Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

stahl-tier

28
Posts
4
Topics
31
Followers
10
Following
A member registered Jun 20, 2019 · View creator page →

Creator of

Recent community posts

I can imagine that it's really tricky, some time ago I tried to do something similar in RPG Maker XP and it was just a huge headache! If you can make it work that would be awesome, but like I said no pressure. :) I'll keep an eye out for updates!

I tested the plugin and it seems to work fine! But I'm wondering if there is some way to make events be able to travel between the sub-maps with this plugin active that doesn't require manually transfering them? 

If I set up a large map to have submaps and an event would cross the "border" between two of those maps via move route for example, it instead bumps into the edge and can't move any further. If it was possible for events to move between the submaps freely that would make this plugin perfect, but I understand if it's not possible. It's a useful plugin either way.

Oh I see, that's interesting. Thank you for the answer.

Hey, thinking about buying and I'm wondering if this kit's server can be run on a remote Ubuntu server. I don't want to use Vercel.

Thank you for the quick fix, it seems to work now!

Awesome, thank you!

(2 edits)

Hey, I just started using the Event Spawner but it seems when spawning an event, it won't run its Autorun/Parallel triggers. Instead it just sits there, doing nothing. Is that intended or a bug?

Edit: It seems this only happens when using it together with VisuMZ's Events and Movement Core plugin. When both plugins are enabled, the events spawned through your plugin break completely.

I see, thank you for your reply!

Hey, I can only see the map scene and an action combat being shown in the screenshots and videos, but I'm wondering how difficult it would be to replace the standard HP bar in menus and the default battle scenes as well. Or if the plugin has any easily accessible functions that could be used in those other scenes to draw the hearts if I hide the default HP bar.

Das Tool sieht echt genial aus, hab schon oft und gerne euren Plugin Builder verwendet, weil es beim Pluginschreiben eine Menge Kopierarbeit erspart. Erst vor ein paar Tagen hab ich mir gedacht es wäre echt toll, wenn ich die Datenbank auch außerhalb von RPG Maker MZ's Interface bearbeiten könnte, um mir das ständige hin-und-her Klicken im Editor zu ersparen. Ich hab zwar schon einige Tools gesehen die dies oder das machen, aber dann hat man erst recht wieder fünf Fenster offen... Das Feature-Set hier wirkt so als ob es genau für meine Projekte passen würde. 

Ist gekauft, danke!


Eine Frage hätte ich noch, wäre es möglich oder geplant, in einem zukünftigen Update eine durchsuchbare Referenz-Ansicht für die Help-Sektionen von Plugins hinzuzufügen? Derzeit verwende ich dafür MVDoc (https://starlit.itch.io/mvdoc) aber es wäre toll, so etwas in der Art auch im AssetStudio integriert zu haben.

Sorry to hear that!   I do hope that 0.3.0 will fix it on your end as well, definitely appreciate your offer to help with debugging if it still ends up misbehaving. Don't hesitate to let us know if you're having the same problem again after the update is out!

Hi! Thanks for reporting the issue, I've run into this occasionally while playtesting the currently available version on my laptop. While I couldn't reproduce it on my desktop PC, it seems to be related to the asset pre-loading process crashing. Usually, trying again to run the game would fix it (but sometimes it took another try). 

In the new version that we're currently working on (which should have been labeled 0.3.0 in the devlog as I've just noticed, not 0.2.0 since that's the currently available version, oops) the issue doesn't seem to happen anymore, or at least much less frequently, after I made some changes to the pre-loading process.

(1 edit)

I've noticed an issue when enemies use the same (charged) skills as player actors - the way the "canPaySkillCost" function is overwritten by this plugin will always return false for enemies. So they will only be able to sit around and do nothing. This can work for some games (where the enemies use different skills from actors) but for others, where enemies and actors use the same database skills, an easy bandaid solution is to change the line inside the function from "if (!this.isActor()) return false;" to "if (!this.isActor()) return true;". It means that enemies will have infinite charges on their skills, but for a future update of this plugin I think it would be awesome if there was some way to use the charges for enemies too in the same way that actors do.

That was lightning fast, and it works like a charm now! Thank you so much!

Hi , when I   try to use this plugin (+ Eli Book) on a fresh project, the game crashes with an error message on startup:  "Plugin.initialize is not a function". No other plugins or features are enabled and the plugin settings were left at default.

Thank you! The intro ended up being a lot more dramatic than I thought it would be, and I'm glad it turned out that way!

The Watership Down reference was intentional, I'm so happy someone noticed it! Glad you enjoyed the game!

Glad to hear you enjoyed the game! I did try to make the game mechanics as intuitive as possible, but I will also be adding an ingame guide/manual in some later update to explain some of the unexplained parts of the game better.

Thank you! Love the game by the way, great job!

The game is playing in the browser on a really small resolution for me unfortunately, makes it impossible to read the text. Can you enable fullscreen mode? Thanks!

Really cute game! The picking up felt a little fiddly (it was difficult to find the exact spot to stand to be able to pick up the stars), and I think having a sort of indicator on the edges of the screen about the approximate locations of the remaining stars would really help finding all of them. I loved the intro with the comic-book style by the way!

Loved this, a really unique concept. I didn't find ANY souls on my first try because I was too much in the horse mindset and just hurried to make it through to the end haha. But on the second try I managed to find some!

Difficult at first but when the horses started moving around as a big herd it became super satisfying!

What a fun concept! Also, hilarious sound effect when you touch the wall! 😄

Thank you for playing! I'm glad you were able to play it on the actual hardware! :)

Adorable and fun little game! 

Thank you for your comment and for playing! I hope to add more stuff to this game at some point in the fuutre. :)

Loved playing around with this! Congrats on submitting!