Thank you. Itch has roughly the same policy as Steam (without the distinction between pre- and live-generated AI content) and requires disclosure when a project includes or generates AI-created content in the final product, not for AI used as development aid. You can read it here: https://itch.io/docs/creators/quality-guidelines. Since my plugin does not produce content (Itch specifically identifies "text, images, music"), it does not require disclosure.
BitQuest Studio
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QJ-Lighting seems to be a generalized lighting rather than a fog of war plugin. The reason it doesn't prevent light from going through something is because it is using images with custom shapes to cast light rather than raycasting which my plugin does. Raycasting through a cone-shape is really the only way to block the light.
All of these should be addressed in the new update: https://bitqueststudio.itch.io/visual-dialog/devlog/1497908/version-117-major-qu...
Language is a bit more difficult to deal with so I'll have to give it some thought.
Thanks for playing and sharing feedback!
The initial, interactive tutorial is deliberately limited to the most essential tasks. It was a delicate balance between covering the essentials and not overwhelming the player with too much at the start. If you go to Tutorials in the Options menu, there are more details available about several other things not covered in the initial tutorial. The Controls menu also shows you what buttons to press for everything. If I remember correctly it's B to open the redecorate menu.
I'll work on the event tooltips and controls some more! The asset pack is the Modern Exteriors/Interiors/Office pack by limezu :)
The simplest way would be to use the switch that turns on when the NPC is at home and variable values for time that corresponds to what you want their bed time to be, both in conditional branches.
And yes, I didn’t think of that. The script won’t work because the event ID would be different since they are being spawned. I’ll add a plugin command for this in the next update.
Yes, they no longer disappear. The big change for v2.0 is that NPCs are now persistent entities across maps. They can travel to any map so it would be unusual for them to disappear from the map entirely. The way I handle bed-time routine is to gate the transfer event to their bedroom to prevent the player from entering at night.
NPC coordinate reference is not really within the scope of the plugin but you should be able to do that easily with a controller parallel event. You can use this script in a conditional branch:
$gameMap.event(EVENT_ID)?.x === X && $gameMap.event(EVENT_ID)?.y === Y
EVENT_ID → the event’s ID on the map
X → event's X coordinate
Y → event's Y coordinate
Hope that helps!
Unfortunately it was the same bug with an incomplete fix. I only fixed collision with player and didn't touch other NPCs. Now it handles all events that it may collide with and recalculates a new path, temporarily ignoring the blocked tiles. For NPC-NPC collisions, I made them able to walk through each other so they don't keep recalculating and playing tag. This was the original fix in 1.1.4 but did not migrate over to 2.0. The new patch should address this.


























































