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Kadajah

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

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Hey bro, I liked the suggestion, so I went ahead and implemented it since I only needed to create a plugin command to toggle it on and off.

In your new game, on the first map, create an event with a plugin command to disable the menu; whenever you want it to appear, simply call that same plugin command with the instruction to enable it.

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Yes, I’m going to create plugins and port everything I can to MV as soon as I finish my MZ library. Just give it a few weeks or a couple of months, and I’ll be there too!

Hey man, how's it going? So, I think the solution you needed is right here: in the latest update, I added an option to include an icon in the plugin's menu, please check if that works for you. https://kadajah.itch.io/kadajahs-automatic-bestiary/devlog/1609840/major-updates...

Hey man, how's it going? So, it's possible now, I just released an update that had been pending for a few days. It allows you to hide the stats menu and customize lore for each enemy using tags. https://kadajah.itch.io/kadajahs-automatic-bestiary/devlog/1609840/major-updates... Details on how to use it are in the plugin's help section; just let me know if you have any questions.

Hey bro, yeah, just use the notetags on your character:
<sprite 8d: FileName>
<sprite Idle: FileName>
<spriteDash: FileName>

to perform each of the animations, the sprite format for the 8d directional movement follows this pattern: (1,3,7,9)

Hey man, don't worry, clearing things up and helping people is my job, so let's dive in.

You can have maps in the standard RPG Maker style (with all their usual mechanics) as well as Metroidvania-style maps; there’s a specific tag the plugin uses to identify a map as a Metroidvania level and make it behave accordingly. Maps generated by this editor come with that tag and all other necessary settings,built right in.

(However, I haven't tested this plugin alongside others. It was designed specifically to create Metroidvania-style games, so I can't guarantee compatibility. Its architecture makes deep changes to the RPG Maker engine and adds elements like gravity, screen effects, and map/time flow, so it's worth checking if your existing plugin suite relies on those same elements to function.)

You can use custom sprites or assets from the RPG Maker RTP (MZ, MV, XP, etc.). In the example video, I used only standard RPG Maker sprites, but your game's visual quality will depend on the sprites you choose. If you want the fluidity and effects typical of this genre, it's important to use custom sprites, especially for actions that don't exist in standard RPG Maker, like jumping, sliding, and dashing.

The same applies to enemies.

Personally, I think relying solely on standard RPG Maker sprites for this system is quite limiting. To unlock the tool's full potential, ideally, you'd create sprites for every animation pattern and mechanic in your game. That said, everything works fine as-is; the editor also includes a pixel-art-based attack effect creator featuring motion animation and a particle system.

Ultimately, sprites aren't what determine how fun your game is. However, I’d personally recommend having played a fair number of Metroidvanias first so you understand the genre's mechanics and aren't caught off guard by the configuration requirements; using this plugin effectively demands some knowledge of game design, as well as how frames and particles work. I hope I’ve answered your questions; just let me know if you have any others.

Hey man, how's it going? I'm glad you're enjoying the plugin. I just released an update (version 1.7) that includes parameters to set a fixed zoom level for the entire game, and you can also control the zoom for specific maps using map notetags.

Just download the new version and adjust the settings.

Usage instructions are in the plugin's help section.

Let me know if you need anything!

Hey bro, how's it going?

Let's try to figure out what's happening! Could you add me on Discord and send a short video of the issue you're experiencing? I'll get back to you as soon as I can, and we'll run some diagnostics to sort it out.

A really fun game; it's amazing what you can do with the RTP if you're creative!

Hey Michelle, how are you doing?

First, I apologize for the errors you encountered. After analyzing the log you sent (and thanks for that!), it looks like a failure occurred during the map's `update()` call, seemingly involving a function from `VisuMZ_1_EventsMoveCore.js`. I added that plugin to my project and was able to reproduce the error; I then added the missing variables to my plugin's setup to satisfy `EventsMoveCore`'s movement update requirements, so I believe that is now resolved.

I also noticed an error regarding the creation of the Player 2 sprite on Player 1's screen, and vice versa. This happened because, when I originally designed this plugin a long time ago, I couldn't solve the dynamic update and movement issue without causing an FPS drop (hence the "Parallel Lives" concept—players weren't supposed to meet, lol). However, time has been on my side, and I now know how to fix that problem, so it is resolved as well.

I also added an update function for when you use parallax backgrounds on the same map; now, they update dynamically on both screens instead of just one. Previously, the parallax would load when the map started but stop updating, which caused a black screen.

I also improved the camera to allow characters to get closer to the map edges without leaving the view due to RPG Maker's built-in grid limits.

I included a small, working demo file to demonstrate interactions between the two players on the same screen; I hope it helps.

One note: DSX (Dual Screen X) is a bonus included in the package, but it modifies the exact same classes as Parallel Lives. They weren't designed to work together, so errors may occur if both are enabled simultaneously; personally, I don't recommend using them together.

