Thank you very much! Sounds like a plan!
mf_WillBlack
Creator of
Recent community posts
I had the honor of testing this plugin, and I have to say that it is by far one of the most impactful plugins in my game. The auras alone are worth it, as they really help battles look dynamic, and can act as a sort so shorthand to communicate key information to the player. Being able shrink/grow enemies, and the action sequence additions are icing on the cake.
Great work, man!
No need to buy! When the game finally is released, it's going to be free, and should be compatible with saves from the Demo. Even if saves won't transfer over, I'll make sure to work something in for those who did play the demo (maybe like unlocking the Cheat menu for players trying to load old saves). Either way, I really hope you enjoy!
There's been a few. The main highlights of the updates can be found in this devlog: https://mf-willblack.itch.io/trailblazer/devlog/443432/new-demo-open-beta-begins...
But you can always see a full list of changes in the Changelog when you download
My mentor always said: "A moment of hesitation in a moment of anger will save a hundred moments of regret"
I think it's something we can all apply in these situations. Take a step back, take a moment to listen, and be human. Give people the benefit of the doubt and at least try to build the bridge. If they don't want to, then at least you tried. Better to try with someone who's mind you can't change, than to alienate someone who you could.
There's so many great people in this community doing some really great things. Sometimes it helps to keep things in perspective. I think it's important that when people start to feel overwhelmed, that these problems really do come from small, specific pockets - and they're pockets we don't need to engage with. These problems will fizzle out if we don't engage, and if they fizzle out, maybe - just maybe - we'll be able to talk civilly and make each other better.
We're all in the same boat here. We all want harmony, but harmony isn't always possible. The best we can do is to have set an example and hope people are inspired to be better. Just then, maybe we'll be able to have the difficult conversations in a productive way, instead of resulting to mud-slinging, tribalism, and hostility.
Thank you so much for the review! You seemed to pick up on all the little details I put in, hoping to clue the player into the bigger story and to ask questions. IF you want to see more, just let me know and I'll see about getting you a link to download the Beta for chapters 2 and 3. And don't worry - your savegame from the Demo can be ported over
Thanks! I love using them and I'm surprised more people don't! I have a separate project that has this plugin installed:
https://forums.rpgmakerweb.com/index.php?threads/mv3d-3d-rendering-for-rmmv-with...
When I want to make a battleback, I create the 3D Map in the second project, run a test game, and take a screenshot.
I'm absolutely loving this plugin, it's exactly what I've wanted in a Skill Learn system for a long time! I just had one possible suggestion to give your plugin a little more functionality (if you're still looking to update and improve it). You've given us the ability to count Active Nodes and store it to a variable, do you think you could do the same with JP spent on Active Nodes? I think this would be very helpful for those of us that want to tell the player how much JP they're going to be refunded, or who want to scale the cost to unlearn based on the number of JP spent, or even have common events that require a character to have spent a certain amount of JP in a Tree before they learn a new skill, or are able to perform a certain action.
Thank you again for the amazing plugin!