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GBRO Games

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A member registered Sep 15, 2022 · View creator page →

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Recent community posts

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
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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. 

Fixed.

The gauges don't persist across scenes. When you create a gauge and move to another scene and back to the map, you have to recreate that gauge again. See implementation in common event #1 where it continuously checks if the hp & mp gauges are present in the map scene, if not, then it creates them. These are done automatically with event-tied gauges because it checks for the necessary comment to reconstruct the gauges once the event loads.


I have pushed an update for the position fix (v.1.0.1).

Looks interesting. I'll consider integrating their API in the future.

Fixed on v.1.2.

Fixed.

I have pushed v.1.1 update. Should be compatible with the FVAA now.

I have added your request just now (v.1.0.71).

Possible, if you know your way around coding. You can use the canvas' texture for a sprite. I won't be adding it as a built in feature though as it is too game specific.

I have added fps movement on v.1.0.3.


For teleportation, you can use the script call:

ThreeManager.player().setPosition(x,y,z); //Replace x,y,z accordingly. 

I have pushed v.1.0.2 update. When navigating to another scene from the map while a 360 scene is on going, call the below script call before  calling the save command or SceneManager.push(Scene__Save) :


ThreeManager.saveTemp();

I removed them because they're ugly. I'll readd as an optional parameter in the next version.

I'll add your suggestion along with the release of the next version of the battle core.

I have uploaded a project demo for your reference. 

It can, but might be too overkill if it's just actor repositioning you're looking for. 

(1 edit)

Sounds like you're using visustella plugins.  The plugin by itself doesn't cause the bug you're describing. 

(1 edit)

Fixed on v.1.4.1.

You can play any animation / motions during an action sequence.

Injury Level and inj should be wrapped in quotation marks like so:

GBRO.VariableGauge.addGauge("Injury Level", "inj", 1, 10, 0, 0)


Must have forgotten to specify that. My bad.

(1 edit)

GBRO_FirstPersonBattle there is just a mis text. Place the GBRO_LoLegaiaBattle plugin below the GBRO_BattleCore plugin. Make sure you copy the battle core plugin to the js/plugin/ folder as well. The demo project doesn't include the battle core plugin.

Looks like you're still using the old version of the plugin. Make sure you check the Use Side View Battle from the system settings.

Yes.

I can add it if demand picks up.

Either you set it up wrong, or there's a plugin conflict on your end. 

FIXED_STAT_INCREASE + Data ID is the 'link' you are talking about, where Data ID is the parameter to modify (0 = hp, 1 = mp, 2 = atk, etc.) Study the provided project demo.

I have just pushed an update (v.1.0.1) to fix this.

The POV switching is from a separate plugin and is not included in this battle layout plugin, but I'll answer your question anyways:

1. It's possible to disable POV switching from the plugin parameters of that plugin.

2. If POV switching is disabled, animations will play just like they do in side view battle. The animations will appear on the actors wherever their sprites are located.

It's technically possible, but not in my priority list at the moment.

What do you mean by casting and buff animation on the actor HUD? 

(2 edits)

Sorry, was in bed when I typed the above. I double checked and it's <battleCursorOffsetX> or <battleCursorOffsetY>, not battler. Refer to the help section of the plugin, the different meta tags should be included there.