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Olahm

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A member registered Dec 24, 2020

Recent community posts

(2 edits)

Thanks a lot for your quick answer :) 

Well it would have several aspects from both types of game, like the Divinity franchise : Upon in range from an hostile enemy, or attacking a character would proc the fight, otherwise you're free to roam around)

Do you think it will work if upon touching the enemy I save player's coordinates, tp out, then tp into the map with TBS enabled ?

By camera pan, you mean the intro sequence of camera locked on each enemies ? That's interesting, but would it still trigger enemies not focused by the camera ?   

[Edit] There is no conflict between the randomly generated dungeons and TBS. TPing out and in do activate theTBS. The only issue now is character positioning. Is there a way to force Enemies/Actor to be placed on x y coordinates registered as a variable rather than  the use of region ID ?

thanks for your appreciation 

Great Plug-in ; I purchased it yesterday, wishing for a compatibility with Aerosys' random maps generator. It does work to my surprise !

What I try to create is a dungeon exploration game with TBS battle, but I want to let the player the choice to avoid conflict by different meanings. You could interact directly on map with wandering enemies (freeze them, kill them from afar without procing a real tbs fight etc) to focus on exploration/looting treasures.

I have a question regarding the way the battle starts, specifically how the transition to battle maps is done.

See, I have random dungeons with monsters wandering. Currently,  with your plugin, when entering the dungeon, the tactical battle starts, making exploration tedious.

What I wish to achieve for now is to start the battle on say, enemy direct interaction (event touch, but it could be through the use of a range activation plugin). Using your plugin command to able/disable TBS  on the map I'm currently in doesn't seem to work. 

Is it tied to how the plugin works, or is there a way to do what I intend ?

Also, is there a way to leave battle if on a specific tile/region ID/at a certain distance away from the enemies ?

Or get an event to teleport on an enemy tbs starting tile ? For say, If I want to get an additinal enemy in x range from the enemy the battle is starting with to get involved in the fight and be teleported there ? Or just check if an enemy event is in x range of the fight, and if so, add this additional enemy to the battle. Reinforcement, in a sense ?

That's a lot to answer, but I wish you will take the time to do it, have a great day !

I'm glad you've answered; and so fast, you're very dedicated !

  • Oh, I get the difference between those now. But what I intend to reproduce is this : 

Each floor is "standalone", as no connexion between them visually appears !
I couldn't found for "Exit mode" because I was looking for the "with snippets" plugin ! Found it now.

  • Oh I thought using a meta maze was mandatory ! So in order to enter a dungeon, the strict minimum is to call a comment event for the dungeon generation + place the player ?

It did help,  thanks for your time !

Hi Aerosys ; I've purchased your tool, and you've already been a great help on rpgmakerweb's forum :)
A quick question though, what would be the best way to simulate an infinite dungeon ?  with staircases in each floor leading to the next floor instead of common entrances, just like in Stardew Valley if you're familiar with :)

I felt like your Mystic Tower template is quite similar to my request, but i'd like to be able to regenerate the floor as the character takes the stairs, to prevent the game from managing to much floors and actually simulate the "infinite spelunking". The player wouldn't be able to go to the previous floor, but would be asked if they want to exit the dungeon.

I know it's quite specific but I thought it might help some people around !

thanks a lot ! You rock !