Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ShadowDragon

69
Posts
1
Topics
67
Followers
24
Following
A member registered Sep 18, 2019 · View creator page →

Creator of

Recent community posts

Below a screenshot to see the difference, also, picking the theme "Darkly"
doesn't save the theme upon exit.

it seems really useful and short test did work nice.
you see Superhero theme as bold font on Map ID/Name, but not on
Darkly theme, somehow, the note is bigger and usage smaller, not sure why.

Testing the Program seems promising in MV on short test.
But testing darly mode, from Superhero, the Map id, Event, 
and Common code is not bold, and same color as background.

you really should make this darker, same goes for list.
best is to double check your superhero theme, and compare with
darkly theme, and adjust darker grey and maybe slight light grey 
to separate the fields.

By testing it throw an error of webView2 error.
as it may need Microsoft Edge browser that I don't have.

is there a way around for it? without the use of webview2?

is it portable exe to open directly? as I like to try it out. 

this looks useful, I do some manually, and alter it,
seeing this can make the base far faster.

nice idea, thank you for making it :)

anytime, maybe double check, as it's unknown how many would have take it.

you should add the price as it seems to be free!

I test it out, and it looks really nice, and while but just wondering
as I don't own MZ, I do have 2 questions that might occur if they do
so or wondering the same thing.

1) what happens if 2 items are close or in a radius distance as
overlapping?  which take priority? and what if there are 3?

possible secondary tracker opacity which is further away?

2) could arrows be replaces by a dot, so it needs to be in the center?
so instead of a square, you can have a round scanner and a dot?

if more are close by, its showing too?

so when the dot is in the center, you have the item below you?
or in front of you.

Keep up the cool work you do, hopefully, it comes to MV too.

while is deseased, put the below snippet in a new plugin an
place it below the skillTree plugin and see if it works.

Usage = skilltree addpoint 4 1
or:  skilltree addpoints 4 1

actor 4 gain 1 point (this is MV usage, if you use MZ
the plugin commands work differently

const alias_RoseDale_SkillTree = Game_Interpreter.prototype.pluginCommand;

    Game_Interpreter.prototype.pluginCommand = function (command, args) {

        alias_RoseDale_SkillTree.call(this, command, args);

        if (command.toLowerCase("skilltree") && args[0]) {

            switch (args[0].toLowerCase()) {

                case 'addpoint':

                case 'addpoints':

                    const actorId = Number(args[1]);

                    if (actorId) $gameActors.actor(actorId)._bonusSp += Number(args[2]);

                    break;

            }

        }

    };

also on 3 items => it select 2 on the left, skipping the 3rd on the right.
the other thing I notice is shifts up 48pixel on rotation (2-3-4) depending
in a row, than it swap correctly.

so it is somehow not preloaded.

on the selection window to pick an decoration, you can press W,
and select an item on the map which cannot, so you have to cancel
out first in order be able too.

so cleaning the UI and if you select => instead of cancel => remove.
so you can either cancel the placement or in changing items,
it says removes, so it make more sense to that (but up to you).

it doesn't remove it, but also, when next item, it checks the same item
twice, when previous, it works correctly.

but its a really cool plugin further more.
keep it up :)

Just tried the online tool, but I don't see any option to remove them,
or place it elsewhere once placed.

is this option not added (can't use it as I don't own MZ), but just a
feedback for a future if not added yet =).

there are many passabilities to get on the walls.
but the shooting is a bit slow too and loading.

other than that, I love the DNA as HP hUD.
but it there are many things that doesn't
work right as walking on the cars instead of behind.

double check the tilesettings, so those works
correctly.

just to point it out, the demo crashed with an error:


############################################################################################ ERROR in action number 1 of Alarm Event for alarm 1 for object obj_player: audio_get_name argument 1 incorrect type (undefined) expecting a Number (YYGI32) at gml_Script_change_bgm ############################################################################################ gml_Script_change_bgm (line -1) gml_Script_set_area gml_Object_obj_player_Alarm_1


no idea what it means, as there is another error, but it needs to be checked
in the javscript console:

Exception thrown: See Javascript Console.

it looks good for the point of view.

if you mean a thumbnail in the save, than its possible with
modification which I did before, it might be a bit laggy on
loading the files, but its doable (I try to find a way to speed it up).

by default it is not possible though.

he passed away, so you try, but probably around the top else bottom.

the letters where impossible, you ruined the fun.
you had 1 job to make it playable!

but seriously though, really cool idea to waste time.

he passed away, if its in the default project, copy the file over
as support for all his plugins  should be on your own or through
the forum if you need more help.

