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Makeratore

86
Posts
6
Topics
10
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254
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A member registered Mar 26, 2021

Recent community posts

Wow, thank you so much!

That's great! Thank you!

Hi, is this tileset already compatible with RPG Maker MZ?

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Hello! I purchased your packs on Steam. Will the Top Down Sprite Maker be available on Steam too?

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So I'm testing the plugin and I noticed some important issues:
1. When I use the "Create Random Consumable" plugin command and I leave the Prefix Key empty to generate a random prefix, sometimes the item is not created. 
2. When I save the game after creating some consumable items with this plugin and then I load a save file, the items are not saved.
3. If I use a "Create Random Consumable" plugin command and then another plugin command like "Create Random Armor" or viceversa, the second plugin command won't work at all.
4. The "Delete Generated Item" plugin command only works for armors and weapons.

Oh that's great, thank you so much! I didn't notice that at first because I didn't see any documentation about it. XD Can you update the documentation as well? I would like to know which plugin commands and script calls I can use with it, please :D

Hello! I was wondering if you can add support for normal items (not weapons/armors), please :)

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Thank you! This is a huge update!

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Hey Sang! I ran into something odd with the “show bars on events” feature (unless I’m just using it wrong XD). I can display bars by targeting event IDs, but since IDs are only unique per map, if I set a bar for event ID 1 it appears on every event with ID 1 across all maps.
Would it be possible to attach bars to events by custom names, notetags, or even specific comments instead? That would avoid the cross-map overlap. 
I was also wondering if, using custom names/notetags/comments, it would be possible to show the same bar on all events of the same type. For example, in the plugin parameters I might want to display a bar on every event that has the custom notetag or custom comment "Torch". 
Thanks so much and great work on the plugin!

Hey! Before buying this, I just wanted to ask a question: does the plugin support real-time clock synced to the player's device? For example, the player's pc clock?

Oh thank you so much! :D

Thanks for the quick reply! 
Is that something you don't consider adding to the plugin at all in the future or maybe there's a chance? XD

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Is it possible to show the content stored in variables (as numbers and/or as actual text)? And is it possible to update those changes in real-time? For example, I could show the amount of gold that the player has or maybe a custom text that is updated via variable and it will be displayed accordingly as the variable is updated in real-time.
Maybe we could use a code to display the content of variables like this: <text: v[x]> where x is the ID of the variable to display on events and/or on the player.

Wow, I've been wanting a plugin like this my whole life! XD Instant buy for me. Thank you so much for creating it!

Oh wow, thank you so much!

Ok I'll wait for a fix. Thank you! :D

Ok thank you for the quick reply! I'll try with eventing. 

I may have found a bug (at least I tested it in the demo): when there's a Game Over and I start a New game, some skills that were previously equipped are shown in the equipped slots, but they are actually NOT equipped since I started a New game and the player doesn't already have them.

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Hello!  

First, I wanted to thank you so much for creating awesome plugins like this! I just bought it because it is very useful and it has so many features! 

I was wondering: would it be possible to add optional (maybe toggable via plugin command and/or via script call) turn based movement and attacks on map? For example: the player can walk step by step and after each step he can use skills, basic attacks, items, etc. Enemies will do the same after each single step/turn. 
A single turn would pass if the player makes one step. And also a single turn would pass if the player uses a basic attack, or a skill, or an item. After the player has passed a single turn, it would be the enemies' turn to make a step or to use a skill/item/etc. Then, it's player's turn again.
Maybe this feature could be optional for each event/enemy/follower/vehicle as well, for example by putting a comment or a custom notetag (some events could not have turn based movement/attacks, for example, like NPCs; or maybe it could be a toggable option in certain maps via notetags, so in some maps the player, the events, the followers, the vehicles and the enemies are affected by the turn based movement/attacks and in certain maps they can move/attack freely). 

Let me know if this is feasible! :)

It's here! :O 
This update is so great! Thank you!

Thank you so much for the reply! And keep up the good work! :D Your plugins are truly amazing.

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Hello, this plugin is so awesome! But I might have found a display issue within the actors window of the Encyclopedia. Here's a screenshot: link 

As you can see, the face appears underneath other texts (I also tried to change its position in the plugin settings, but it is always displayed weirdly or it disappears when changing the display orders of texts and other parameters). I need to put 4 or 5 blank lines in order to show things properly. Is this supposed to work like this or maybe am I doing something wrong? XD

Also, when first selecting an actor, the face will not appear instantly. I need to scroll or change index selection then come back to that actor in order to see its face. It seems like it takes some time to load the image. 

