Unfortunately, after doing some research, there does not seem to be an easy way to access save files on Android as they are not accessible through the file explorer.
Chirutai
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If you hop on the discord, someone should have a completed save file for you, alternatively, there is a walkthrough to help you get any scene you missed. Both are available through the website.
Hi!
Do you have any other game that is running on the rpg maker MV engine on your device? If so, that might be why.
The tools offered by this engine to support Android are severaly outdated, and I struggled a bit to find a way to make it work, to the point where I was not sure I would be able to release it on Android at first. The way I used to make it work seems to make it so any game that used the exact same method will be considered "the same game" even though it is not.
Please let me know if that solves your problem.
I see, I think using spritesheets is fine, it makes for less files anyway, which is probably better for the overall project.
It seems like this would allow me to do quite a lot (although I might still have to use my "trick" of hiding actors and using the built-in animation system to fake-out the states). I will most likely be buying this very soon, I do have a few things to sort out first.
Do you have bundles available, if so, do you recommend any specific combo of flipbook plugins for my needs? I understand what the reaction one does well now, but is occasional battlers redundant with the reaction plugin for all practical purposes, or is there value in owning both?
The sound effect one seems fairly straightforward, I guess I would use it to add sound effects to the animations, but it seems it needs both core plugins to work? (flipbook core and event core)
Thank you for your quick and thorough answer!
I am currently still prototyping the combat and exploring solutions, so a lot of things remain on the table. Since I cannot make my own plugins and have only a basic understanding of javascript, I am trying to find the best compromise between my initial vision and what is possible.
If Battle Reaction Flipbooks allow me to have specific skills trigger specific animations from the target on hit, without any frame limit, it's already a lot. Having a "Battle Action Flipbooks" plugin would be great, but I can probably make due without it.
I do have a few additional questions:
- Do you have something similar for states? For example loop a specific animation while the character is idle, but under a specific state (such as charmed, poisoned, etc.)
- I might need to have the animation used when reacting to the skill depend on some other variables (such as what the character has equipped, or because I might swap the battler spritesheet in specific conditions and the animations should match the current battler spritesheet), is that possible?
- And lastly, how hard is it to make use of your plugins for someone who is not particularly well-versed in javascript? I am used to mostly do basic stuff like make script calls, use notetags (like action sequences), create folders and put the right assets at the right format in them...
Sorry for all the questions, I feel like there is a good chance your plugins might be the solution I am looking for, but I am trying to get a good understanding of what can be done with them as I cannot do extensive manual tweaks on my own!
Hi! I am thinking of buying this plugin and grabbing its dependency, but I am trying to figure out if it would be an answer to my need.
What I would like to do is have my battlers play different animations based on what skill is used on them, and also based on their identity. For example, if the warrior is kicked in the gut, he is going to play an animation of grabbing his stomach in pain, if he is punches in the face, he would grab his cheek, etc. And if it happens to the mage, then it's the mage doing that instead.
I would of course like to use sprites I have specially made for it (such as frames of the warrior reacting to the kick, etc. as single pictures or as spritesheets), and not be limited to 3 frames animations.
I would also like to use it for animations when the battler uses a skill. For example when using a taunt with the warrior, I could have a sprite of him giving the middle finger, etc.
I currently awkwardly made stuff work by cheating with hiding actors and playing animations on the hidden actors using Yanfly's action sequences, but I am looking for a better solution.
Would this plugin be suitable for my needs? Or am I totally misunderstanding what it does?
I am using MV by the way.
Hi! The game is content complete and will no longer be updated for more content, as I have moved on to other projects. I also consider the character's personality carefully when writing, and Tia is not the best character for these choices.
However, I take all suggestions into consideration for the next game!
The last fragment is found in the very last area. Before reaching the ending at the top of the map, go left instead of right. Don't hesitate to check the walkthrough if you need more details.
Thank you for sharing your screen. It mentions a conflict, so I imagine that it is a conflict between either another rpg maker game, or a game packed for Android using the same process I used, which is a fairly roundabout process because of the engine I use (RMMV).
If you find the conflicting app and uninstall it it might work, at least that is my best bet. Wish I could help more.
Thank you for your answer. I see that there is a pack that conveniently includes it. Nice. Does everything work as smoothly on rpg maker mv as it does on mz? I know that the projectile plugins say mv and mz, but are there meaningful differences/limitations between the two versions to be aware of? (I use mv personally)
This plugin looks very promising! I am considering purchasing it to make shooting segments in a game (with guns).
Is it possible to make it so the player character is animated each time they shoot a bullet? For example, if you are using the plugin to make a shooter, clicking to shoot would animate the character shooting a gun, and you could not shoot another bullet until the animation is done (to simulate recoil). I see mention on playing animations on the projectile in the details, but did not spot anything about animating the player or the event that the projectile comes from (but maybe I missed it).
Furthermore, does it support firing multiple projectiles at a time? For example, shotgun pellets would be a couple of projectiles in an arc.
Thank you for your feedback, and glad that you did not suffer from these problems.
On Android, you can use either the web version or download the APK to play locally (this second approach is the recommended one). If one version has performance issues on your device, you can try to see if the other version fares better. I hope that helps!
Glad you enjoyed the game!
The ending (the canon one at least) connects to the webcomic (although there is a time gap between the two). I didn't decide yet if the next game will be a prequel or a sequel.
