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notRitter

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A member registered May 22, 2020 · View creator page →

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I just uploaded version 1.0 of the loading screen extension plugin, I decided to make it a separate plugin. It'll work as a standalone or alongside Title Movie plugin. We'll call it a bonus plugin :)

Let me know how it goes and if there's anything else that would be useful which could be added.

Yeah that's not hard for me to do. It's basically just copy pasting and editing some code which already exists in my plugin and hooking it in using a similar method as the pre-title and idle videos. So making a list of videos and picking a random one is something the plugin already does, I'd just need to repurpose some code to do things slightly different to accomplish this for a loading screen.

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a drawing like an image to show over the video? It could a variety of things like set up a list of videos and have it select a random one if you wanted different loading screens that would be easy If you wanted the option of picking a random loading screen video to play from a list that would be easy to add in at this point.

As far as drawing an image that's really easy to implement as well but would it just be static? should it fade in and out? should it be an animated video like a video stack where your gif could be in video format and just stack it on top of the other video? doing something like stacking a video on top of another video would make it possible to have different loading bars while keeping one video in the background the same. there's literally tons of possibilities here lol

 I'm actually getting kind of close to finishing the basic loading screen functionality already, though I haven't tested anything at all yet but It's pretty straightforward to implement.

Well it didn't take too long to get this done! I just uploaded an update to the plugin which should handle what you've requested, albeit a little differently. Instead of using switches we check against the current active video on the title screen.

Using a plugin command we can set what video we want to change the title screen to and a condition known as 'Previous Video' which must match in order for the video to change. I've detailed in the store page above how this works.

I figured this would be a simple way to handle this without using up a bunch of switches, instead we can just use whatever naming convention we're comfortable with to progress our title screen videos :)

Thank you for your interest in the plugin and once again I'm sorry about the long delay in a response!

Sorry about the long delay in response here, at the moment this feature doesn't exist but it's something I could look into adding as an optional feature for the plugin. It seems like an easy to add solid addition to the plugin. I'll do some planning and get to it!

Hello! I'm glad you enjoy the plugin! I'm not too sure what you mean exactly for a loading screen. Do you mean a loading screen/scene that appears before the game starts? What kind of loading screen are you thinking? Something animated with a video or something more simple? It's definitely something that's possible to do but there are different kinds of loading screens. It's something I've never considered before for this plugin. It seems like something that could be evented even, but if I had more information on what you were looking for I could whip up an extension that could act as a 'faked' loading screen if that's what you need but I'd need to know what kind of loading screen you're looking for.

Thank you for your support!

unfortunately not yet, it's a little rough trying to get two spawners to work together especially with obfuscation involved. I'm trying another approach now that you've reminded me about this issue which leans into the spawner that's inside of the eventsmovecore plugin. It's more of a workaround so here's hoping I succeed on this fresh attempt.

It's really a shame that Visustella decided to group their spawner inside of the eventsmovecore plugin which has so many other helpful features. So far I'm seeing some promising signs in my testing but transforming is an issue that I'm trying to resolve.

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Sorry about the delay but I've looked into this and it seems like I've got it working for MZ corescript 1.7.

Just download the new version 1.7 of the event spawner to try it out

let me know if you encounter any issues with it

(the demo will likely still not work when updated, that'll need more work on my end before it works again)

Thank you for your patience!

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Sorry about the delay but I've looked into this and it seems like I've got it working for MZ corescript 1.7.

Just download the new version 1.7 of the event spawner to try it out

let me know if you encounter any issues with it

Thank you for your patience!

Sorry about the delayed response, I'm taking a look into this as soon as I can.

Sorry about this! I'll take a look into this as soon as I can

Great to hear you got it all figured out, nice job! If you encounter any other issues be sure to let me know.

Thank you and Happy Game Making!

Hello! I'm sorry you're experiencing these problems. Are these problems happening when the plugin is running alongside other plugins or is this inside an empty project? It's possible this is a conflict with another plugin as I've never seen these problems before. If we could narrow down the possibilities of where this issue is coming from that would be a huge step toward fixing the issue.

The sound should work on pre-title movies and there is no way to disable it without going into the code so this is likely some kind of conflict causing the issue. As far as the black flash goes this is something i've also never seen happen before.  

If we could locate where this possible conflict is occurring I'll see if I can find a solution.

Thank you and good luck!