And some text entries are weirdly displayed, for example "Class:Swordsman" instead of "Class: Swordsman" (no space between Class and Swordsman).

Thanks for the help! 

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Also, I may have found a bug: the player actor image file is not diplayed properly and when the player moves, it kinda changes the image displayed. I set index to 0, but when the player moves, the index is changed and so the player has a wrong character image. 

EDIT: I found the issue and fixed it (I didn't set a parameter in the player setup plugin properly XD).

Hello! I was wondering how the hp bonus actually works. Is it referring to enemy hp? I don't know if I understood this well: if the enemy hp is low, then the capture rate is higher. Or am I wrong? I would like to implement a feature similar to the one that can be found in Pokémon games in which if the enemy Pokémon has low hp, then the capture rate is higher.

Thanks! :D

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Hello. I already bought the Mega Bundle, but I can't claim this new asset pack. Can you fix this bug? Or is this new pack included in the Farming Game World pack?

Thank you for the exaustive and quick reply! :) I'll try to reposition the spinner with the plugin parameters and use a different skin to see if it changes anything.

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Hello! I'm experiencing some issues with this plugin. 

  • When first installing the plugin, some parameters are not set by default (there are some empty parameters) and this gives an error. The error goes away if you set all the parameters, though. 
    Screenshot: Empty parameters 
    Screenshot: Error
  • When the animation of the spinner starts, the spinner is wrongly positioned on the screen (I couldn't take a screenshot of it because the animation goes away super fast) and then some messages appear on the dev console, like the animation is being repeated constantly also when opening other scenes and menus (although the spinner doesn't appear). I took a screenshot of the console. Sometimes the game freezes completely when those messages appear.
    Screenshot: Animation problems
  • The exit command on the title screen is like "cut" at the end of it, like it's missing a little frame. 
    Screenshot: Cut command
  • Also, I was wondering if there could be an option to "turn off" the version check at the start up of the game, maybe because the player doesn't want to update the game so I can make this check optional. There could be an option in the plugin parameter to turn it off by the developer and/or an option for the player to enable/disable it in-game. If they want to check the version, I can just use the plugin commands in an event instead of the start up. 
  • And finally, is there a way to display optionally the current version of the game and the online version, both on the title screen? For example, they can be displayed at the right-top of the screen, or at the left-bottom. If the online and the current versions are exactly the same, it's displayed just one version instead of both (if there's internet connection, of course). And if they're not the same, they can be displayed both and/or a little text can be displayed like "There's a new update!" at the top or bottom of the title screen. So this way the player can know if there's an update available in a less intrusive way, I think.

Thank you, now it works! :)

So I'm currently testing all the plugin's features and they all seem to work fine, but I found one bug at the moment: 

  • when using the plugin command "Download File & Unzip", the zip file is correctly downloaded and unzipped, but the switches are not being turned on.

Yeah, I noticed! XD But it's fine! You're doing a very great job! :D

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This answers my questions, thank you! And just to let you know, in the april bundle zip the Crafting Table and the Mistery Gift folders are missing their plugins inside. XD

Ok thanks! I'm waiting for a solution. :)

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Yep, I already checked that link also, but the plugin is not there. It seems like people who bought the april bundle cannot claim the new plugin for free. I've seen other people doing something similar to this by making new content claimable for free if recently added in already bought bundles.

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Hello! Thank you so much for making this awesome plugin as I requested! But I have the same problem. I bought the april bundle and I cannot download this plugin. XD The link https://itch.io/my-collections does not work.

I contacted you! Let me know if you received the email. Thanks in advance! :D

Thanks for your reply! I would use the plugin on Windows, yes! I'll try to contact you via email. :D

Hello! I just wanted to say that I bought your bundle because your plugins are so awesome! :D
I was also wondering if you could make a plugin that allows the player to download a file from a given URL in a given directory of the game via plugin command or script call. There's a plugin that does that (Rpg Maker MV Plugin - Remote File\Asset\Fix Downloader by The Circle - Games Assets and Tools (itch.io)), but that is for MV unfortunately.
I need something similar to that for MZ. Is that possible for you to make? I would buy it immediately! <3 

That's so cool! I'm gonna buy the tool as soon as the update comes out!

Wow this tool looks amazing! Is there a way to make clickable buttons on the UI for RPG Maker MZ? The clickable buttons could run common events and/or custom javascript code :)