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Caz

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A member registered Nov 22, 2016 · View creator page →

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You can make it so that on the page of the event with the switch "<Self> Calculations" as the condition, make a Conditional Branch that checks whether it's raining, and then turn "<Self> Watered" on. 

Hey there! Make sure when you copy the events into your project, Switch 211 "<Self> Watered?" DEFINITELY has <Self> in its name, otherwise it'll affect everything else as well. :D 

Haha glad to hear it worked! And hopefully there are no other issues but feel free to come back if there are :D 

Hey thanks for your support! :D

Is it an issue that's happening in the vanilla project when you download it fresh as well? The only thing I can think of without seeing the events is that maybe the watered switch doesn't have <Self> in the name, possibly.

Hey there, for sure! Palette on top is the normal palette, the one on the bottom is the desaturated version. :D

 

That's good to know, thanks for the report! I'll be working on a downloadable version asap, hopefully with some new assets. :D 

It may not be visible on your laptop if everything on the right is being blocked by itch's buttons, but you can try seeing if there's a very faint fullscreen button in the bottom right which might help! <3 

Aaaahhh I see what you mean now! That's actually an intentional setting in the Events & Movement Core. You can change it by  going into the Plugin Parameters, go to "Movement Settings" and disable the  "Turn in Place" setting.

 

Hi! Can I ask to see your full list of plugins? And is it only clunky when farming or does it happen through the rest of the game as well?

No worries at all, happy to help! And oop yeah that might have done it.. Sadly it's not very well advertised in-engine how to update them properly if you have existing settings that you want to keep. :( 

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Hey there, thanks for the report! Does it do this for you if you update the plugins in the vanilla project? I tried for myself and it still seems to work in the original project files. :o  

Make sure when you add the new versions of the plugins into the project, don't delete the old entries in the Plugin Manager, you need to right click them and click "Refresh" to update them to the latest version. If the tilled soil isn't showing up, I think it might be because the old settings were deleted. :D 

As far as I know, it takes a bit more work to get it functional in battles but it can definitely work. Try making sure that any common events set to  parallel process  are changed to autorun instead, since I think there are issues with parallel processes in the battle scene.

It's possible but you'll need to change how the events are activated! At the moment, the seeds and watering can work because the player is activating the event when they press the action button on it. You'd have to make a parallel process that checks when the player is pressing the button and where they're standing instead.

As for the scroll wheel, that's also technically possible. I'm not sure what it is off the top of my head, but you'll need the script call that checks if the mouse wheel is being used and change that for the tool button.

Thank you! <3 Will hopefully have an update on them soon. :D I'll also be working on an update for the Pixel Fantasy Generator with a new spritesheet for actions like swinging tools!

Thank you! Work on the SciFi and Modern RTP is currently underway! :D There's also some polish to be made on a small castle set I'm working on.

Hey there! It's totally possible! The best way to do it would probably be to make a new tool, then make a new page on the tilled ground event that checks if the player is holding that tool. If they are and they interact with the tile, you can despawn the tile through the plugin commands. :D 

Hi! I haven't personally tested it in battles yet but it should still function as normal with some tweaks. Is Switch 207: QTB Arrow Moving definitely being turned on? 

When the in-game day ends and Common Event 119: Overnight Crop Growth runs, add in a switch if the sprinkler system is active. Then in the crop event templates, make a conditional branch at the end of page 9 that checks if that switch is on. If it is, set Switch 211: <Self> Watered? back ON.

Hey there! 

You should be able to set a conditional branch that checks if the new Hours variable goes over 24. If it does, remove -24 from the variable and it should be the correct  time. Hope that helps! :D 

Hey there! It's definitely possible to add more than 7 but I wouldn't necessarily recommend it if you're a beginner to RPG Maker. You'll need to make it so that a new page shows when the cursor index is greater than 7.

Did you copy over everything in the img>pictures folder as well?

Hey there! Is this an issue you're having with the vanilla project or after you've imported it into your own? It may be that something has been changed that's stopped it from working properly?

Glad to hear it worked! You can take a screenshot of your game and drag the images from the img>pictures folder into any image editing software and find out the X/Y positions you'll need to put the bar where you want it. :D 

I think I see what the issue is. You need to change the values for the Show/Move  Picture for Picture 18 at the top of the event. Try changing it to X 596 and Y  801.

Are you trying this with the vanilla project? Are you able to screenshot what you have so I can try it out please?

Hey there! Make sure you're only changing the values on the following lines:

Hi there! Does this happen in the vanilla project or is it only an issue after importing it into your own project?

I can definitely look into making some more stuff like that for sure - thanks for the suggestion! :D 

Hey, yep I've seen people use it for battle systems so it should be totally good for that!

And yes you'll be able to change the variables to adjust the sizing of the bar/arrow or use your own graphics. :D 

Thank you for the kind words! The Dungeon tiles were just recently completed at the start of the month, so I'll be working on the modern/scifi stuff next. :>

Not a silly question at all! Yep, they're all compatible with VS plugins, and  some of the projects actually use a few of the Core plugins.

They don't need to be installed in any particular order since they're events, you'll just need to make sure that  all the switches/variables/etc. are copied over into their correct places. If you're starting a fresh project, you can just copy them straight over and they'll work out of the box. :D

Yep, that should be possible! Each month is represented through its own common event, so you'll just need to add a new common event for every month and make sure they link up correctly when the player presses "next" and "back." :D 

Hi, yep absolutely! The full terms of use are here!

Yep, absolutely! They're all good for commercial projects. :D 

Thanks Holder! <3 I'm going to eventually try to add as many of the RTP outfits as I can!

The latest update added female sprites yes! You can swap to the new body type by clicking the arrows next to "Body" :D 

Hi, yep they're totally fine for commercial and non-commercial use!

Hi there! Yep, this actually uses a few of the VisuStella Core plugins, so it should be fully compatible with all of them. 

I am planning to eventually release a standalone version for Windows once more content is available, yes! :D 

I've been having the same issue too. I'm used to waiting about 14 days maximum for payouts, but one of mine was requested 27 days ago as well. 

I don't mind waiting a little longer if they're facing a big backlog of payout requests at the moment, but any updates would be appreciated! <3  

Hi there!

1. By that, do you mean like a cutscene that could happen between 5pm and 6pm for example? If so yes, you'll just need to set it so that the event only triggers when the Hours variable is above 5 but below 6!

2. There are multiple seeds! The demo features 4, but you can set up as many as you like. The player switches between seeds and tools by pressing the Page Up button (this can also be customised to whatever button you'd like), and their currently selected seed/tool will appear in the top right. :D