Hello, this plugin doesn't quite work like that. What this plugin does is it will return an array containing data from the tiles located on or within the confines of a boundary which can be used to determine if there is an event on a tile within a boundary, or if any tiles within a boundary are a certain regionId, for example. Currently this plugin is used as an extension for the Ritter Ultimate Event Spawner. It's for sale separately to avoid raising the price of the base spawner and to allow others who may see a use in its features to utilize it for other purposes. This plugin could be used to box in events and prevent them from moving outside of those boundaries but that would take additional code written to do so. This plugin could also be used as event detection. Alone this plugin does no more than returning an array of data which you would then need to utilize in some way.

Overall this is an advanced plugin to use especially if it's being used for a purpose other than the Ritter Ultimate Event Spawner. It would without a doubt require more code to be written which utilizes the data it produces.

Hello! Version 1.1 has been released and should fix this problem. Be sure to check the readme included in the download or the devlog for this update before overwriting your old plugin file.

https://notritter.itch.io/ritter-map-transform-rpg-maker-mv/devlog/583886/ritter-map-transform-mv-v11

Thank you and good luck!

Hello, I'll take a look into this as soon as I can. Thank you for reporting this.

Hello! I've released version 1.5 of the Ritter Ultimate Event Spawner which includes the saved boundary event changes you've requested. I hope this update works well for you! As always if you encounter any issues be sure to let me know and I'll do my best to address them as quickly as possible.

Thank you for your patience and good luck!

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I've encountered a bug which is causing some saved events to not respawn when they should, resulting in a situation where they sometimes respawn and other times do not, I'm actively working on fixing this before release. I'll update once this issue is resolved.

as far as script call changes and such it's just the addition of one extra argument for save.

Ritter.spawnEventOnBoundary(mapId, eventId, regions, boundaryName, save)
Ritter.spawnEventInBoundary(mapId, eventId, regions, boundaryName, save)
Ritter.spawnFillInBoundary(mapId, eventId, regions, boundaryName, save)
Ritter.spawnFillOnBoundary(mapId, eventId, regions, boundaryName, save)


save would be set to true or false. if no value is set it will default to false.

I'll have a full breakdown in the documentation on the store page which explains how to use saved events. But for now my primary focus is to ensure the saved events are restored correctly without fail.

Hello, just to provide another update so you're not in the dark. I'm getting close to finished with this update, I'm currently running tests to ensure everything is working as intended. I'm hoping to have this finished up late tonight (EST time zone) or by tomorrow night at the latest. So far everything seems to be working well.

On a side note the plugin which will need to be updated on your end is the Ultimate Event Spawner plugin, the boundary system code remains the same after this update. All the code is done within the spawner since this is a spawner related update. 

I'll post here to let you know when the spawner update is ready to be downloaded.

Thank you for your patience! I know it's been a bit of an extended wait.

Hello I'm sorry about the hold up on this update, I've been pretty busy lately, I'm hoping to have this wrapped up over this weekend.

Thank you for your patience

Hello! I'll take a look into making this easier to do in the near future but the code which is blocking your events from spawning is located inside the Ritter.canSpawnOn() Function. I do have one method in place to allow for spawning on events which requires a script call to enable it. 

If you use the script call

Ritter._spawnOnEvents = true;

this will allow you to spawn on top of events. 

it can be disabled by using 

Ritter._spawnOnEvents = false;

it's defaulted to false so if you want to spawn on top of events set it to true.

I'm considering adding this as an optional argument for the Ritter.spawnEvent command, that may be something that happens in an update soon.

Thank you and I hope this helps you out in the meantime!

Hello I'm still working on this, sorry about the delay. Shouldn't be much longer.

Hello, I may have forgotten to update the mv version to do what the mz version does. I have this handled in my version so I should be able to get this working over the weekend.

Thank you!

Hello I'm not seeing a tile map id being defined in your plugin command. If you don't specify a mapId to pull the tile from then the plugin doesn't know where to look.

I hope this solves your problem!

If you encounter any other issues be sure to let me know

Thank you!

That's great you figured it out! If you encounter any other issues be sure to let me know.

Happy game making!

Thank you!

Hello I'm sorry your encountering this issue. I'll need a little more info from you in order to address this issue. It seems like there is a conflict with another plugin you're using. Do you have an error in your console you could show me? Or maybe pinpoint which plugin it is that is having issues with mine. This type of error is not normal for this plugin so it must be a conflict with another plugin.

Once I have a little more info I can start looking into this deeper.

Thank you and good luck!

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I just uploaded version 1.4 of the spawner which should fix this issue. 

If you're curious about what the issue here was with altimit movement and the way my spawner recycles events... basically with altimit movement whenever an event is moving it is given a ._moveTarget = true property and also ._moveTargetX and ._moveTargetY properties. These properties had to be reset when unspawning an event since these events are recycled.

The events were respawning with flags that tell altimit when and where to move the event to lol.

