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Rinel

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A member registered Oct 03, 2020 · View creator page →

Recent community posts

(4 edits)

Honestly never expected that you'd release overworld tileset next, it almost feels like a complete set of fantasy tilesets now.
I think the only stuff it lacks to be trully complete are Desert Tiles. The only critique I could think of is that Exterior tileset feels like it would fare better as two separate tilesets, it does its job decently, but it feels like it could be much more if it was a two separate tilesets where one is focused on Countryside and Nature and the other one is focused on Cities and Towns.

Nice. Now thinking about it, this red grass really gives crimson vibe (biome in terraria).

(2 edits)

Nice, it looks like some alien, biome. Though I'll probably still recolour some stuff a bit, so trees, bushes and leaves will have more of an orange/dry look. 

I'll probably also make a purple/blue recolour myself to get that mystical forest look.

(1 edit)

Better dead than red. ~ Liberty Prime

Anyway, good job, though green plants and bushes looks a bit out of place on red grass.

Is there a way of making Failed crafting give you some other result instead?

For example:

Making Bread will result in Burnt Bread instead of Bread when crafting fails.

Any chance of making this category specific?
Ramza.CSXParams.AllowCrafting

(1 edit)

Well I just set it to false in your plugin and to true in visustella's plugin, and its working fine.

It also says Undefined as a level up message when you set Use a level up message to false.

It is this setting from Visustella's Core that caused this.

(1 edit)

Okay fixed it:

Literally just added + this.helpAreaHeight() to line 1868:

var wy = (Utils.RPGMAKER_NAME == "MV") ? this._helpWindow.height : (this._buttonAssistWindow && this.buttonAssistWindowRect().y > 100) ? 0 : this.buttonAreaHeight()

Changing it into:

var wy = (Utils.RPGMAKER_NAME == "MV") ? this._helpWindow.height : (this._buttonAssistWindow && this.buttonAssistWindowRect().y > 100) ? 0 : this.buttonAreaHeight() + this.helpAreaHeight()

(2 edits)

Looking at the amount of code, it is the core plugin you should be pricing, someone could literally download the core and spend few days writing a working crafting system, that they could redistribute for free.

As for the recipe list, I'll look into it and see if I find anything on my own.

(3 edits)

I noticed it as well, but I also tested it and I think it's because MZ uses newer nw.js which also works on newer chromium and probably newer ES standard, and the Crafting System plugin is overwriting the Scene_Crafting class from the core plugin.
That is also a lot of redundant code. Scene_Crafting is almost exactly the same between the two.
I literally removed whole Scene_Crafting class from the core and the plugin is working fine. Reverse (Moving Scene_Crafting class to the core and removing it from this plugin) also works.

Oh and I noticed 2 features that could greatly improve the feeling of the crafting UI.
1: Being able to remove ingredient from a slot when there is no clear button present
2: Use last ingredients button which would fill the slots with appropriate ingredients, so bulk crafting is much more manageable.

(2 edits)

From Recipe:

From normal craft ui:
(1 edit)

Sorry I think I'm going to request a refund for this as it is not working with my particular setup. Level up messages result in a crash.

I get this UI bug with it: 
Description of an item is aligned to the top bar instead of a bottom of the screen.

(1 edit)

Noticed when using Visustella Main Menu, your plugin will insert itself into subcategories too, making your plugin's Bind to Menu option not working properly.

I can use it for Spell Slot mechanics. Nice.

It's funny how this works with visustella's custom currencies and their own skill shop doesn't.

(2 edits)

Quick question, would it be possible for you to add an option to enable Time system only on maps with either <indoor> or <outdoor> note tags?

On the other hand, I noticed, that although now light doesn't bugout when map scrolling is enabled, shadows still bug out

(1 edit)

Also this: 

(2 edits)

Don't worry. My message was meant more as an information, so people don't think it is fault of your plugin.

(2 edits)

You forgot to remove console.log and it's spamming the console. :P

Line 3261

(5 edits)

Oh I also noticed that QJ-Lighting and Action Sequence Impact VisuStella MZ doesn't like each other.

While having both enabled, FPS drop by 50% when on maps with lighting on.

Don't know which of the plugin is the culprit. I'm just leaving this message here for anyone wondering why their fps are suddenly lower, so they don't think the performance of this plugin is bad.

Just wanna say that it doesn't work if you have Visustella plugins inside of a subfolder.

(3 edits)

Anyway, Is it possible for you to make it compatible with OcRam_Star_Tile_Fix?
Well I somehow fixed it myself, but I had to edit both plugins.
PS:
I couldn't check for instanceof Sprite_QJCharacterShadowLayer so I had to go roundabout way.

How do I use custom HP like parameter as a cost for a spell or make an item recover the custom parameter?

Is there a way to add random flicker to light sources? So the lighting looks more natural?

Hello,
Once again great job, I'm wondering if you're completely done with your non-fantasy tiles. Because I'd gladly purchase a tileset that's modern or a bit futuristic, but cleaner and brighter than your cyberpunk set.

Nice

It seems that lights are bugging out if you have map scrolling enabled.

I think more statues would be nice and a version of the statue that is holding a flame.

To be honest, it's a great pack, but I think it's more cave/sewer than actual dungeon pack. It's still good, don't get me wrong, it's just that it's focused too much on nature instead of manmade structures typical to dungeons.

I really like your Fantasy Tilesets, I'm wondering what kind of tileset will you be working on next?

(1 edit)

No worries I've already added animated layers myself, albeit ina a bit crude way since I didn't want to spend too much time reading through the code.

I feel like incremental updates would also make debugging with the help of users easier since there will be less things that can break at the same time and there is a lower possibility of something happening that would require rewrite of some of your older code.

Does it work with pixel movement plugins?

Reflection enable = false yet when character reaches the edge of the map reflection can be clearly seen.
By the way when can we expect an update, I really need those animated layers. Or is it okay if I modify your plugin on my own to add animated layers?

- Make sure that your tilesets are 1024x1024 MAX.
I saw this point in your FAQ, but what about tilesets based on collection of images instead of a singular image?