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james5272

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A member registered Dec 31, 2024 · View creator page →

Creator of

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Hey there,

I had tried following the help file to get the plugin to work, and it kept giving me an error. So I just loaded the plugin up in your sample project, and it works there, so I copied the plugin entry, pasted it into my project, and it isn't working there. I do have Eli Book enabled and above this plugin in the list. I have also disabled all plugins but these two and still get the error.

Here is the error from the debug log:


rmmz_managers.js:2080 TypeError: Cannot read property 'BattleResults' of undefined

    at Function.BattleManager.replayBgmAndBgs (EliMZ_BattleResults.js:1987)

    at Function.BattleManager.processVictory (rmmz_managers.js:2925)

    at Function.BattleManager.processVictory (EliMZ_BattleResults.js:1935)

    at Function.BattleManager.checkBattleEnd (rmmz_managers.js:2906)

    at Function.BattleManager.updateEventMain (rmmz_managers.js:2431)

    at Function.BattleManager.updateEvent (rmmz_managers.js:2422)

    at Function.BattleManager.update (rmmz_managers.js:2385)

    at Function.BattleManager.update (EliMZ_BattleResults.js:1948)

    at Scene_Battle.updateBattleProcess (rmmz_scenes.js:3090)

    at Scene_Battle.update (rmmz_scenes.js:3077)

When I have my VisuStella plugins enabled, it looks like I get a couple errors related to the BattleCore. I am not sure if this will still be a problem if the issue I am having using just Book and Battle Results plugin are resolved. If you want I can post that error message here. In case you are curious, here is what that message looks like:

rmmz_managers.js:2080 TypeError: Cannot read property 'BattleResults' of undefined

    at Function.BattleManager.replayBgmAndBgs (EliMZ_BattleResults.js:1987)

    at Function.BattleManager.processVictory (rmmz_managers.js:2925)

    at Function.BattleManager.<computed> (VisuMZ_1_BattleCore.js:24861)

    at Function.BattleManager.processVictory (EliMZ_BattleResults.js:1935)

    at Function.BattleManager.checkBattleEnd (rmmz_managers.js:2906)

    at Function.BattleManager.<computed> [as checkBattleEnd] (VisuMZ_1_BattleCore.js:24861)

    at Function.BattleManager.updateEventMain (rmmz_managers.js:2431)

    at Function.BattleManager.updateEvent (rmmz_managers.js:2422)

    at Function.BattleManager.update (rmmz_managers.js:2385)

    at Function.BattleManager.<computed> (VisuMZ_0_CoreEngine.js:9423)

If it is expected that this plugin just won't work with VisuStella BattleCore, let me know and I just won't use your Battle Results. Since I need VisuStella for some other features I like.

(1 edit)

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SEPTEMBER 10, 2025

Hello everyone,

The prologue is now on version 1.01b, which is a small update to how soundtrack selection works - it should be way better now.

James

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SEPTEMBER 7, 2025

Hey all,

I just updated to version 1.01, which has the option for 8-bit soundtrack or instrumental (mainly synth driven). The implementation isn't perfect, but I really wanted to have this feature in the game, so I'm glad to have it functional.

James

Hey there,

So I switched to another plugin that does what I want, and will be a lot less clicking to set it up. And I have it working. So, you don't need to stress about my posts anymore. But, just in case, your plugin is being discussed in my topic on the RPG Maker MZ forum, I *think* someone was indicating they may have found a bug with it which was causing music effects to not play. Unless I read it wrong. Just wanted to give you a heads up. It's post #8 https://forums.rpgmakerweb.com/index.php?threads/plugin-that-lets-you-change-bet...

(6 edits)

Thanks for the response! So brainstorming it, maybe the best way to handle it is have an dialogue option at the start of the game that sets the switch for which OST to use? I think you are referring to something like that. I don't know code (why I use other people's plugins), so wouldn't know how to set this as a menu option. Especially since I use VisuStella for a lot of stuff, including the options menu core.


I will actually give your plugin a try here then. And if you have any further tips on how best to handle this, it would really be appreciated!

EDIT: Hmm, so I got it working sort of, as far as having the music playing on the overworld based on a choice menu I have at the start of the game. And I set it to change battle BGM if it is set to synth, otherwise not to change it from what's set in RPG Maker MZ settings. But, when it transitions from overworld to battle, the overworld music keeps playing.

EDIT2: Okay, I got it to play the proper track in battle by adding it as a plugin command to the troop on turn 0. If there is a cleaner way to do this, let me know. New issue I have encountered is, the battle music and overworld music are playing at the same time in battle, I don't know how to make the overworld music stop when the new track is set to play through your plugin. I have a bit more time to fiddle tonight, if I figure it out I will post back. Since all of this might help someone else who wants to do this as well.

