Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

GBRO Games

186
Posts
2
Topics
422
Followers
A member registered Sep 15, 2022 · View creator page →

Creator of

Recent community posts

I just did, prior to my comment above. See attached video. That's the project demo of the first person battle plugin out of the box. I simply copy pasted the battle core and utils plugin into it. 

If you're starting from a new project folder, then modify the x/y parameters of the actor sprites as well, as the default values are meant for a 1920x1080 resolution. The sample assets that comes with the project folder are 1920x1080 as well. Perhaps the reason you're not seeing them is because a new MZ project starts with 816x624 resolution, so the images are way off the screen.

Check the battle core plugin parameter 'Battler Sprite Settings > Sheet Type' and make sure that it set to 'Separate'.

(2 edits)

There is no plugin parameter for that as that would defeat the purpose of the plugin (switching between first person pov & third person pov sprites). As a workaround though, you can just copy paste the sprites from the 'active' folder into the 'sideline' folder. 

Make sure you populate the Skill Equip Struct parameter. Define the max number of skills for each skill type there.

No idea.

Yes.

Only PayPal, sorry.

It's for April Fools. I wanted to jack it up to a 6969% price increase, but 100 is the max. I'll lift the reverse sale in a few hours :)

Yes, feel free to reach out on discord.

The ML model does recognize colors, but it's not gonna return it. It only returns the probability of how close x drawing is to each data in the data set you've trained the model with. If you trained the model with black colored shapes, and the player draws with a red pen, then the probabilities are gonna be off. 

(1 edit)

Your identifier is undefined, so you're missing a <battlerId:identifier> tag on an actor. Place the corresponding identifier_wait.png, identifier_walk.png, etc. files in the sv_actors folder.

My battle core plugin handles that. The vanilla engine only plays one of the 18 default motions of a sprite sheet. The battle core plugin allows you to play any number of motions, up to any number of frames per motion, during skill execution.  

I did not see that there were new comments until now as I wasn't notified by itch's notification system, so I apologize for this late reply. I have subscribed to this post so I will be notified from now on, but consider joining the discord and tagging me there instead for faster responses.


You need to update your nwjs versions if you are using the MV version of the plugin. The plugin uses es6+ syntaxing that isn't usable with the default nwjs version that MV comes with. You can check this link on how to do that.

  1. Yes, you can programmatically add/remove icons through script calls.
  2. Walls are not auto filled and needs to be drawn manually. 
(1 edit)


Create your gauge settings from the plugin parameters first. The `id` property will act as the `settingId`.


`identifier` and `settingId` should be wrapped in quotation marks like so: 

GBRO.VariableGauge.addGauge("distance","distance",3,8,500,500);

Yes. See related parameters below Auto Reveal? and Reveal Mode.

What error are you having? Paste a screenshot of the stack trace from the console here. 


For the sprite issue, check the plugin parameters of GBRO_BattleCore > Battler Sprite Settings > Sheet Type > and make sure that it is set to 'Separate'.

(1 edit)
  1. Create an 'fv_actors' folder in your 'img' folder.
  2. Place your front view sprite sheets there. The sprite sheets follow the same format as the side view sprite sheets (sprites arranged in 9x6 manner).
  3. Add <FVAA_FVImage:filename> note to your actors. Replace 'filename' with the name of the front view sprite sheets.
  4. Change 'Sprite Appearance' in the plugin parameters to 'Front View Spritesheet'

I have added your request. Just redownload the plugin. 


Use the following notetags to accomplish those respectively: <hideMinimap> / <revealMinimap>

Reach out on discord. I deleted your image post as it included the download URL.

I have the updated plugin to be compatible with older versions of nwjs. Just redownload.

(2 edits)

This is a mis compatibility with the newest version of the battle core.  Pushed an update just now to fix it (v.1.0.1).

For future references of other readers, as of writing: 
v.1.0 of this plugin is compatible w/ <= v.1.0.3 of the battle core. 
v.1.0.1 of this plugin is compatible w/ >= v.1.0.72 of the battle core.

https://itch.io/docs/buying/already-bought

Pushed an update just now to reflect real time changes. Just redownload the plugin.

Gold is below the list. Works just fine on my end. Is that the demo folder out of the box, or have you already added it to your project folder? You may have conflicting plugin issues.  

(1 edit)

Use custom for bgType if you are gonna use a custom png for your message background. Ignore the animated option there as it is a deprecated parameter. 


For layerType, choose static if you want a non-animated background. 

SceneManager._scene.openMapInventory(); //To open

SceneManager._scene.closeMapInventory(); //To close

Yes. You can play any battler motion, play any sound effects, play any animation, or even run a snippet of js code, at any point of the action sequence. 

Fixed.

Sorry, Stripe doesn't support my country atm.    

No. Use my variable gauge plugin for that.

Yes.

Both actors and enemies share the same sheet type (Compact or Separate). As for differing num frames & motion speed, the answer is yes, those can vary per battler (actor/enemy).

Sure. I'll add it in the next version once I'm free.

Just double checked and project demo opens fine. Might be your copy of the engine. 

Unlikely. 

Nope.

No idea.

You can change the background with the following script call:

ThreeManager.changeTexture("filename.ext");

Run the above code every x frame in a parallel event and now you have an animated background. Something like so:

ThreeManager.changeTexture("Port_1.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_2.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_3.png");
Wait: 5 frames
(2 edits)

I initially did not add the new map to the MV version, but I was sure it still had the updated version of the plugin. Either way I wasn't getting the error you were having. Was it a consistent error upon map load or does it only happen at times? 

Anyways, I have just pushed an update to the MV demo with the new Volley Pal map and ladder event.  See if the error persists and If I did just forget to update the demo. If you have MZ, I recommend you using that one instead. MV has limited lines for script calls so I had to one line all of them, and it's not gonna be user friendly to look at and study.