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Kadajah

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A member registered Aug 18, 2025 · View creator page →

Creator of

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Bro, it wasn't originally there, but since you're asking, I added the newest option from the latest 3D data library update, which allows the use of textures. I also added an opacity control; although it won't be a perfect crystal, you can get a pretty cool result by combining textures and opacity in the current version. Besides downloading the js file, also download the demo to copy the dice-box folder with the new themes included. In addition, I added wood, two steel options, stone, and polished the default. Hope you enjoy it!

Unfortunately, it's not compatible. I'm adapting my BattleOnMap plugin to work with this plugin; I'll be using the particle system with event detection for the projectile system, but it's still under development.

I can let you know here when it's ready. It's not an ABS, but it brings dynamism to the turn-based system and has bases compatible with the 3D map system, so it's my best bet.

Everything is adjustable: base map size, globe size, queue character size, event size. There's a scaling control for each of these elements in the parameters, so you can create anything from a tiny planet (like King Kai in DBZ) to the classic RPG Maker world map size.

Naturally, very large and detailed worlds will require more processing resources and may cause FPS drops. There are ways to simplify resources and turn lighting on or off to work around this.

Hey Bro, I'm glad you're enjoying the plugin, let's go.

First question:

Organically, no, the plugin is designed to distribute license points as the user levels up to respect an internal growth curve system. However, there are plugin commands that you can associate with the battle event to add points manually. This way, you can create an event that starts a battle and the victory condition is that all players in the party gain 1 LP. It's possible, it's just not native.

Second question:

My plugin doesn't natively have this option, but one of the possible actions when unlocking nodes is to call common events.

If the VisuStella plugin allows you to add and manipulate points (JP) with scripts or plugin commands, you can configure common events with the behavior you expect and just activate them through my plugin. That way it would work.

Third question:

The system has 3 activation options (prerequisites): 1 - one to show the node in the grid, 2 - one to allow activating that node, and 3 - one that automatically activates a switch when the node is acquired.

The system does not have a prerequisite of 2 parent nodes to activate a child node, but you can manipulate visibility and activation to achieve similar behavior.

Node 2 depends on node 1 being active, and when you activate node 2, it releases the visibility of node 3 (child). This way you create a condition that depends on 2 previously activated nodes to activate a third.

I hope I have answered your questions clearly. Thank you very much for your message and for all your support. If you need anything, just let me know.

Hey bro, I'll do my best to resolve your issue. Could you add me on Discord, please? There I'll request details of your error and maybe some screenshots and console snippets to accurately diagnose what's happening and find a solution.

I just updated the product page because I'm giving up on trying to maintain compatibility with the VisuStella suite. With each plugin update, new conflicts and problems are appearing, completely hindering my support. I will naturally do my best to try and resolve your problem. If it doesn't work, I'll offer you a key for one of my other plugins as compensation.

my discord is: kadajj6223

I'm glad it worked; a new version with some additional observations noted by another user should be released in a day or two. If you find any more problems, please let me know, and I'll do my best to resolve them.

Hello Lucy4044, Thank you for reporting the error so quickly and with the detailed log; it helped me identify exactly what was happening.

I accidentally referenced the Xparam using id 1, which was actually the id of a basic Param, causing the error you observed.

I made some modifications to the file to resolve this. Could you download the editor again? I just updated it.

I have two important considerations: when exporting the plugin, the file name must be exactly "Kadajah_LvlPoints.js"; it cannot have other characters in the name with (1) at the end or anything similar. After exporting, go to the plugin manager and remove the plugin, then add it back immediately to ensure that the new settings are saved and used. Simply generating the new file may not clear all previous settings.

Also, there is now a parameter at the top of the editor to allow editing already distributed points, and I fixed the appearance of the confirmation screen, which seemed to have an error.

I believe everything is in order now, thank you for the feedback.

It's finally ready! It's very simple to use and has no performance impact whatsoever. I hope you enjoy it!

https://kadajah.itch.io/kadajahs-auto-self-switch-reset

Thank you so much for the feedback, I'm really glad you enjoyed it. I'll make a note of it so that in the next update we can allow manipulation of attributes with 2 decimal places, so we can have fine adjustments of 0.01.

