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LTN Games

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A member registered Sep 18, 2018 · View creator page →

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Recent community posts

Is there a way to access the stat/skill levels of other actors besides the first?

Yes, in fact the correct way to get a skill would be to access the game actor first, omitting the actorId is just a shorter way to get the first actors stat or skill level. 

for example

// For stats
$sl.getStatLevel(actorId, 'statName');
// For skills
$sl.getSkillLevel(actorId, 'skillName');
and every member has to make a check of their "Climbing" skill. How would I go about implementing such checks?

You could do a for loop that  turns on or off a switch, something like this.

$gameParty.members().forEach(actor => {
    if ($sl.getStatLevel(actor.actorId(), 'climbing') < 10) {
        $gameSwitches.setValue(1, false);     return; 
    }  
    $gameSwitches.setValue(1, true);
});


Besides that, I noticed there is a Notetag for equipment to increase custom stats. Is there also a way for equipment to increase custom skill levels?

There is currently no way to manipulate skill levels with notetags, that may be something we look at for future updates.

We just pushed a new update to the Beta channel which includes the option to skip loading a save file in order to select chapters. However, be cautious! Using this option is like starting a new game and all characters will start out at their initial level.

If you mean can you check if a stat or a skill is within a specific level to control the flow of the dialogue then yes, this is possible.

In a conditonal branch you can use something like this

For skills:
 $sl.getSkillLevel(1, "melee") >= 30
which will make sure the melee skill is above or equal to 30 before allowing specific dialogue or actions to perform from an npc.

For stats:
$sl.getStatLevel("str") >= 10
This will check the first actor's strength stat and if it's above 10 then it will proceed.

We hope this helps.

Are you saying there is currently an issue with font sizes, or that this update addressed the issue?

If there is an issue with font sizes could you please give us more information about it.

While we cannot guarantee compatibility for Visustella plugins with this specific plugin, we are committed to ensuring that battles, menus, and maps function seamlessly with the default RPG Maker. We will include a note to encourage our developer to conduct minor testing with the Visustella Free Plugins Demo, aiming to identify and address any significant issues.

We have a new version in the works that includes a new layout intended for smaller resolutions which can be selected via the OpenScene plugin command. Before its official release, we could add an option to disable the category window and include an option to choose the default selected category. This release won't be ready for at least a week, will this be a good solution for your problem?


Hey RPG Maker community!
We are thrilled to share the latest and most notable developments in our plugin collection over the last month or so. We've been hard at work to enhance your game development experience, and here's a quick rundown of what we've been up to:

1. Master Plugin Demo for MZ

We've started crafting a comprehensive master plugin demo that will encompass both our paid and free plugins. This demo is currently tailored for MZ, but we're considering creating a scaled-down version for MV as well. Stay tuned for more updates on this exciting project!

2. Game Backup Plugin

The Game Backup plugin for RPG Maker is an advanced backup solution for your games! It makes sure your game and all its data are safe. With this tool, you can easily make copies of your game while you're testing it, so if anything unexpected happens, you have a backup ready.
Game Backup will be receiving further updates in the month of February; we are hoping to release cloud backups and Git integration.

3. Exit Control Plugin Release

Introducing Exit Control - a plugin designed to allow players to exit their gaming experience gracefully and safely. We believe in providing a seamless user experience, even when players decide to leave the game. Exit Control will also be receiving further updates in the month of February to include a "Save and Exit" command.

4. Plugin Fixes Galore!

We've been busy addressing issues and enhancing functionality across multiple plugins. Here are some highlights:

Pause Mode X:

  • Users can now hold navigation keys to quickly cycle through buttons.
  • Resume functionality added, allowing the pause key to be used again to unpause and return to the previous scene.
  • Improved handling of keyboard button selection.
  • Fixed a crash caused by disabled buttons during keyboard navigation.
  • Disabled buttons in the plugin's parameters no longer affect menu positioning.

