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SimProse Studios

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A member registered Jul 17, 2015 · View creator page →

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Ever secretly wanted to run your own Mafia organization, playing the role of a ruthless mob leader? Now you can with Gangster Empire: Vendetta!

With GE: Vendetta, you enter a shadow world of crime, betrayal, and corruption where you call the shots, earn the money and answer to (almost!) no one. Highly replayable and flexible, it uses a simple, yet complex formula of choices and ease of use, giving a player even more flexibility to play the way you like.

Link to page: https://simprosestudios.itch.io/gangster-vendetta

I'll be releasing many of my newer and older (unavailable for years) games on Itch for weeks to come.

Thanks!

Derek - Lead Dev/Owner, SimProse Studios

Cool, let me know and i'll be glad to test it out.

Use and like this one, though it would be nice to be able to limit quantities of each item players are able to purchase.

Good, because I really like the idea (I loved DreamX's MV plugin for this, but it doesn't work with MZ). I look forward to a tutorial for this one, as right now I can barely make heads or tails out of how to actually use it.

I really like this, but...the documentation just doesn't seem great. It gives you a list of stats that can be modified, but no labels, so i'm left to guess what order the stats are modified. There's a 'strong' modifier built-in with a first number 5, is this ATK? Does or can this impact loot found after combats, or is just an on demand thing?

Sounds good, thanks!

(1 edit)

How about a plugin where equipped weapons, armor, accessories, etc. can randomly (1 out 100 chance) just break? Is that possible? When it breaks, its gone and is subtracted from your inventory (in case you have more than 1). This would be checked when you hit something, or you get hit. Would this be hard to make?

Cool, it seems fixed now! Thanks!

Also, when I have two or more enemies and I hit Attack, it crashes. Same error.

(1 edit)

One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Other states like Confusion might cause the same thing? Thanks for looking into it.

(This is the Auto Single Enemy Target plugin.)

TypeError: this.selectEnemySelection is not a function

    at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)

    at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)

    at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)

    at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)

    at Window_ActorCommand.processOk (rmmz_windows.js:6047)

    at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)

    at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)

    at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.

(1 edit)

One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Thanks for looking into it.

(This is the Auto Single Enemy Target plugin.)

TypeError: this.selectEnemySelection is not a function

    at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)

    at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)

    at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)

    at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)

    at Window_ActorCommand.processOk (rmmz_windows.js:6047)

    at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)

    at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)

    at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.

Works great now, thanks! Nice work!

(1 edit)

Well, if I start to choose a skill (or item), with this plugin, I get this error:

rmmz_managers.js:2080 TypeError: Cannot read property 'id' of null

    at Scene_Battle.commandItem (LGD_AutoTargetSingleOption.js:75)

    at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)

    at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)

    at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)

    at Window_ActorCommand.processOk (rmmz_windows.js:6047)

    at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)

    at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)

    at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)

    at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121)

A regular Attack works fine.

Works great! You're a really good plugin coder (and fast!), no doubt.

I have a plugin that might be specific to my game, but might be useful: Is it possible to make a plugin to skip the enemy selection thing, IF you are only fighting 1 enemy? This would save on unneccesary mouse clicks or keyboard strokes. MV has one like this, but it doesn't work with MZ.

I ended up just editing out the TP part of the plugin and it works fine now, not sure what was up lol nice work, great plugin!

That's what i'm doing, switch 1 for the hud and switch 2 just for TP.

Any luck fixing that bug? Maybe it updates the gauge when the internal number changes, not checking the visibility status?

The opacity now works fine, but there's maybe a weird bug with the TP bar. I do set the switch to ON to make it not visible, and it works when the game starts, but after the first combat, the TP bar comes back and is visible again. Not sure if something isn't saving. I do not use TP in my game at all. Thanks!

I'll try it, let me know when a new version is up.

I also noticed its difficult to see if the map its on has a fair amount of detail (not black like your example screenshot). It would be nice to control the opacity of the entire hud more. I am using Galv's Layer plugin with parallax mapping, if that matters.

Works fine! There should be an option to make certain gauges visible or not (for example, I should be able to 'turn off' showing the TP gauge, which my current game doesn't use).

Nice! Make sure each parameter can be shown or not (some games don't use MP or TP). And yes, it should update dynamically (the MV one I mentioned doesn't always do this reliably).

Thanks for the pack!

How about a plugin that allows you to put something on the map screen, like your face pic with gauges for your HP, MP and EXP, adjustable for various screen sizes and you can move it around and change graphics easily, and you can turn it on and off? I haven't seen that for MZ really (MV has one I think, but its old).

email is: derek@simprosestudios.games

I actually have many plugin suggestions, to be honest.

How about a plugin that enables you to access your full Equip menu in combat - that works with the Visustella plugins? There isn't currently one, and it would be very useful for many game designs.

Is there a way to use the <durability:var(x)> somehow to make the number random, between 6 and 12 for example?

Thanks! Yes, i'm an old-school gamer for sure, Ultima, etc.

Windows 7 or higher.

Great, feel free to comment about your experience or ask questions if you wish.

Did you try redownloading the game? Are your graphics drivers updated? Are you running it from a flash drive or anything like that? I just downloaded the file from here on itch.io and tried it and it loads and works fine.

(1 edit)

Feel free to use my Catacombs 1: Demon War and Honor Cry games for this bundle.

Catacombs:  https://simprosestudios.itch.io/catacombs-1

Honor Cry: https://simprosestudios.itch.io/honorcry