Thank you for all the recommendations and the attention you're giving to this plugin, you definitely helped improve it. I appreciate it.

I especially appreciate the positive review, I recently received a Review Bomb on all my plugins, so positive reviews help me a lot!

Anything else, just let me know.

The editor is finally available! I've added some of your suggestions to it, I hope you enjoy it!

Hey, I made a massive update to this plugin; it now has an editor that allows you to configure various aspects of the plugin in a completely customized way, with the separation of stats in the editor. I believe your problem is solved. Let me know if you have any questions.

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Yes, it's now possible; this plugin now has a bonus called SphereWord, which creates complete 3D planets.

Excuse me, when you say animations, do you mean effects like breathing, floating, and changes in position, or movement within frames, literally animation?


This is a note; there's no error message anywhere, just to let you know that this project doesn't yet have a plugin generated.

This warning won't hinder you in any way.

Create your configurations and export the JS plugin as per the documentation, and the next time you upload your files, the saved configurations will be loaded into the editor so you can continue where you left off—another positive aspect of version 2.

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I know this might sound a bit capitalist, but I swear that wasn't the intention.
https://kadajah.itch.io/kadajahs-battle-effects
Originally, they were projects with completely different goals, which is why they are two separate plugins, but they work well together.

I'm glad it worked. If you have any questions or need anything, let me know.

Oh, and when you have a trailer for your game or any update content, please let me know.

I finished it this afternoon, implemented a preset system, pre-configured in the plugin parameters, and simplified the call. Your suggestions were implemented at this point; you can choose a preset to be your default and call special presets for boss fights, for example. It's flexible.

The help page for version 4.5 explains all the functionalities, and I wrote a development log that is an overview of the changes.

Naturally, I apologize for the delay; I got caught up in other projects and gave special attention to support in recent days, but I hadn't forgotten your suggestion.

Thank you again for contributing and helping improve this tool. I hope it serves you well.

If you have any questions, I'm available.

Can you read minds?

I made an update to the last JS file posted, adding a plugin command that allows changing the sprite or set of sprites and battle if a switch is activated. I believe this way I can set a condition related to the boat's material and correctly call it in battle. Please let me know if this modification works for you.

Sure, if the invitation isn't active, just let me know and I'll send you another one.

Hey bro, it's totally possible, but please wait a few more days. I'm going to enhance this plugin and add a demo with all these features. I need to create an animation system for the weapons and make the configuration more dynamic. The next version of this plugin will bring all the tools you need to create a 3D dungeon crawler in RPG Maker.

I believe that a well-designed plugin should run with the same behavior on most devices, and RPG Maker games shouldn't (and don't need to) have high specifications, so count on me to develop a simplified, lite version in the coming days that can improve your performance experience.

And again, any errors or problems you have, we will resolve them! If you use Discord, I can give you more comprehensive support by analyzing each point individually.

I did a quick test on the base project (the same one from the demo available for download). I changed the size of the available area and the distance, and I didn't notice any significant FPS drops. Could you compare this behavior with what you're experiencing? I'll carefully check the distance issue.

I'll keep that in mind; the video I'm going to post shows exactly the behavior seen in the presentation video, there's no FPS drop.

Are you using an item system (like rods, line, and hooks)? If so, just create a rod item with a distance greater than 10.

Hey Jare, how are you?

Recently I've noticed that some video cards aren't rendering the water effect correctly. This is causing polygon buildup and a general drop in FPS. I can try to diagnose if this is exactly your case, but to try and solve it more comprehensively, I'll release a version of the plugin tomorrow where you can disable the water effect and use RPG Maker's own textures and effects. This should improve performance and maintain a high frame rate. I'll post a video later showing the behavior in the test project, and we can discuss which solution best suits you.

What do you think?

Thank you for your message and all your support. I guarantee we'll solve your problem and find the best solution.

Hey, let's diagnose and resolve these problems. Could you add me on Discord so we can address the errors one by one? If that's not possible, I'll ask here for some information about other plugins you're using and any possible configuration adjustments to ensure everything is correct. Could you add me, please? kadajj6223

No problem, bro.

Can you add me on Discord so we can discuss this further?

I'd like to thank you for the feedback.

https://discord.gg/p6TuSQH2S

Hey LeashaX, how's it going, man? It's been a while since I've seen you around here.