Regarding your design, we’ll need to give some thought to the HUD issue, since Player 2 isn't treated as a second player (`gamePlayer()`) but rather as a movable event; significant, perhaps radical, changes might be required to make it behave the way you need.

Please download the V30 zip file again; it already includes all the fixes I mentioned here.

I apologize for this, but maintaining compatibility with the VisuStella suite has been a huge headache; for more specialized plugins that make deep changes to the code, the best approach has been to take a different path without guaranteeing compatibility.

Hey Jorge, how's it going, bro?

I thought that suggestion was awesome; the rhythm-based fruit-catching game sounds like a lot of fun. I'm adding it to my to-do list and should be working on a prototype in a few weeks. I already have the note editor logic ready, so I just need to adapt it to generate a score with more note tracks and create the catching and hit detection system. I believe it's entirely possible to expand the existing setup to support this mechanic.

Thanks a lot for the suggestion—I'll let you know as soon as I have a working demo.

Hey bro, how's it going? I strongly advise against using plugins that modify the same classes simultaneously. My plugin uses the PIXI engine's filters and effects to create light and shadow interactions, much like VisuStella does, so they aren't compatible with each other.

I haven't even tested this specific scenario (I anticipate conflicts for the reason mentioned above); compatibility with VisuStella isn't within the project's scope. The goal here is to provide an all-in-one alternative to existing market options that don't play well with other plugins.

Sorry for the delay; I was ready a few days ago but was waiting for a second controller to arrive so I could run all the tests. The new V30 version features detailed input customization parameters and adds logs in debug mode to help map a wide variety of controllers.

https://kadajah.itch.io/kadajahs-parallel-lives-split-screen-dual-control/devlog...

Thanks for the great suggestion, let me know if you have any questions!

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Hey man, You're the boss!, just download version 5.4, which includes an option to change character sprites via plugin commands. This way, you can swap them out using events or during battle via Battle Event settings:

https://kadajah.itch.io/kadajahs-frontviewx/devlog/1604905/title-version-54-upda...

Let me know if you need anything else. (By the way, cool name—Ravezuma.)

Hey man, the whole generation process is procedural, so the map is generated differently and randomly every time it loads; the system identifies the map events and creates paths to them, only the events are fixed and used as reference points during creation, but it's not possible to save the map.

Hey bro, they are sister plugins; as long as they aren't running together on the same map (since they use the same classes), there shouldn't be any issues. However, you'll need to configure different region IDs for each plugin to avoid overlaps and conflicts.

Hey, I'm glad you liked the plugin. It's not possible yet, but why not? I'll start developing that option right now and let you know when it's ready.

My plugin doesn't natively include an option to display an icon in the menu; if you choose not to show it there, it won't create that access point on its own. Does the plugin you use to manage the UI have that option?

The GPU practically shakes, lol. The lack of optimization in RPG Maker's Pixi implementation really leaves something to be desired; it'll probably be heavy on resources, but I want to give it a try!

Oh damn, you just opened Pandora's box in my head—now I want that! Thanks for always sending awesome suggestions, bro! That’s fantastic.

Hey bro, Add me on Discord: kadajahbr, 
I think I can help you.

Sure, bro, My discord: kadajahbr.

Please add me and send all the material there; I'll reply as soon as possible.

Hey man, how's it going?

Could you please attach some screenshots of the behavior you're seeing? Have you checked the console for any errors?

Any additional information could help me find the error faster.

Bro, you're absolutely right. I released this plugin a few months ago, and some users have reported exactly the same thing. It’s on my to-do list, and I’ll definitely get it done in a few week, along with the massive update I’m currently working on. The concept has evolved and expanded significantly, so an explanatory demo is essential to showcase the tool's power and flexibility. I apologize for the delay in delivering such a basic feature; it will definitely be ready in a few weeks without fail. I just have two other releases in the final stages of development and testing, and then I’ll be back to focusing entirely on ShootingGame. I’ll keep you posted! Thanks for the feedback and all the support.

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Here’s a tip for you: add the script call `$gamePlayer.moveForward();` to your list of steps.

This script moves the character forward regardless of the direction they are facing; if they are facing right, they move right; if facing left, they move left.

So, you can create a list of options: Up, Down, Left, and Right,

And when an option is selected, you call a script to turn the character in that direction.

The scripts are:

$gamePlayer.setDirection(8); "up"

$gamePlayer.setDirection(2); "donw"

$gamePlayer.setDirection(4); "left"

$gamePlayer.setDirection(6); "right"

You’ll notice that each of these numbers corresponds to a direction on the numeric keypad.

By combining the "Show Options" list with these scripts and the dice roll result, you’re all set: you can control the character's direction within each flow, while the dice determine how many spaces they move forward.

Let me know if you have any questions.

I hope I've helped.

Yes, absolutely! You can easily use this plugin for a board-game style movement system in a dungeon.

The core feature of this plugin is that it saves the final total of the dice roll into an RPG Maker Variable. Once that number is in a variable, you can use standard RPG Maker event commands to make the player move that exact amount of steps.

