Purchased after seeing the Tutorial you added. Good work!
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An embedded youtube video of a simple animation would be great.
The gifs on the front page kind of shows how it works, but not enough to make me feel confident enough to spend money. Maybe someone else will make a video with it...
I was able to download on the main page. Its just odd because the main page doesnt show any update, and trying to download from this update log makes itch ask me to re-purchase as if I never owned it.
Your support is much appreciated. You should probably manually add a note on the main download page that states the latest version number or something so others in the future dont get confused like I did. Itch is a great platform but sometimes can be really jank.
Not exactly a roguelike, I just would like to have a rogue-like tower built in a "Lost City." My idea was that my protagonist and his party would eventually take over the town as a recruitment base of operations. And through the game you'd recruit members ala- suikoden to restore the town, and periodically delve in the for various reasons. Would also serve as a way to test your party before deciding on your team to continue the story. (Also figured I could put hidden super bosses in it too)
Instead of a maze, could this be used in dungeon situation? Say I create 90 possible floor layouts each with their own puzzles, tilesets, and mob types. Can I make a dungeon using this plugin, that would randomly select 25 of those 90 floors, put them in a random order, so while I descend the tower, it feels random and different each time I play?
Then to make things more fun, do you think I can set a floor buff that increases all enemy stats by 5% times the number of floor you are on?
Also, can I make it so the 25th floor always leads to a random boss room?
Im asking a lot, I know. Im just trying to understand how specific this plugin can help me.
Couple of proposals to make this better:
Can you make it so that when you target an enemy or ally, that it also causes the player frame in the battle frame menu will also flash? Would definitely help when you are fighting multiples of the same enemy and want to take out the enemy who is going to attack next.
Second, Could you make it so that the battle text is shifted downward so it doesnt cover up the Battle Order UI Element?
Are you still planning to make your messages plugin have the functionality where your characters can keep walking while chat dialogue is going on?
If so... I have one more suggestion which would make you plugin a MUST HAVE.
Do you think you could add proximity triggers for dialogue? What Im asking is, for the possibility of you to be walking down a street and as you near NPC you can "overhear" their dialogue as you continue walking.
I love this. You've got so much working. Only, a couple things to mention. In the Demo, when I talk to the little monster NPC on the left, he freezes the game. He's trying to push an unknown scene from the looks of it? And also, the item we get, Item #5 Has no name, and doesnt allow you to look at your card catalogue.
It amazes me how your work just gets better and better. Unfortunately, $20 is a bit steep for a hobbyist like me who'll likely never sell anything for a single sprite sheet. But in terms of sheer quality, it definitely looks worth it!
Can you limit how many timessa person can come back per battle? Maybe modifiable via gear?
Like, each char can "comeback" once per battle, unless they equip a special accessory that allows them to comeback 3x per battle?
I just noticed its use in your title image with your flags/banners the tree. Ive been looking at the tool a lot myself, but havent pulled the trigger. Though in your tokyo styled scene, It looks lovely. Making me revisit my previous ordeal. lol. <3
Great to hear. I love your style. Looks like youve studdied and adapted Pixel Art from the golden Era of Square. I hope someday that I can make work good enough to fit in seamlessly with yours.
Any way we can get a compatability patch for use with Olivia's Octopack?
Or better yet, a tutorial guide showing how we Set up LunaMV to work with Octopack, which could be used not only as a reference to apply it to Octopack, but a reference for applying LunaMV to any other custom battle system as well?