Yes,you can edit and use it in any project you want, as long as you're not redistributing the assets elsewhere.
Raou
Creator of
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I just tried this. Its very intuitive and easy to work. The only thing I didn't think was very intuitive was the song settings(length, signature, etc). A quick watch of the youtube tutorial covered that so it wasnt that big of a deal.
Overall it was a great experience! I like the pattern feature where editing one changes all instances of it. I've only got back to making music recently and I was mainly using soundfonts and LMMS, but I think I'll be playing around a bit more with this one instead :)
Hi Leo! I'm glad you liked the style :D
I have plans to add more tilesets to the series, so far in the list are themed caves, new interior tiles to accompany each themed exterior, as well as a new character template(the ones presented in the screenshot kinda work but they were made for the other, more stylized, tileset I did, so I wanna make something just for this).
The waters are currently not animated, and I like the idea of the animated waterfall, thank you! I'm not sure how soon I'll be able to make them, but I'm always open for suggestions of what can be added to improve the asset packs.
I also do take commissions, you can reach me through my e-mail if you're interested in something: raou.dev@gmail.com, or my discord: Raou3599
I'm creating this topic to share some cool things I've added to the project, but that arent big enough to justify their own dedicated topic.
The first one is a big improvement to how Greetings(the first few lines of dialogue a NPC says to you when you interact with them) work:
Now you can assign a wide range of possible greetings for your NPCs. Each greeting can have as many conditions as you want, and they'll only be considered to be displayed if those conditions are met. You can also set a priority value to each one, and the system will pick the highest-priority greeting that meets its conditions. If more than one greeting sits at the top with the same priority value, the first one found will be picked, unless the branch is flagged as random, in which case it'll pick one at random from the valid options.
One thing worth mentioning is that Greetings are nothing more than basic [DialogueTopics] used in a different context. This means that you can actually make a greeting as long or complex as you want, and even create branching dialogues from it. So if you want, instead of simple "greeting-like" messages(like hi), you can actually just place entire conversations here that will be displayed dynamically based on their conditions
Hello everyone!
I'm currently trying to build a Visual Editor for the dialogue system. So far I managed to make a small snippet of it:

You can create the initial topics of the branch you're working with, connect responses, add additional branches midway(by adding new topics to a response), add characterIDs to the responses, set animations, and save a resource file from it. The flow of text is working perfectly right now so its already a great help when creating new trees.
But its missing two important features right now:
-Loading and editing existing branches
-Adding conditions.
For the loading part I think it'll be more annoying than hard, but the conditions and functions is where I'm truly lost. For the system to continue being as easy to use and flexible as it is, I need to find a way to add this specific part of the default editor inside those nodes

I know that theres a thing called "Resource Picker" that I can use, but it doesnt seem to come with the thing that lets you edit this resource on the spot. This is a important feature because it means that even if the user creates 20 custom conditions or function resources, they can easily use them in the Visual Editor without having to edit anything related to the visual editor.
Now, I'm not a very good programmer myself. I can hack my way through some things but I'm starting to feel this is getting a bit out of the scope of my knowledge so... is anybody interested in helping build this Visual Editor? Or even just sharing ideas on how to embed editable resources directly inside the nodes?
Hi!
Once bought you can use it in as many projects as you want(both commercial and noncommercial), as long as the tileset itself isn't being redistributed in any way.
For example:
If your game has a map editor, you can use it as long as the created maps only works in your game. If the editor allows the user to "export" the map outside of your game, you can't use this.
Hey thank you! I'm glad you liked it :D
The tileset is not formatted with RMMV in mind(I dont own it so I can't properly test it on this engine), but I think it should have all necessary tiles to adapt it to that engine. Feel free to send me an e-mail if you have any issues with it and I'll try to assist as best as I can :D



















