It's very good :)
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The following are just my opinion you can agree with or not. The price is fine when you include many sounds of different types of actions (example: different weapons, different areas, and so on), but packs like this one that only gives sounds of one action (walking on 'sand' only, and not walking in many types of areas sounds), it seems over price, just want to share my thought, it's up to you ofc. Your SE/audio is very impressive!
I will just say it, your art is great, really, However, your price for each animation is the same as a full sheet animation from another artist, even your bundle is a very high price too, honestly, not many will pay such a price! $1-$2 will be the max price for the most expensive once (if you selling 1 type of animation separately like now) and not $3-$10 for some of them as it is now (for many not all). Taking the price down or making a way lower 'bundle' will help many who want to get your animations but do not have the money. I'm sure it takes time and effort so it is up to you, of course.
Hey, could you add in the feuter a diagonal walk/run? (maybe as a second upgrade/pack), I'm sure there is more dev the use 8 directions. no rush or anything, whatever is working out with your other plans.
I get it now, thanks for the detailed explanation, I think in my mind is actually very cool that you can change the Region ID on the tile in 'x,y' location to the region I'd on the Prefabs map. Never sew plugin the not only replace the tile I'd but also the region I'd.
And I'm looking forward for the tutorial about The 'freedom to handle the tile 'data', thanks again.
So just to confirm the script to change Region ID '1' area with the specific "Prefab" when using map note will be:
let Name = "MyFirstPrefab";
let changeRegion = true;
letsave = true;
- Do I missed something?
- And how do you define the specific 'Regoin Id' number you want to post the "Prefab" in (with out knowing the 'x' and 'y' location of the region)?
Seems like the main plugin "Cyclone Map Editor" not work properly with 'Altimit pixel movement'.
The location of the 'mouse' not work properly (no console error) with 'altimit pixel movement, probably because the line code lines below (in the altimit pixel move plugin), can you try to look it up and see if you can fix it without the need to disable the code lines?
Code line 01:
var DOM_PARSER = new DOMParser();
var PARAMETERS = PluginManager.parameters( 'AltimitMovement' );
Code line 02:
prune.forEachProperty = forEachProperty;
Side question: did you find time to fix the error with this plugin (you said something about making it leading the all map to fix it), at the moment I still can't use it.
Hi there, I hope you doing well. are there any way to change the size of the skills boxes or the exact position of them in the skill tree menu? if not are this can be added in the future? thanks
Nice, and I think your plugin cover the switch part in a different way, I will have to check and I will let you know. I want to do the change few times depending of a switch player turn off (bu buying a house for example or upgrade it).
About the Pixel movement I'm glad that works after change it a bit. Since yo usaid you have to change the 'inside' of the altimit' plugin for it to work, I'm using specific version of altimit pixel movement, this version meant to give more freedom, I wonder if you can check this version as well (may be useful for you as well), here is the file:
Got it, sounds good, I'm waiting for the mv virsion then. I will also check it and let you know, if you have time to test it too it will be great.
Side question: Do you prefer MZ when is come to FPS or maybe other reason? Or you don't see a big different the worth convert all the scripts/events from mv (I probably can't change now but just wondering from a pro perspective)?
Thanks for the response, however my question are also for the MZ version, are this system will work fine with pixel movement? I assume if yes it will be for both and if not it will also be the answer for both engines, unless I'm wrong somewhere?
Hi again Ritter, hope you doing well.
About this new neet copy post tile plugin: Would it works as intended with 'Altimit pixel movement'? I know sometime the pixel movement plugin not touch the same functions other plugins that use 'x' y' location check, so I wonder if this will work too? or it will need a patch/update for that purpose?
Also I like the new itch community system :)
Thanks for the respond, I trust your experience.
Edit: just got it and put it in my project and tried to upload the play test, then I get the following error for some reason, are is something to do with the 'Pixi'? I'm using mv version 1.6.2 so it should be the last Pixi the come with it (4.5.4). do I need to update my Pixi some how? or maybe a plugin? (I tried to update Pixi in the past with other project file but it have problems with other plugins I used so I drop it and use the mv version).
