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GBRO Games

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

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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.

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Add the below tags to the notes section of an enemy. Replace number accordingly.


<battleCursorOffsetX:number>

<battleCursorOffsetY:number>

Nope. 

The demo project should several skills that play different motions, and an animated enemy setup. Animating front view enemies is the same as animating side view actors/enemies. Instead of putting the assets in the 'sv_enemies' folder, place them inside the 'enemies' folder when using front view battle.


You can join my discord group. I can help you better there.

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Yes. Just pass in the numFrames and duration parameters when calling the Play motion sequence if you wish to override the one set from the plugin parameters. The Num Frames and Motion Speed  from the plugin parameters are just the default values. You can have different motions with varying number of frames and speed at which they play, but make sure to pass the numFrames and duration parameters if they are indeed different from the one set in the plugin parameters so the sprite sheet is read properly.

Yes.

I have uploaded a demo just now.

Included in the zip.

Not tested.

Fixed. Please redownload the demo project. The parameter should be hooked up correctly now.

I have pushed an update (v.1.1) for the bleeding window contents. If you would like to clip the cursor within the bounds of the window, make sure the Layer property is set to BACK or ORIGINAL.

Lmao, sorry.

Download it again, it should be there now. 

Added just now.

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Added this feature just now (v.1.1).


If you have custom scenes/menus and know a little javascript, you can also add them there by adding a new instance of Sprite_AudioVisualizer as a child of the scene.

Yea, I'm always open for suggestions and feedbacks. 


I'm not sure if I understood your question correctly. By platforms you can jump on, do you mean like a trampoline?  There should be one such event in the demo.


As for those you can fall through or walk over (I'm assuming you mean passing through events), you can do either of the two: 

1.) Define those events as Sensors by adding the Is Sensor comment on the event's page, or you can manipulate them programmatically with a script call ($gameMap.event(x)._isSensor = true). This is similar to ticking the Through checkbox of the event editor. Sensor events do not interfere with other objects physically, but collision events still occur when they are in contact with another body.

2.) Changing the collisionFilter.mask property which defines which types of bodies an event can collide with. Change the collision mask by adding a Collision Mask:MaskId comment. Replace MaskId with any of the presets: Player, Player_Projectile, Map, Event_Projectile, Event, Misc, Item, or Bounds. You can define multiple ones, but separate them with a comma. 

You can also do so programmatically with a script call ($gameMap.event(x)._collisionMask = MASK_CONSTANT). Replace MASK_CONSTANT  with any of following: 

  • PLAT_COLLISION_CATEGORY_PLAYER
  • PLAT_COLLISION_CATEGORY_EVENT
  • PLAT_COLLISION_CATEGORY_ITEM
  • PLAT_COLLISION_CATEGORY_PLAYER_PROJECTILE
  • PLAT_COLLISION_CATEGORY_EVENT_PROJECTILE
  • PLAT_COLLISION_CATEGORY_MAPBODY
  • PLAT_COLLISION_CATEGORY_MISC
  • PLAT_COLLISION_CATEGORY_BOUNDS

Like so:

$gameMap.event(x)._collisionMask = PLAT_COLLISION_CATEGORY_PLAYER

or for multiple masks:

$gameMap.event(x)._collisionMask = PLAT_COLLISION_CATEGORY_PLAYER | PLAT_COLLISION_CATEGORY_MAPBODY

Great art and pretty entertaining game over all. It didn't feel like a drag like most of the games I've tried so far. I was a bit confused at first though, as I was trying to return the scattered objects to their respective places and didn't know I was supposed to do that the next day. The last input prompt also gave me a hard time, so I ended up just cheating my way by digging through the json files to get the answer. The pseudo 3d effect of the map was a nice artistic touch.

Someone complained of the same thing and it was because of a VS plugin. 

Thanks for trying the game. 

I just wanted to clarify that the excessiveness of the traps in the second map was an intentional design choice. I was trying to create something similar to the effect of Unfair Mario, but it seems that either people weren't familiar with the reference, or simply weren't expecting rage-inducing troll traps given the serious tone of the story. As a result, the design came across as annoyingly imbalance (based on the three comments so far), which was not my original intent. 

Maybe I should have added more traps to make it obvious that they were there to troll the player..?

I didn't really get the story, but the art kept me hooked. Was it based on a folk tale?


Overall, a relaxing game to play with beautiful visual aesthetics.

Thanks for trying the game.


There are a few areas where the collision box is thin so some glitch happens when force dashing through them. I won't be able to push an update for a hotfix for this until the voting ends, however.


But you were supposed to go back to your room after talking to mom. The garage will then be accessible later.

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Thank you for playing.


A hint for the other players (SPOILER ALERT!):

- After getting the fake fragment, the collision of the entire map changes such that: previously walkable platforms are no longer walkable, and the objects in the background (bench, bed, bate, words, trees, etc.) become the new walkable platforms

Thanks for the review. 

By exploits, were you shooting the arrow downwards to propel the player up? I was actually wary of this, and initially had cooldowns for every action (melee/ranged attacks), but later on removed them along with game over to make it easier for play testing.

It works for a one man party as well. As long as it doesn't go beyond three, you're good.

It won't cause issues. It's meant for 1 to 3 actors at a time. One actor is okay.  

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Just to set things straight, saying it overrides the InBattleStatus, BuffStatesCore and StateCategories is misleading. The only thing the plugin overrides is whatever is drawn on the Window_BattleStatus, so if you have plugins that modify the status window in any way then you can expect a conflict. I see it conflicting with your YEP_BattleStatusWindow, but my plugin doesn't override the functionality of those three other plugins you've mentioned.

The animation will play wherever the sprite is located as long as the position isn't set to 'Screen'. You can offset the sprite with the Sprite Offset X/Y parameters. If you suspect it's being caused by a plugin incompatibility, then you can try turning off the other plugins to find the erring plugin. 

Also, the latest version is v.1.2.

Yes, make an fv_actors folder inside the img folder and put your battler images there.

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That's a line of code from YEP_BattleEngineCore. Last I've tested, it should be compatible with his core engine & battle core plugins. Put my plugin below his.

No idea.

Released the MV version of this plugin just now. You can get it here

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The Pseudo 3D plugin is designed to work with this one, or as a standalone plugin. However, this plugin isn't expected to behave properly of the box with MV.

An MV port of this plugin is already a planned release. Currently busy at the moment with client works, but I will be getting into it as soon as I have free time. 

There's a name offset parameter there. Put 9999 to shift it out of view.

Yes.

Yes.

The first person point of view battle plugin will be donning multiple cameras-one for each actor, and possible one for each enemy as well. Without that plugin, the party members will be sharing a single camera. You can still pan around the battlefield though.  

I did not include a multi layer feature as I was also thinking of performance, but I did test and it run perfectly fine (at least on my machine) with four 360 videos. I can re-add the feature anytime. 

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Perhaps you meant the default front view? Here's how it looks like: 

https://vimeo.com/manage/videos/1040009202

If  by third person you meant the side view, then it wouldn't look good as this was designed for the first person pov battle plugin, or the default front view battle.

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Sorry, but I can't help you with this one- at least, not for free. While some of my plugins happen to be compatible with others, I don’t typically bother testing plugin compatibilities, especially if those plugins are obfuscated.

Compatibility patches for obfuscated plugins will need to be commissioned work here.

I stayed true to the reference system, so only inheritable skills require archetype points. Innate skills are unlocked normally as the class' rank/level increases. I may add your request in the future if I see the demand for it.