EDIT3: Okay, for that issue, I set it to crossfade when playing the new music, and a crossfade timer of 0. Making progress! The victory music isn't playing though. It sounds like it fades out temporarily where the game wants to play it, and then it immediately resumes playing the battle music. I'd also need to have it be able to choose between 8-bit or synth victory music, so not just what it's set to in MZ Database - System 1 tab. Should have more time to look into it myself tomorrow. Thinking about it, I guess I would also need it to be able to switch to game over music and stop battle music on that happening, and properly play either 8-bit or synth music.

EDIT4: Sorry for the wall of text! Hopefully this isn't overwhelming. I decided to try a bit more. But, it seems it is basically not really triggering music effects. For example, I have a recovery statue on the map, and when you use it, it's supposed to play a jingle. With this plugin active and the overworld music playing through the plugin, the jingle doesn't play. If this is too much, I understand this might be beyond the scope of your plugin, let me know. As cool as it would be to have this working, I had initially planned on only having 8-bit music, so it isn't like the project is hopeless if that's all I can do.

Hey there,

A while back, I wrote synth driven music with live drums, with the intention of using it in a game. I have since converted that music to 8-bit for use in my 2nd game. However, if possible, I would like to have the synth music with live drums available as well, as a seperate option. ie. if player chooses 8-bit soundtrack, they get the 8-bit battle theme. If they choose the synth option, they would have that track play as the battle theme. Is there a way to do that with this plugin?

Hey, thanks for the positive post. I will see if I can get something else out at some point. No timeline right now. But, I had made decent progress on a 2nd idea, before the creative window passed (and I started getting more sleep again).

This pack is super cheap compared to all other monster art packs I've seen from other artists, not only does it have way more monsters than most packs (some are $15US not on sale for 10 monsters and only one kind of view, usually front), the sideview art is actually proper sideview art, not just the frontview art with the pupils moved at most.

Hey there,

Thanks for getting back to me so quickly!

I hadn't seen that error, but I also didn't know they could appear there! I will have to keep an eye out in the future.

As far as VictoryAftermath is concerned, all I see for a line that maybe is where it pulls the XP value from one of the plugin parameters within RPG Maker MZ, under the XP display code:

JS Data (Data:func): return BattleManager._rewards.exp;

I am not a coder (why I buy plugins) so don't know where else I'd look. I have also heard it can be difficult working with VisuStella plugins, as they obfuscate their code. I am hopeful, but I also understand if this is an unfortunate dead end.

Let me know what else you might need to potentially make this work, I will do what I can!

(2 edits)

Hey there,

First of all, this error is only occurring with VisuStella VictoryAftermath for the post-battle results screen.

I just started using this xp by enemy level plugin for my game. If I set it to give ie. 50% reduced xp once you outlevel an enemy, let's say I kill an enemy that normally gives 10 xp. The counter at the bottom showing level progress will still only give 5 like it should, but the XP accumulated in the post battle screen still says 10.

I was wondering if there was a way to get it to correctly show that the earned XP is reduced. Right now I am not sure how to effectively communicate to players that a reduction is happening without having this be the case. I have noticed if I use the default post-battle results it will show the reduced XP, but ideally compatibility for this VisuStella plugin is added somehow.

Also, maybe I missed something, but I didn't see it mentioned anywhere that I had to use your "Book" (aka Core) mod for this to function. At least I only looked at the How To Use doc and didn't see this. I was getting errors until I Googled and saw I needed the Book plugin.

(6 edits)

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JULY 7, 2025

Hey all,

I just released version 1.01c, which is the game deployed on the latest version of RPG Maker MZ. I am also making a strategy guide available, it will have its own project page soon, there will be a sample in the game install directory as "strategy guide SAMPLE.txt".

James

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MAY 19, 2025

Hello everyone,

Now on version 1.01b. This is an extremely minor update from the last one, I just corrected an error in one line of dialogue.

James

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MAY 11, 2025

Hey all,

Just uploaded version 1.01. Nothing major here, just added text to one of the tutorial house NPCs and a thank you to the player at the end of the game. If you already updated to the new folder name without version # in it (see info in May 10 post below), you should be able to just extract 1.01 over your existing folder, overwrite whatever it needs to and be good to go. If you have the folder name with the version # in its name, you will need to copy the save folder from within it over to this one.

Also, since it's such a minor update, no bugfixes or anything like that, there is no *need* to update.

