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fdb642

12
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3
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A member registered Mar 01, 2026 · View creator page →

Creator of

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There were no extra files, the regular Windows file compressor tool and 7-Zip were adding empty folders as file entries in the zip, which the Itch web player was counting as files somehow. Using a custom .bat to zip the files gave me the correct number of file entries.

Also Itch claims my zip contains 1053 files even though I am certain it has only 999. No hidden files. How can this be?

Around 150MB, but the limitation for the Web player from itch isn't about file size, rather number of files inside the project.

That's a shame, since the game isn't actually that big (around 150MB). I think the problem isn't so much joining all the sprites into single spreadsheets, since my game doesn't have that many sprites. The problem is that RPG Maker checks and requires default image and audio assets even if they're not used.

Hello,

I'd like to raise my file limit to upload my RPG maker project to my page. I've trimmed down the project as much as possible, but I have still around 1800 files which I cannot delete since they're all used.

I have tried uploading with the butler but it seems that the project gets converted to a zip automatically, even with the butler.

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Does this allow me to customize the Options and Save screens?

Does this plugin allow me to customize the Options and Save screens?

Hi there! How is the setup to configure which frames play with each action/motion? Would it be possible to have separate 1-row sheets for each action? That would make things much easier

Yep, that's the one! It's one of the official DLC ones that come free with MZ. Thank you for following up on this!

For some reason this beta version of the plugin doesn't seem to trigger anything at all on the event, whether it be the patrolling route or the player chase. Tried disabling the dotmove movement and also on a fresh new project, and it doesn't seem to work.

I did manage to get it kinda working by changing this parameter on the chase part of the plugin:

// Move towards target
      const dir = npc.findDirectionTo(targetX, targetY);
      if (dir > 0) {
        npc.dotMoveToPlayer();
      } else if (npc._spChaseTimer > $gameSystem.frameRate() / 2 && Math.random() < 0.1) {
        npc.turnRandom();
      }
    }
  };

However, it's inconsistent. And I think DotMove creates problems for the event's vision, since the vision is tile-based and DotMove makes it so the player isn't always aligned with a tile.

Is it possible to make the NPC movement work with DotMove? The chase state now always follows the regular RPG Maker grid movement even if I have DotMove enabled.

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Thank you for making this awesome plugin, editing my parallax backgrounds is much more fun and easy with it! Some things that would really take this to the next level though, although I have no idea how realistic these are:

- Add support for collision maps. This is already possible with other plugins, but adding the option of drawing or adding a collision map image in the same plugin would be amazing;

-Zooming out when viewing the map. Using the arrow keys is a big help, but since I'm using quite low resolutions, the ability to zoom out would also make things very easy.

-It would be a big help to be able to duplicate layers that have already been added, especially because many times we use duplicated elements in the maps (like trees)

Anyways, thank you for making this awesome plugin!