Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

A6

16
Posts
2
Topics
7
Following
A member registered Apr 13, 2021

Recent community posts

Does this support skills activating common events? I'm trying to proc a follow up attack to a skill that determines hit chance before rolling damage.

I have the skill set to roll attack, update v1, then 'dice attack' will inflict that much damage to the target. I'm going to expand on it once I get the damage to actually go through. Armor class, resistances, immunities, bonuses, etc.

Sounds great! Though I did end up figuring out what I did wrong and it's such an obvious mistake.

Enemies walking to the right and not attacking :: Make sure character sheet has attacks in their attack list, not just in the TBS settings. On that note, 10 in every stat is NOT going to show up well in damage displays, giving the impression of 0 damage.

Omni not advancing turns :: Make sure Omni is set to turns otherwise default character agility will give multiple turns over freshly created enemies. Scene Setup>Default Battle Turn Mode>Turn/Active (putting this here for others)

And a third issue I had was with self switch A not advancing at the end of combat. I had typed the comment to read <selfSwitchOn=A> It should be <selfSwitchOn:A>

These are all really obvious once I started cross referencing with the demo. But if you get someone with these issues in the future, here it is. Thank you for your time, I really appreciate it.

(1 edit)

I got turns to work normally, but enemies continue to run to the right. I pulled the enemy file from the demo, which works flawlessly, and the enemy in my own file will run to the right without attacking as well. Continuing to try and figure it out.
EDIT: It works now, but I have no idea what I changed because I was messing with a lot of settings at once.

I'm not sure how to post the settings, and I don't see any demo in the purchase files. I followed the video on the main file. In map TBS battles the enemy runs to the right without attacking. In Omni fights the enemy does the same but with the added not going to the next turn.

I have this issue where it doesn't advance turns. It'll just be the player or the enemy forever after the first turn. On another note, enemies don't attack. They just walk to the right and skip their turns.

Hello, I'm working on a D&D inspired system with a side menu to display the character, equipment and spells. I've managed to create a player X offset of -4 for the general map, but the map during combat sequences refocuses the center for the duration of the fight.  Is there something I can do to prevent the camera focus from going to center instead of my defined offset?

This is all I have for my general camera offset,

(() => {

    const _Game_Player_centerX = Game_Player.prototype.centerX;

    Game_Player.prototype.centerX = function() {

        return _Game_Player_centerX.call(this) - 4;

    };

})();

(1 edit)

I would like to get a physical copy, is there any way to make this possible? I find it quite difficult to focus on digital text.

Edit: On the new Advanced Kinks and Cantrips page, scroll down or click on the appropriate index marker on the left.

https://discord.com/invite/ASWk4eGfnT

For those of you wondering about updates/new versions, check the discord.

(1 edit)

It's it possible/planned to get this running on Android?


Edit: found your comment stating "looking to add in Android support in the future" thanks, I'll keep an eye out.

Really good proof of concept, eager to see where development takes it.

Bust a nut, not into tears

enter Ona, go left. go past the church, go north.

Is there a discord or somewhere to get more reliable updates on this project? I'd really like to see the progress and more directly support the game's development.

Already on it