to update the currently installed app when attempting to install a new version. This means that all save files vanish. Is there something else that I should be doing to make sure this is avoided? I would certainly not want players to lose all of their progress if they update!
If that can be ironed out, it would be great! I'd also love to see an update that hides the Android UI and enforces landscape mode. I'd definitely chuck some money at this project if that could all be implemented because this is SUPER nice! As of right now though, I definitely wouldn't want to use it to ship a game, just use it as more of a "proof of concept" tool!
I haven't purchased the engine (yet) but I was wondering if you could change what colors those lines show up as. I'm colorblind, so it's pretty hard to tell the difference between yellow, green, and orange at a quick glance. It would be awesome if I could change them to different colors. Something like red, yellow, white, blue... for instance.
What would also be really awesome would be the ability to change the style of the lines. Having Walk/Interact lines be solid, Walk lines be dashed, and Interact lines be dotted. Something like that. It would just make it easier to discern the type of line I'm looking at as someone who is color deficient xD
Love what I'm seeing of the engine so far and I can't wait to try it out more and get the full version!
They work on Windows 10 and 11, and also Linux Mint, but not Arch for some reason. It is a Linux build of the game, not running under Wine or anything like that. Is there maybe some sort of dependency that is missing, or does anyone know if maybe the way Arch displays things is incompatible with these filters?
Hey there! I was wondering how much of the RTP for MV this could potentially cover? I am thinking of converting my project over to a new tileset, but want to make sure I can get as much of the RTP replaced as possible with what I currently have. How far do you reckon this would be able to go in practice? :)
Hey there, not even close to selling my game yet but I am going to have it free to download, optional payment. I was wondering if it was possible to have a certain amount that people can pay in order to gain access to some extra content. In particular, some DLC, the soundtrack, etc.
I'm just wondering because I'm still trying to exactly decide what my monetization model will be, and this is important info for me to have in order to decide that. If that isn't possible I might have to make a "Gold" edition of the game that requires payment or something, for instance.
Thanks!
Hey Hudell, just wanted to say that in maps that use a lot of tiles that have a priority set with a terrain tag, lag begins building up quite fast. I don't know if you have any plans on fixing this or if it is even possible, but it is pretty annoying! Thankfully I don't have a need for the plugin anymore, but if anyone runs into this problem in the future I figured I'd let you know about it.