All the points you made are correct, and you highlighted excellent areas for improvement. I'll work on them to try and fix each of the problems you mentioned.

Thank you very much for the report and the clear and assertive suggestions. I'll bring news and solutions soon.

If you need anything, just let me know. This isn't the first time you've contributed here, and I'm grateful!

Thanks for your message and all the support, bro. I'll do my best to always bring tools that help create better and more fun games. Let's push RPG Maker to its limits!

If you have some time, take a look at this tool:

https://kadajah.itch.io/kadajah-external-popup

It's currently working in fullscreen and it's perfectly possible to run minigames with HTML5 and JS in it in an extremely simple way, with the on/off button that we all love.

Anything you need, just let me know, I'll keep you informed about the development of the arcade plugin.

Hello JinxAdnix, how are you?

I regret to inform you that, unfortunately, I no longer produce content for RPG Maker MV. I cannot support both versions (MV and MZ) and, due to the difference in terms of limitations, graphic resources, Node.js and PIXI, I have chosen to focus on the MZ version.

I'm sorry I can't fulfill your request.

Hey, I added it to my to-do list to study and implement in the future. I liked the suggestion and think it's feasible.

Thanks for always suggesting cool ideas!

That's great, bro, I'm glad you resolved it. Let me know if you need anything else.

Hey bro, how's it going?

The general answer is no, this system completely overrides how RPG Maker handles character movement, aiming for precision in movement and jumps, directly altering the classes involved in all map movements.

Even if you combine platforming maps with classic RPG Maker maps, these functions would still leak into the rest of the game. Besides movement, there are general rules, sprite sets and effects, and key mapping that would remain active and would certainly interfere with the game's default behavior and other plugins. Although this plugin runs smoothly at 60FPS, I can't guarantee the same performance if used with other plugins.

I absolutely do not recommend using them together. The creation tool and the plugin were designed to create fully Metroidvania experiences.

I have another tool that's still under development that's focused on arcade games. The idea is to allow you to play arcade-style games within your game, where the switches and variables affect the real game. Imagine beating the final boss in Street Fighter 2 and gaining the Hadouken ability in your game as a magic or special attack.

I've had success with minigames made in RPG Maker and created with HTML and JS, but I don't yet have a release date for this plugin.

Thank you for your message, I hope I've clarified things correctly. Feel free to ask if you have any further questions!

Bro, thanks for your message. I used a reference documentation that worked with Greenworks, but more modern methods use Steamworks, which is compatible with newer versions and dependencies of Node.js.

The JS file has already been updated to work with the new dependency, so yes, it's compatible with version 0.110.0. Whenever the Steamworks dependency is updated, I believe it will bring compatibility with newer versions.

Hey jedite1000, how are you? Could you tell me if the new dash option solved your problem? Thank you

Yeah, it's the kind of thing a video would really help to understand. The description didn't make it entirely clear what might be happening, and there's a good chance it's a conflict with another plugin. If you want to debug this until we find a definitive solution, you can add me on Discord. There you can send videos up to 10MB, and that might be a way for me to understand what's going on.

Hey bro, I'll need more details and context to try and help you.

Hey Lisanthius, how are you?

First of all, sorry for the delay in responding.

This is a really serious problem, bro. And I apologize for the error you're having. I need to confirm a few things with you before we proceed. From your screenshot, it seems there's a difference between the screen size and the UI area size.

This plugin was designed to track the exact position of the bar relative to the screen, to work well in windowed and fullscreen modes on different devices, including mobile phones. For this calculation to be correct, the UI area needs to be exactly the same size as the screen.

Otherwise, it generates an offset difference that grows as the difference between the measurements increases.

Could you configure the UI area in the system2 tab to be exactly the same size as your screen dimensions?

I hope this doesn't negatively affect the basic structure of your game. If you still encounter problems, let me know, and we'll look for a solution or mod that works for you.

Thank you for all your support and for your question, I'm glad you're enjoying the plugin.

That's great, bro. It's a shame you'll have to work to edit the events, but the notation change was necessary to make everything work correctly. Soon I'll release a feature that will allow events to be reset automatically and make monster respawn much more dynamic.

Thank you for your message and for all your support. If you need anything, just let me know.