Because the plugin automatically pauses the event while the dice are rolling on the screen, the movement will wait perfectly until the player sees the result.

Here is a step-by-step guide on how to set this up using a standard Map Event:

Step 1: Roll the Dice

Create an event (like a button, or an autorun/parallel event that triggers on the player's turn) and use the Plugin Command to roll the dice.

  • Plugin Command: Roll Dice (Map)
  • Dice Notation: 1d6 (for a standard 6-sided die, or 1d4, etc.)
  • Result Variable: Variable 0001 (or whichever variable you want to use, let's call it "Movement Steps").

Step 2: Create a Movement Loop

Right beneath the Plugin Command in your event, you will create a Loop that moves the player one step at a time, subtracting 1 from the variable until it hits 0.

Your event should look like this:

◆Plugin Command: Kadajah_DiceD20, Roll Dice (Map)

:              :Dice Notation = 1d6

:              :Result Variable = 0001: Movement Steps

◆Loop

  ◆If: Movement Steps > 0

    ◆Set Movement Route: Player (Wait)

    :                 : ◇Move Forward

    ◆Control Variables: #0001 Movement Steps -= 1

    ◆Wait: 10 frames  (Optional: adds a slight pause between steps)

  ◆Else

    ◆Break Loop

  ◆End

◆Repeat Above

If it turns out to be complex to implement in your game, I can add it as a plugin command to make things easier for you. Just let me know. I'm glad you're enjoying the plugin, and I appreciate all the support.

Not in this version, but I'll add it to the to-do list to include that option in the coming days.

The plugin works just as you described; the only thing it doesn't do natively is use common events. You have the option to use either battle skills linked to hotkeys or commands from other plugins. I could adapt it to use common events, but that introduces complexity regarding conditions. Honestly, I think it would be much better to simply associate the common events with the skills, since that is a native RPG Maker feature, because if the skill's conditions are met, the common events would execute normally.

Hey bro , yes, and yes, you can use plugin commands during battles, provided they were designed to work in that context. You can also use a menu to assign shortcuts for your spells and abilities, configuring the entire system on a per-player basis; there’s an in-game menu for editing these shortcuts, and you can map them to controller buttons, while the on-screen icons support touch input.

If you want a system focused strictly on combat, I have another plugin called `koa_skillbar` that is more robust in that regard, handling only map and battle skills without the extra features found in other plugins.

Sure, you're the boss! I've already added it to the to-do list.

Fixed, bro. Thanks and sorry, I missed that!

Hey, always use PNG images; since they support transparency, they fit perfectly onto the surface of the blocks. By default, all RPG Maker RTP images are already in this format; although the engine can work with JPGs, the native code primarily looks for the PNG extension when you use just the image name.

Change your event to a parallel trigger; if it isn't called, it won't display the graphic. Remember that it is good practice to add a self-switch so the event doesn't keep running endlessly.

The plugin command does not require the <door> tag; that tag is only meant to be applied to the event containing the sprite.

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Thanks for the feedback. Unfortunately, I cannot afford to hire someone to create a video tutorial on how to use my plugins; given the price I charge to bring these tools to the community, there isn't enough margin to cover that, especially considering the time spent on development and support. However, guidance is available in the documentation and the plugin's help section, and I am, of course, available to provide clarifications, answer questions, and promptly resolve any bugs or errors caused by the plugin. I must emphasize that a system of this complexity (a 3D system) requires an investment of time; several hours to understand how the tool and its dependencies (such as layer systems and region IDs) fit into your game, alongside testing and experimentation. It also requires a complete map overhaul, as 2D coordinates (x, y) may not accurately represent an object's position on a 3D plane (x, y, z). I have another tool called ISO 2.5D that is more robust than this one (UltraD) and includes a visual editor; it might be a better fit if this one seems too complex or user-unfriendly. Thanks again for your comment; please let me know if you run into any issues.

Yes, all the tags and usage instructions are in the documentation; let me know if any questions arise.

Hey bro, how's it going?

For the mirrors, there are two possible approaches: you can add them as events and use tags like `<door>` to ensure the event appears in front of the wall, or use a plugin command to set the sprite as a "facade." As for the steps, I'll need more details to understand what's going on.

Do you use Discord?

Hey bro, yeah, can you add me on discord? kadajahbr

Please add me on Discord, kadajahbr

Hey Bro! How's it going?

I'm glad to hear you're enjoying the plugin. Could you show me the settings you're using for the image?

By default, the dice renders with a z-index of 9999, placing it above all other elements. The part of my plugin's code that controls opacity should, in theory, only affect the dice itself. It's not entirely clear to me what's happening in your specific case.

One more question: do you have any other plugins running alongside mine? For example, plugins that modify the HUD or visual novel plugins? They might be making the image transparent due to an overlay issue.

Could you post a screenshot of the settings for that image? Or of your plugin list, if applicable? In your example, it's an image, right?