Check out the devlogs here
v1.1.0 - MZ Support and Pause Battles
v1.2.0 - Navigation Improvements

Skip Video:

  • Added support for multiple keys or all keys to skip a video.
  • Support for multiple gamepad buttons or all gamepad buttons to skip a video.
  • Fixed a bug displaying skip text after consecutive video playthroughs.
  • Mouse and touch support now respect settings in the plugin's parameters.
  • Backend refactor for stability, compatibility, and readability.
  • MZ compatibility added.
  • Hold to skip feature introduced with mouse, touch, and keyboard support.
  • Removed the old press key or click once to skip functionality.
  • Added a skip indicator for a visual cue before completion to prevent crashes.

Checout the devlogs here
v2.0.0 - Enhancing Stability and Compatibility
v2.1.0 - Gamepad and Multiple Key Support

What Lies Ahead?

The future is brimming with exciting developments in our plugin arsenal! Here's a sneak peek at what's on the horizon:

1. Chapter Select X Update:

Prepare for an enhanced Chapter Select X experience! We're gearing up to release an update with bug fixes and full compatibility with RPG Maker MZ. Stay tuned for a smoother and more refined Chapter Select X.

Beta is available, feel free to test it out as we continue development

2. Time System Revamp:

Dusting off the archives, we're revamping our old Time System plugin for a grand re-release. Brace yourselves for an upgraded time-management experience that adds a new layer of depth to your games.

3. Game Resolution Plugin:

Ever wished for more control over your game's display? Introducing our upcoming Game Resolution plugin! Unlock advanced screen options in RPG Maker, allowing you to seamlessly select resolution, change aspect ratios, and more—all without the need to restart your game.
We're constantly working to improve and appreciate your feedback. Let us know if you encounter any issues or have suggestions for future enhancements.

Happy game making!
 

Beta version is now available. It includes support for multiple key codes and multiple gamepad buttons. You can also add allas a keycode or gamepad button and it will make every keyboard key or gamepad button work as a skip key.

Great questions! At the moment multiple keys is not an option and we asked the developer about Gamepad support and it appears there was an oversight and it has been excluded from recent builds during the backend rework.

No worries though we will post an update tomorrow to include gamepad support and multiple keys.  A beta version will be ready by end of the day.

(1 edit)

Hey, we took a quick look at the plugin, and yeah, it's a bit outdated and is due for a refresh. Unfortunately, being able to call the scene is not possible at the moment. However, there is a plugin parameter that should add the command to the Title Scene command window, so long as there are no other plugins that overwrite it. The plugin command is Chapter Command Enabled.

If you can wait a week or two, we will upload an update, giving Chapter Select a much-needed refresh.

As a side note, we will be closing these forums for Chapter Select in 48 hours and all further requests and bug reports should go to our new plugin community

Welcome to Premium Plugin Support! 🚀

To ensure you get the best and fastest help, please follow these guidelines:

  1. Be Descriptive:
    • Clearly describe the issue you're facing. The more details, the better!
  2. Specify the Plugin:
    • Mention the name of the premium plugin you're having trouble with. This helps us provide targeted assistance.
    • Tag your post in the title with the plugin name in square brackets, like this: "[Plugin Name Here] Your Title Here"
  3. Provide RPG Maker Version:
    • Specify if you're using RPG Maker MV or MZ. This ensures compatibility insights.
    • Tag your post in the title with the plugin name in square brackets, like this: "[RPG Maker Version] Your Title Here"
  4. Include Plugin Version:
    • Let us know the version of the plugin you have installed. Check for updates to ensure you're using the latest release.
  5. Steps to Reproduce:
    • If possible, provide step-by-step instructions to reproduce the issue. This helps us pinpoint the problem.
  6. Error Messages:
    • If there's an error message, include it in your post. It's a crucial clue for troubleshooting.
  7. Check Documentation:
    • Review the plugin documentation first. Your question might be answered there.
  8. One Issue per Thread:
    • For clarity and efficiency, address one problem per thread. This helps us focus on individual concerns.
  9. Be Patient and Respectful:
    • Our team and community are here to help. Be patient and respectful to ensure a positive support experience.
  10. Update Your Post:
  • If you find a solution or receive additional information, update your original post. It helps others with similar issues.

Remember, your detailed input is key to efficient problem-solving. Thank you for being a part of our community! 🌟

👋 Hello LTN Games Community!

We’re excited to introduce the LTN Games Central Hub – your one-stop thread for connecting with us across various platforms. Whether you want to follow our latest updates, join discussions, or explore exclusive content, you’ll find it all here!

