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dariken

38
Posts
6
Topics
1
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A member registered Jul 28, 2023

Recent community posts

Reminds me of Blue Mage from FF11 especially the certain skiils grant passives while equipped.   You should make it to where certain skills require more equip slots like a powerful skill taking up 3 slots.

Same as demo.

Actor 1: 35

Actor 2:  21

Actor 3: 30

Actor 4: 33

Actor 5:  36

Actor 6:  26

Actor 7: 40

Actor 8: 31

Actor 9: 35

Pretty much what the title says, the character with the highest agility gets unlimited turns on maps that are set to active mode.

Yay!

Would it be possible to make it where the summon is the same level as the summoner when summoned?

Ah, good point, well anyway thanks for adding this feature, I've been dying for it:)   Do they gain exp from battle?

It worked!    You may also want to consider giving the option to make a Dismiss skill encase the player wants to summon a different creature.

In the database the scope is set to user, everything else is blank.   In the plugin the summon animation is set to 96 and the called actor is 5.   This is all done in the demo project.

I tried to make a skill that summons an actor but nothing happens.  The summon animation doesn't play nor is any actor called.   The actor set to be summoned is set up for TBS.

Can I disable permadeath for some actors?   

Ok then I'll give it a shot, keep up the good work buddy!

Would your monster capture plugin work with this battle system?

Oh sweet, I've been waiting for the ability to steal cards!

Has anyone ever told you what an awesome plug-in dev you are?   Keep up the good work!

I wrote a review for anyone who's interested.

Also, what happened to the victory/Defeat common events, was that taken out?

Got an error when I tried to play the card that lets me revive monster cards for the second time in a match.  

rmmz_managers.js:2032 Error: [object Object]addChildAt: The index 45 supplied is out of bounds 44

    at SpriteDuelist_DuelCardController.Container.addChildAt (pixi.js:7970)

    at Synrec_Duelist.js:7254

    at Array.forEach (<anonymous>)

    at SpriteDuelist_DuelCardController.updateCardLayering (Synrec_Duelist.js:7233)

    at SpriteDuelist_DuelCardController.update (Synrec_Duelist.js:6560)

    at Scene_Duelist.Scene_Base.updateChildren (rmmz_scenes.js:129)

    at Scene_Duelist.Scene_Base.update (rmmz_scenes.js:52)

    at Scene_Duelist.update (Synrec_Duelist.js:13936)

    at Function.SceneManager.updateScene (rmmz_managers.js:2099)

    at Function.SceneManager.updateMain (rmmz_managers.js:2059)

Basically, whenever I click on a card when I can't play any more cards it pauses, and I have to click the thing that looks like the power symbol (the thing you click on when you want to access the power option like sleep and turn off) on a computer to progress.

Also, the game pauses after I make a move, is this supposed to happen?

When ever I get a card pack and it trys to show all the cards I got at the end, I get this Error

TypeError: Cannot read property 'selectionCard' of undefined

    at WindowDuelist_DuelCardData.drawMonsterATK (Synrec_Duelist.js:8527)

    at WindowDuelist_DuelCardData.drawMonsterData (Synrec_Duelist.js:8493)

    at WindowDuelist_DuelCardData.redrawData (Synrec_Duelist.js:8414)

    at WindowDuelist_DuelCardData.setCard (Synrec_Duelist.js:8404)

    at Synrec_Duelist_Pack.js:1837

    at Array.forEach (<anonymous>)

    at Window_CardViewList.updateData (Synrec_Duelist_Pack.js:1836)

    at Window_CardViewList.update (Synrec_Duelist_Pack.js:1817)

    at WindowLayer.update (rmmz_core.js:4231)

    at Scene_PackView.Scene_Base.updateChildren (rmmz_scenes.js:129)

SceneManager.catchNormalError @ rmmz_managers.js:2032

SceneManager.catchException @ rmmz_managers.js:2020

SceneManager.update @ rmmz_managers.js:1941

Graphics._onTick @ rmmz_core.js:811

TickerListener.emit @ pixi.js:9093

Ticker.update @ pixi.js:9548

Ticker._tick @ pixi.js:9298

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301

requestAnimationFrame (async)

Ticker._tick @ pixi.js:9301


The plugin was put in the latest demo.

rmmz_managers.js:2032 TypeError: Cannot read property 'off' of null

    at Sprite_Animation.destroy (pixi.js:34744)

    at Sprite_Animation.Sprite.destroy (rmmz_core.js:1978)

    at Sprite_Animation.destroy (rmmz_sprites.js:1225)

    at Spriteset_Map.Spriteset_Base.removeAnimation (rmmz_sprites.js:3327)

    at Spriteset_Map.Spriteset_Base.updateAnimations (rmmz_sprites.js:3232)

    at Spriteset_Map.Spriteset_Base.update (rmmz_sprites.js:3162)

    at Spriteset_Map.update (rmmz_sprites.js:3379)

    at Spriteset_Map.update (Synrec_TBS.js:16696)

    at Scene_Map.Scene_Base.updateChildren (rmmz_scenes.js:129)

    at Scene_Map.Scene_Base.update (rmmz_scenes.js:52)

When I load a saved preset, I get this error.

Do I replace the X and Y with anything or just leave them as X and Y?   I assume the 1 in parentheses stands for the actor id? 

I had an idea that, if possible, you should make a summoning system where actors can summon other actors to fight alongside them in battle.

Do you think you can make it to where the player can make multiple decks, that's a feature that most card games have.

No, it just doesn't progress until I click on the card my opponent attacked with..

Hey I just wanted to let you know that sometimes when the opponent finishes an action the game locks up and won't progress.   Clicking on a card fixes it but I just wanted to let you know as some people may not figure that out.

I know but I was talking about having the option to set different common events for each individual battle or the ability to have conditional branches based on winning or losing in case the game dev wants to have events unique to that battle like progressing through a tournament.

Never mind it was another plug in, I'm using.   I apologize for my mistake:(

Just to let you know, it does not work with Visualstella.   Visualstella seems to not play nice with some plug ins unfortunately.

How?

Ah ok, that's understandable.   Regardless, I've been looking for a card game plug in for a mini game in my project and I thank you very much for providing it.


If it wouldn't be too much trouble, could you add support for conditional branches based on whether you win or lose or maybe give the option to let each match have their own win/lose common events?

Dude, your plug ins are amazing and worth every penny.   Do you think you could implement tag duels where like you and your party members (or at least one of them) vs 2 opponents, each player having their own deck like in some Yu-Gi-Oh games?

OK that worked, thanks.

When I go to playtest I get this error message Failed to load: js/plugins/Synrec_TBS_SceneMotion.js 

I have no other plugins installed other than the ones in the demo nor have I changed any files.

How do I download the update?

It seems the enemy will only use the skill at the top of the list.   For example, I could not get the Goblin to use Body Slam until I put it as the top skill.   Also, Gnome won't heal even when they or their allies are at low health.   I haven't tried AI controlled actors.

How exactly did you fix it, I'm having the same problem.