I hope this works out for you! If you find any other issues or if this one somehow persists be sure to let me know!

Thank you!

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Interesting one here. So it seems like the events are returning to the tile the chicken event was on when it unspawned upon being respawned as the other berry bush event.

This is happening with my spawner, for a reason I'll soon be looking into, but not with other spawners because this spawner recycles events. So when you unspawn a chicken that event goes into a sort of 'unspawned events pool' which the spawner looks to before spawning another event. if there are any unspawned 'null' events available it will grab one of those and transform it into a new event instead of creating another event on the map. Whereas galv spawner will just spawn a new event every single time you spawn an event.

The problem seems to be that the event wants to return to the position it was in when it was last unspawned.

spawn chicken
unspawn chicken
spawn berry bush
berry bush wants to move to where chicken previously was.

 I'll take a look into this and hopefully have a fix soon.


Edit:

I've located the problem within altimit movement code, deciding on the best fix.

Hello again! Glad to see that some stuff is working for you! I've tried creating some events to spawn where one was using autonomous movement random and the other was using autonomous movement fixed. I was unable to replicate your issue. If you could show me what's happening along with the events in question that would help clear things up.

Steps I took:

Created 2 events on a spawn map.
One using Autonomous movement Random and the other using Autonomous movement Fixed.
I spawned the random event first and let it move around for a little bit.
I unspawned the random event.
I then spawned the Fixed event.
resulting in the fixed event staying in place on the tile it was spawned on without moving.
I did this a few more times alternating between the two events and couldn't get it to break.

I can dig deeper with more information.

Thank you and Good Luck!

Hey itch summer sale is in 10 days and I'll be participating in it. I currently have some bundles available on my profile which offer some discount. Single plugin discounts will be available during the sale.

Thank you!

Hello!

There's currently no function in this plugin to allow for unspawning events by name but something like that is very possible to do, it's just there are often more than one event sharing the same name. In a situation with multiple events sharing the same name (spawned from the same template event) then you'd need to either unspawn them all or just unspawn the first one or last one in the list, or create other parameters.

Overall something like that would be very easy to set up depending on what your needs are. I could write a function to do this.

If you're still interested let me know what your needs are and i'll see what I can do.

Thank you!

Hello again, sorry i've been a bit busy lately and haven't gotten around to testing the benchmark with this spawner. I'd assume it would be very similar in performance to other spawners as it seems the benchmark just spawn in events as it needs them. Unless there's a benchmark test which spawns & unspawns events constantly to see how many spawns & unspawns you can do before framerate goes down. That kind of benchmark is where you'd see the biggest difference between this spawner and others.

To address your other concern, my spawner does indeed copy the notetag from the template event when an event is transformed. All data on the template event should be copied over when you transform an event.

Thank you for taking interest in this plugin!

Hello! I have not done this yet but it looks interesting. I'll get to it soon and see how it goes!

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Hello, firstly thank you for your positive feedback. I'm sorry you're having this incompatibility, so far I've taken a look into this and found that the Ritter Active Item System ItemCore Compatibility.zip appears to be working alongside that crafting plugin. Try giving that version of my plugin a try and let me know how it goes. That version fixes an incompatibility with yanfly item core which had a similar issue of Cannot read property 'id' of null.

From my bit of testing I found no issues when crafting items using the ItemCore Compatibility version of Active Item System, granted I am not too familiar with this crafting plugin yet.

Let me know how it goes! Good luck and Thank you!


Edit: 

As a side note: When I commented out my code which fixed the itemcore incompatibility it did indeed mess up this crafting plugin. 

Glad to hear it's working in your initial testing! Good Luck!
Thank you!

I think I've found a fix. I've uploaded the file. Since I don't normally use this yanfly plugin it would help if you could test my plugin against it. What I can say for sure is that my new change stops the crash and my plugin does run while that other plugin is enabled.
Let me know how it goes.

Thank you!

Hello I'm sorry you've experienced this problem, I'll take a look into it as soon as possible to see where I can find compatibility. Thank you for reporting this

Hello, I just ran some tests myself and seem to have found the same issue. I'll take a look into seeing if I can resolve this incompatibility.
Hopefully I'll figure something out, it might be tough with the obfuscated code.
Thank you for reporting this!

Hello, Sorry you're having an issue using this plugin. Typically issues such as this tend to be caused by an incompatibility with another plugin. Do you have another event spawner enabled? Have you tried testing in a project with less plugins enabled? have you tried disabling some other plugins within your existing project? Do you have your event(s) set up correctly? Without more information on what you're doing that isn't working it's hard to say for certain where the issue is.