🚀 Explore Our Universe:

🔗 Social Media Links:

👥 Community Hubs:

Feel free to bookmark this thread for easy access to all our links. We look forward to connecting with you across the online realm!

Happy exploring! 🌟

Hey there! 😊

Thanks a bunch for checking out the latest update! We love hearing from our users.

We’ve addressed the quirk you mentioned regarding the ‘Ignore Stack Limit’ parameter not being respected when turned on. A fix for this issue has been pushed to the beta channel. As for the other two problems you mentioned, we weren’t able to reproduce them. However, it’s possible that they were resolved with the fix for the ‘Ignore Stack Limit’ issue.

It’s important to note that you don’t need to offer donations for us to fix bugs. We’re committed to resolving these issues regardless. Your feedback is already a great contribution to improving our plugin!

If you have any further details or insights on these bugs, feel free to share. We want to ensure the best possible experience with our plugin.

We pushed a new build to the beta channel that should fix this issue.

We have not tested it in quite a while but we also never received any bug reports, and it did work when initially released so it should be ok to use.

I understand that it makes sense in many ways to have a discussion board or dev logs per title/product but it can be hard to manage especially if you’re an asset creator or tool developer with many projects.

Is there such a thing as a global discussion board or dev log?

If not, would it be against the rules to create a product page with no actual product but contains a discussion board that can be used for all products available?

We will try out the plugin for you using the latest RPG Maker MZ version and report back.

This specific type of plugin should theoretically have no compatibility problems with other plugins but we can test plugins alongside it, are there any specific plugins you have in mind?

Sorry for the delay we’ve been very busy. So we took a look at the plugin and are unable to reproduce the problem. We created a new game project with RPG Maker MZ 1.6.1 and transferred the demo files over, all files successfully copied including the common events which will ensure the Waypoints are added. We hit play-test and look at the Waypoints menu and they were available for us and all items were displaying correctly.

You can send us a demo at our support email and we can take a further look for you. support@ltngames.xyz

Thanks for going through the demo process for us, we will take a look at this problem further and get back to you as soon as possible.

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Hey there, sorry you’re having problems with our plugin. The demo is intended to only contain the plugin and data files necessary as its main purpose is to be extracted to a brand new project created by MV for demonstration purposes. This ensures that you are using a brand new project when testing our plugin, so we can rule out any compatibility and bugs caused by other plugins. Please create a new project with MV and place the files within the demo zip into the new project and let us know if you’re still having any issues.

(1 edit)

There is currently no way of using animated backgrounds but I will absolutely add that soon, either to the next update or before I release the non-beta version of the MZ port.

Good to hear! I hope all works out well for you, but if you get any problems don’t be afraid to contact me through Twitter, Discord, or email. All links are available on my profile page

(1 edit)

At the moment it would not work with any MV version lower than 1.6. However, I will upload an automatically converted version of this plugin that does appear to work in 1.5.2 (I just tested it). Unfortunately, I can’t promise it will work flawlessly or without any bugs. I can and will provide you support and if you do have bugs or other problems you can email meand we can figure something out. If worst comes to worst and we have no luck on getting a working version for you then you can submit a refund contacting itch support

Thanks! Appreciate the info, I'll be sure to add those bugs to my to-do list for the next update.

Another update has been uploaded, with a round of bug fixes and minor optimizations and we now have a plugin manual and updated default parameters. https://ltngames.itch.io/endless-runner-plugin/devlog/107013/bug-fixes-plugin-manual

https://ltngames.itch.io/endless-runner-plugin/devlog/105458/nearly-complete-new...

I uploaded the files the other day, the documentation is almost finished just a few more things to do for that,  I also noticed I need to update the default parameters. Of course any bugs found will be fixed on the next update.

As promised here is a video for you to see the progress I've achieved as well as see it in action with sound and everything. You can view it on my Twitter feed, here is the direct link https://twitter.com/LTNGames/status/1179940391564525568

Changes since last time I've updated you!  

  • * Slight performance improvement by replacing all setTimeouts with custom timer using PIXI.ticker
  • * Added on hit animation pattern update
  • * Added jump collider for player
  • * Improved performance of the addObstacle function
  • * Background Obstacles for decoration (non collision and behind player)
  • * Added dash movement (short burst forward)
  • * Added a final goal obstacle to signify the end of a level

I'll upload files as soon as I have worked out a few kinks and added the last bit of features, I'm crossing my fingers this weekend yields me plenty of free time to complete the rest of this plugin.

