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BitQuest Studio

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A member registered Dec 06, 2024 · View creator page →

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Could you please send me your project files and I can take a look? bitqueststudio at gmail dot com

All of this should be in the new version! Sandstorms came out pretty nice (GIF is low quality because of Itch limits). 

Glad to hear it!

You can restrict it so certain maps.

You should see the plugin command now if you re-download it. Sorry about that!

That’s odd. I thought I had added it already. Maybe I uploaded the wrong version. Give me 20 minutes and I should be able to look.

Glad to hear it! And yes, the plugin already supports that. There are several ways to do it depending on your eventing skills. The simplest way would be for you to set up the event like this:

No I'm dumb. It's meant to be a sample project, not a demo. I named it wrong.

Sorry, I missed this somehow. I've added a demo project.

Tools currently only affect one tile. 

Crop growth is not connected to time. You can just call the Advance Day plugin command or increase the day variable value. 

Crops are not spawned events. They are sprites drawn on the map based on data the plugin saves. 

Watering variable is not currently supported.

A common event is not currently built in after picking up crops. 

I can add some of these to a future update.

Hi! Toasts are short text messages that can appear on the map. I've just added a fully configured demo project that you can open in RPG Maker MZ and see how it is configured. I hope this will make the setup a lot easier for you. If you have any further questions after looking at the demo, please feel free to ask!

Hi! You can use the same relationship variable for this plugin and Complete NPC Dialog Solution. That is actually exactly why I created this for my own game! I'll also be updating the Relationship Window plugin to show loved/liked/hated items as players discover them through this plugin.

You can disable the interaction prompt by setting "Show Nearby Prompt" to false.

Note tags would not break interactions with Dynamic NPC Routines and should not break interactions with Community Lighting. I have not tried the latter so cannot be 100% sure but if it's a lighting plugin and the only thing it also does is use note tags then there should be no issues.

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.

I think this depends on the exact disclosure requirements of each platform. Steam, for example, does not require disclosure for any background tools. If you have a specific platform in mind, I'd be happy to read through their disclosure requirements and give you a more precise response.

Hello, it has been used to assist with coding.

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.

Sorry, I don't really use discord :(

Not at the moment. I can add different presets if that would be helpful. What would you like to see?

Not a stupid question at all. Likely a compatibility issue between the plugins. Do you want to email me your project files and I can take a look? bitqueststudio at gmail dot com

Of course, happy to help!

Localization support is in the works. It will be a CSV export, with columns for languages, and switching to a particular language based on a variable string value

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.

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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 :)

Yes, I noticed that too. I've sped it up 3x for the initial few times and 5x by the end. The new version will fix this! Thank you for playing and sharing.

Thank you for playing and the feedback. All three issues will be fixed soon!

No worries at all! That's what I'm here for. Do you want to email me your project files and I can take a look at the event gating? bitqueststudio at gmail dot com. If it requires any tweaking of the plugin, I'll be able to do it directly in your project files.

Thanks so much for playing and glad you enjoyed it! The full game will have upgrades available for the second and third expeditions.

I've added this plugin command that should get you what you need. Please update to new version :)

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.

Unfortunately, I don't have the bandwidth to provide support for RPG Maker. If you have questions about my specific plugins I'm always happy to help.

Thank you! I've just added a snapshot of the current player map to the save slot in the new version. I'll add custom images to 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

Maybe I'll add this to a plugin command in the future.

Hope that helps!

Unfortunately I still haven't been able to find much time to test it. I hope to get around to it soon-ish.

I’m glad to hear it! Feel free to reach back out if you have any more questions.

Please email me the screenshots of your parameters and/or project files and I can take a look. bitqueststudio at gmail dot com

Yep.

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You’d need to create a switch activated event that grants the skill and set up the skill tree to activate the switch.

That sounds odd. Can you email me your project files and I can take a look? bitqueststudio at gmail dot com.

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Yep, this would work for any game where you interact with individual NPCs on a repeated basis. The relationship values are totally optional.

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.

Glad to hear it!

Thanks for sharing. You were right. I was able to reproduce the issue. Looked like it was a regression introduced in the 2.0 update. It has been fixed.