Hi there,
thanks a lot for your comment! I'm glad to receive your feedback!
*Characters: I focused on character variation instead of character poses, so it's true that useful animations such as climbing are missing. I'm not planning to add them because of workload, so hopefully, users will be able to add the necessary additions by themselves. Sorry to disappoint you in this regard!
*Tiles: I see! I started adding tooltips (texts describing the single tiles within RPG Maker) in the Futuristic Outlands, but haven't added them to Dungeons and Cities yet. I'm planning to do that, but it's more work than I expected and needs more time ^^" There may be more videos in the future as well, so hopefully that'll help, too. Feel free to check my YouTube channel from time to time for more examples.
Rinober
Creator of
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Hi!
No problem, always feel free to ask! I didn't test any tile priority plugins in MZ yet, so I couldn't include a recommendation in the guide. VE Tile priority did not work for me in MZ, but I'm using a lot of other plugins so I'm not sure if it's a compatibility issue. However, there are these options for MZ I know of:
- OCRam's Star Tile Fix: https://forums.rpgmakerweb.com/index.php?threads/ocram-mz-plugins.126684/ (OCRam's Core plugin may also be needed for this)
- Hudell's tile priority plugin for RPG Maker MV and MZ: https://hudell.itch.io/cyclone-tile-priority
These should offer the tileset fix that is needed for tall characters such as 48x96px or taller. They're not for free but only cost 3-5$. I don't know any free plugin yet. If you want to look for different solutions, "star passability fix" is the function you're looking for.
Happy game making :)
Hey, I just bought the plugin and tried out a few things. I noticed that the pathfinding does not work at all as long as there's another route being processed on the map that uses the wait-until-finished function. At least it won't react to any plugin or script calls in this case. Everything was fine when I removed the other event that waited for its move route's completion. Is there a way to fix this?
Besides, I tried using <KoTC Collision> because it looked a bit weird when NPCs just walk through the hero. However, if there's a collision, the whole pathfinding route just stops. Is there a workaround here so that NPCs (passengers in a city) neither go just through the hero nor stop when colliding (instead, maybe walk around the hero)?
I would love to see those functions if it's something that's possible :)
Hi, thank you! Yes, commercial use is allowed. This pack only contains one futuristic vehicle. You can find more futuristic and normal vehicles in the Futuristic Vehicles pack
Hey there!
I'm making graphics now and want to share my first resource pack with you! It's called Futuristic Cities and it offers you enough graphics to create a whole game (tilesets + charactersets), resulting in more than 400 files in total. The assets are optimized for use in RPG Maker MV but may be used in any other engine as well! This is supposed to be my first and biggest asset pack, serving as a base for future releases. By becoming a Patron, you can help decide which graphics shall be drawn in the future, and also receive new packs for free! Best way to stay up to date would be Twitter.
I also want to share free resources in the future and add a lot more packs, smaller ones as well.
Please feel free to share your opinion on it :-)
Happy game making everyone!
Thank you guys for the videos, it's good for me to see how people play the game :) There will be levels of difficulty in the full version of the game which you can switch between at any time. So the levels might be easier or harder than in the demo, depending on what the player prefers. Stay tuned :)