On Sunday I had a good session with the endless runner plugin and have completed a few more things! I'll be creating a video to show off what has been completed sometime this week. Stay tuned for more updates.

Changes made..

  • Added health bar
  • Player can now be immune for (custom seconds) after life loss/on collision
  • Updated actions parser for improved performance
  • Added window options for customizing score, coins and lifebar windows
  • Added slide/duck time
  • Added slide/duck recovery time
(2 edits)

I've been doing lots of work on this plugin and it is really shaping up to be even more than what I've originally expected. My intention was to simply to finish the roadmap and a couple small performance tweaks before release but the longer I work on it the more things I realize need to be added.

What is with Early Access?

I noticed the early access sale price was no longer active! I fixed this, as it was never intended to be full price until after I released v1.0.  Sorry for any inconvenience this may have caused.

Don't forget that buying  early access not only do you save money but you also help LTN Games develop the plugin faster and with room to add even more features. Simply put, any income from early access is less income required by other sources which take away from the time working on this plugin. 

Whats been completed so far?

  • Added levels (level progression and unique obstacles, bgm, background art for each level)
  • Added Ground Height parameter which determines where the player should be position on the y axis
  • Added obstacle padding parameter which will help ensure their is adequate space between obstacles
  • Added options to fine-tune collision box around obstacles and the player
    • Reworked collision so each obstacle and the player have their own collider as a child to it
    • Add x, y, width and height for each collider
    • Added normal and duck colliders for player to customize
    • Added debug option to display collision boxes during gameplay
  • Fixed bug where an obstacle will stop moving and stick to the the screen rather than move off screen as intended.
  • Added mouse input for jumping an ducking
  • Added player.win() method to perform actions(script calls, etc) upon winning, similar to the actions performed upon player death.
  • Added an appear on score for obstacles to only appear when that score has been reached
  • Moving Obstacles

What is still required before v1.0 release?

  • Add jump collider for player
  • Add collectable coins
  • Add dash movement (a quick  move forward)
  • Add stall movement (a stall in movement)
  • Allow custom folders instead of locking to system/ pictures/ etc for images.
  • Allow user/player to choose level before opening mini-game (based by variable, or plugin commands/script calls)
  • Performance tweaks
  • Documentation(manual)
  • Demo Project
  • .... Of course anything that I think of during last of development phase

Thanks for stopping in, I hope you like what you see so far and be sure to keep an eye out for the official 1.0 release over the next week or so.

Just another day or two and it will be ready to go! I ended up adding a few extra options and cleaned up some older code. Once I update the main page and upload new files I will come back and let you know.

Almost finished! I've got the levels customization and difficulty options completed, all that is left is moving obstacles and custom collision boxes. This plugin had a huge delay due to me picking up a few summer courses as well as finishing up an older online course.  That being said I should have this plugin finished within the week and I should also be able to start pumping out new plugins within the next 2-3 weeks.

Yes the custom spritesheet can be any size you like. The actual frame width and frame height are adjustable. The plugin will simply use as many frames as it can make with the width and height you set in the parameters.

You bet this is still being worked on and the roadmap are my next steps. I've had a bit of a hiatus due to family vacation and a few life issues but progress will be faster than ever within the next week. 

Also yes, the custom frames allows you to customize the speed/delay each frame is played.

(1 edit)

Any bugs you find while using the Endless Runner plugin should be reported here.

Current Known Bugs(0):

This most recent update was supposed to fix that and I did have the fix confirmed. Give me a bit of time to take a look at what is wrong and I'll get back to you, but all items should go to the temp stash.

Thanks for the offer but I'm capable enough to handle the port to MV. Although, I'm still unsure if I'm going to continue development for this game so it may not even need to be ported anyways. If enough people show interest in the current state of it I may port it over to MV and improve all areas of the game. Anyways, thanks again for the offer but I can handle just about anything when it comes to to RPG Maker and I like working solo anyways. 

Thank you for doing this I'll take a look ASAP and probably share it on my twitter, I appreciate it.