Aww she's so cute :D
CrypticSky
Creator of
Recent community posts
Hi sorry, I didn't see the message. For my project I found an alternative solution, but you can pop your plugin in this free demo and check if it works properly:
https://visustella.itch.io/visumz-sample
I was using the plugins in there!
This was quite fun to play to the end!!! Very cute critters, interesting incremental gameplay. Though, it can be pretty frustrating to direct the miniohs in the midgame, since you can't tell them anything like "go there" other than throwing them one by one. In the end I just had to make them strong enough to just delete everything in their path. If throwing the bag at a block told them "hey, help me mine this block together" that would make it smoother, maybe?
Hello! Your plugin is really cool, but I find it can be really limiting to have a spritesheet per animation rather than per characters when you have a lot of them... when using a generator to create them it becomes a headache to export each animation with the correct name, since you have to specify animation type and frames etc.
What would be really neat, since you already have a UI attached to plugin, would be to be able to open the sprite's file, tell it how many rows and columns there are, and then "tag" each square with what animation it is according to the animations defined in the plugin parameters (for example, IDLE SOUTH 0, RUN NORTH 3...). You could even imagine being able to create a custom template for where everything is: most of my characters follow the same structure in their animation sheet, so I theoretically should be able to define it just the one time.
It would be a huge time saver and help a lot with file management.
Hello! Very cool plugin :D I do find it seems incompatible with Vizustella's events and movement plugin though; when both are enabled the familiar refuses to move (the enemies CAN move strangely enough). From what I've looked at, update isn't being called? Do you think you could update the plugin to fix this?
I was noticing y-sorting errors when using the Tiled plugin (for example, coming up to a character from below, but their sprites overlapped instead of being underneath the player). Turns out there were cases where sprite.origX and sprite.origY could be undefined? oops.
Adding this line:
sprite.origX ||= 0; sprite.origY ||= 0;
In TiledTilemap.prototype._updateLayerPositions, just before updating sprite.x and sprite.y, fixes this problem.
You're welcome! <3
Oh hey one thing: if you fuck up the manifest the program only says you encountered errors, not what the errors were. An error log would be helpful to know what the problem is... :')
I figured out how things work, defining animations is pretty easy to understand (some pattern recognition and a lil bit of counting!), on the other hand layer logic is a bit overwhelming. I think I'll figure it out, but a basic layer example would be pretty helpful (suppose I don't need any offsets or anything like that for instance)