James

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MAY 10, 2025

Hey all,

I just reuploaded version 1.00. There are no game changes here, I just changed the name of the main folder. I had foolishly put the version number in it before, which would make it so if I do updates in the future, the save folder would need to be manually copied over by the user. The change I just made should make it so any updates that get done should just overwrite existing data, and maintain your saves without any extra effort.

If you switch to the new folder name version of 1.00 I just uploaded, and have a playthrough in progress, you will want to copy over the save folder from the original upload that had v1.00 in the folder name.

Sorry if this caused any inconvenience.

James

Hello,

I just bought this plugin, since I didn't like how I couldn't move the command window off the party by default. I am having a problem - the command window isn't really appearing, once this plugin is enabled. I can get it to flicker, by selecting a command from the top menu (which isn't showing, but still takes input), then when I hit escape, I see the command window flicker, sometimes in the lower-right where I would like it to be, and sometimes on top of the characters like it does without the plugin.

Thanks so much for the detailed explanation! My music is NES inspired, but doesn't follow NES limitation, so I'm probably going to recolor the minotaur map sprite to match its battle sprite. Getting into game development has been one lesson after another!

(1 edit)

Hello!

I bought this on Steam a while ago.

Which Ch_monster image in the character folder is for the minotaur enemy?  I've looked through the images a few times when wanting to place it on a dungeon map, and haven't been able to locate it.


EDIT: Is it the first in Ch_Monster25?  If so the colors seem a little off, I can recolor though.  The horns are colored in this image but they aren't in the battle sprite, and I'm not sure what the color on the back is supposed to be for, why I'm thinking it might not be it, it might be wings?

Hello!

Does this have monster art for when setting them on the map for scripted battles?  Or is this only in-battle art?

(1 edit)

I'd just think they were active.  I don't like when devs hold off on updates for a while seemingly only to have the gratification of bigger patch note releases.  During launch windows Blizzard will update their games quite frequently, usually daily, sometimes more (ie. push a major fix then do a smaller fix later).  If people are using the itch.io app all they have to do to update is click "Update",  and it isn't like my updates area multiple gb.

Also to be clear, my game is about half an hour right now, so I didn't mind deciding to add features after the fact.  If I do manage to do a full game, at this point it's going to be more maps and balancing, not adding features, so from my perspective less to playtest.  But now that stuff is pretty much set for the base (at least I feel that way now) and I'm aware that not all changes apply to existing saves, I'm not going to do the full release until I can tell from my own playtesting and whoever else might want to playtest in their free time feels the game is solid.  But even then I might have to do a week of rapid fixes as things pop up, just to get them sorted quickly.  If that bothers people they can do what I do with some games, let other people play the first week or two when things are rougher and check the game out when it looks like updates have calmed down.

k thanks for the info about devlogs, didn't know it spammed a main channel thought it was just my page.  Guess I can do updates frequently but a devlog detailing all updates maybe once a week?

(3 edits)

The way I would do early access is the way I've seen it with some games I've bought EA with on Steam.  Where say you pay $5 and that gets you content x.  Then content y comes out but since you already paid $5 you get content y for free.  But price for newcomers goes up cuz there's more content (so ie. $7 instead of $5).  Though some games (like V Rising) added more content during EA that wasn't included with your base EA price and was extra paid DLC.

I have multiple devlogs already cuz I decided to do a lot more with the game after I released the Prologue.  Not gameplay wise but features wise.  And would release something to fix an issue asap or add something, then get a report or notice something later and want to fix/add that asap. I mean I could wait 3 days to release larger notes and fixes, but that potentially leaves something broken for 3 days instead of getting it fixed right away.  As an example, I added a reflect mechanic to my game, did my testing (it's just me working on the game) and it seemed fine. So released it. Then someone else played it and found reflect in a scenario caused a crash. Do I leave that broken for 3 days just to not have a devlog update so soon even though I have a fix, or release the fix asap so the game is playable?

And thanks for the responses.

1. Someone paid me $10 for the game I have up.  My cut to itch.io is set to 10% (I believe this is the default).  However it says my payout will be $6.40 of the same currency.  Can someone explain the cuts to me so I understand how it arrives at the final payout amount?

2. I am debating releasing a game in early access, and increasing the price as more content is added, but letting people know that I will finish it when I decide it is done.  So to always expect the game to only have whatever they got when they paid for it, obviously getting new stuff for free if they paid for a previous version, and maybe not getting all the features they hoped for in the end.  If I end early access "early", is there anything negative, aside from upset players (ie. legal repercussions?)

3. How many free keys can I generate before I have to pay for more?  I know on bandcamp I am limited to generating 200 free keys then I have to buy more keys to give away.

Last boss also got updated

Also added a new song.