I know, he was one that made plugins for others needs and release them.
unfortunately, I don't get his coding fully to help out, but if you have a forum account,
I'm sure some will rewrite it for MV to make it work.

Otherwise, your mostly on your own if you know coding and understand it.

He passed away, and you can best ask the forum and show
the console lo with the error to see if someone is able to fix it.

Not sure if you need it's core for it or stand alone.

He passed away, so you have to rely on the forum.
you can either test the plugin or try for a port.

as he is not among us, visustella is obfuscated so it's hard to patch it.

He is not alive anymore, a year ago , so you need to explain more or try the webforum with the issue and screenshot so the community can try to help you.

it looks cool, but there are a few issues.
1. the king and queen are misplaces (to far down)
2. the AI plays with the king (no check/checkmate) as it can just
play around with it which is incorrectly.

not sure if it could be fixed, but nice plugin otherwise.

it does work in MV too :)  but if the name is different, it crashes as well.

I modified the a bit more effective for my own use, but it comes in handy probably as I might extend it later on.

Thank you for this neat little plugin as I have some idea's for a mechanic to run within "x" steps.

a sample is inside the helpfile, on victory common event, you do: 

$gameTroop.aliveMembers() < 1

on defeated common event if used:

$gameParty.aliveMembers() < 1

this is a conditional branch that runs the code
once all enemies or actors are dead.

if you add an else Handler, you can do another
thing or debug with x members left/alive.

if you need further assistance, please reply back
on what you seek and I do my best to help you out.

I should replay it again after the changes.
Nice to see that there are still changes are made ^^

Love too, I help you out where I can to make it as stable
as possible as I will break it where I can as I love to do that ^^

I got the same way as you do, so your definitely right there.
specially when you got it, new idea's pop up to try.

Just take your time, and it will go out, I could be a bug squasher
as I'm good at it. I wait patiently as I like to know the story.

so take your time, RL goes first too as it could get in the way.
I definitely gonna play this one when it's downloadable ^^

Just wondering how close to a demo as it looks really amazing.
Keep up the good work, and specially not rush it as I know it
takes time to make something promising and a good feel to
explore, so take your time.

thank you for releasing, as I wanted to aim for 2 things mostly which
where paid, number 1 aim was the platform which comes in handy :D

Huge thanks for releasing it ^^

so far I understand the plugin, you need 2 files.
default 192x192 and oversized in the extended folder.
so when you have Water!400dmg.png  (default 192x192) you need also
Water!400dmg.png in the extended folder of the size 400x400 to draw that one.

on my end, it does work, but I have little use for this plugin, but not sure where you got
stuck, if it persist, try to ask help there, and I'm sure they can help you if they know the
plugin or trouble on it.

as I try to help when I can and able too. [here} is the other one (opens a new tab), which might work for you.
I wish you good luck on your projects

if you use MV, it should work, check the thread.
if you use other plugins modify the animation, it can be
a conflict.

unfortunately, this person cannot help fix the issue if it really
doesn't draw from the extended folder, ensure you name your
file correctly.

this person died around 2 years ago by an accident.
I can tell he was one of the best and most enthusiast person
I ever known on the forum.

if the problem exist in a clean project, try to ask help on
the forum. I think there was another person that alter
the animation size. 

Dispite you don't know me is oke, but at least, I'm very friendly
and enjoyed the game to help you improve.

as for all the people trying the demo, the start is quite easy,
the real challenge really begins after you reach 25+ where
you need to think to go through the levels, but I tell you this,
you wont regret it.

I had some hard trouble figure out some of those annoying
levels, but if you like the demo, the price is worth it :)

The first person of the game is even a bit harder while you push
the blocks, but the view of the score on the wall is really neat.

to the Dev @AllenMLewis17 that was helpful and quick answer
on fixing the bugs and game breaking part to throw out a fix,
otherwise, the level couldn't be completed.

Thank you for the amazing game and the fixes you made :)

dear arrosev, the author of this plugin wont respond anymore 
as the author of this plugin (and others of his) has passed away.

if you have a account on the https://forums.rpgmakerweb.com
create a thread with a possible screenshot what you did, and
we can try to help you there further in fixing your problem.

(1 edit)

I had some MZ games running on 5.1.x I believe, but I run 0.48.4 on my own in MV,  but if that is the cause, than it sucks really.

I hope it wouldn't be that worse, but I can see why it throw
it the error like that, I go do some digging on the nwjs 0.74.

EDIT:
so far I can read, 0.57.1 can work on win7 and 0.72 can work (final release for win7 support).
so if you can set it to 0.72 for me to test, it shouldn't give the error as well, but it also have the
most release version for your game for win7 users :) (hopefully).