The error do not appear when using only ' Cyclone-Map-Editor-MV.js', only when adding Cyclone-ExtraTilesets-MV.js
Hey Cyclone, I hope you doing well.
are this plugin or your Map editor plugin effect Mobile in anyway? Or is work fine on mobile as well? I heard the reason mv didn't come with more then 5 Tileset space was because 'mobile' problems so just want to make sure.
Sounds like a 'neat' plugin coming up.
Quick question about this one though:
I was thinking to use it to call/addvABS items/skills (chorono engine), as you probably know with mog ABS is have an extra 'comment' script he need to call it in the ABS items/skills menu, also is ABS skills/items show up in a separate menu (not part of the default menu).
How will I add/setup a ABS(chorono engine) item to show up?
Hey limezu, love your pack, very unique and the art style are very charm :) I would like to see more gym objects/lifting machines (arms, legs, back, front) if passible. Thank you for such a great art pack.
Hey there, Very nice pack, I got the full pack :)
Another idea, could you add a horse flying sprite sheet with wings, both type on the ground and flying in the air (with legs banding when they fly)? (you can add it as extra pack if you want). thank you for such a great horse pack.
I really don't know how I missed your plugins until now, each of them are super helpful for any game including ABS, and you add a lot of information on each of them with a lot of details, Thank you!
Thanks for the explanation, sounds like simple but affective way to solve the Chrono engine issue, and yes I'm still worry a bit about the loading save un-spwan' events, my game have day and night system and basically every 'morning' player will be able to 'attack' the ground (and found items) again, that when I plan to restore the 'un-spwan' events. a good example how to the 'restor' events effectively will definitely going to help, And no rush with the demo (I can't wait though :))
That will be a big help, thank you! Also just to point it out, I think you sew it in the image I upload, I'm also using this spawn for an 'ABS' event (use tool the active the 'yellow ground' event and give the player an item) and also for non abs events, not sure if that make any different, but wanted to point this out.
One more thing, I sew you have two parameters in the 'spawn' plugin to define the start ID number for normal spawn events and another parameter for start ID for 'abs tool events', I didn't really understand what is for, are this is just tell the engnie the event I spawn on the map will be ID number 1000, and then next spawn event ID number1001, and so on? are this ID number change by each event or by each 'spawn'(so any amount events in the spawn script will include in one ID)? why/how this will make any change in the spawn? I sew some drop fps when I change the number to 1, but didn't understand why, maybe you added this parameter to use it with the Boundary plugin? if you can add some info about that in the plugin info with some examples for what I will want/need to change the Parameter ID numbers, that will help too.
I'm looking forward for the demo :)
I see, that probably be the best way to go with then, just got your 'boundary' plugin, I still need to learn how to do this right. and I think I didn't explain it right, I don't need it to spawn at once, just to spawn fast as passible like your original script for region already do, but instead of spawn to part of the region spawn it to the full area of the region.
And yes, I sew the script above but is for 'random' events from the map id, and I need to spawn 'specific' event id on the full region area, Is that passible? Also I don't need it to spawn in the same second, as long as it spawn fast enough to not fill like is take forever (7-10 seconds?). Do you know why the method with the 'var' doesn't work? It's work with 'galv spawn', and 'galv' is weaker then your spawn, so why something like
doesn't work with your plugin? is should make it spawn not at the same time but still fill the all region (with 'jump to label' I show in the picture above.
Here is the same idea but with 'galv spawn' script the connect to a 'var', as you can see it's fill the all region area, not at the same time but that works for me as long as is fill the all region area without to much fps dropping:
'68' are the event number from the spawn map Id, '34' are the 'var' ID, and '11' are the region it will spawn on, using 'if: Random = 500 jump to label' make the script to repeat itself until the all area full, however when trying this way with your spawn is only add some amount of repeating but doesn't get the all region area full , but when trying to use the same idea with RitterSpawn is not working at all, is like the main 'Ritter.spawnEvent' script can't be connect to the 'variable' for some reason, could you check it out? I have other problems with 'galv' so if I can do similar thing with your spawn I prefer to use yours. There is no rush or anything so if you need time to check it that ok.
And again It's not have to be spawn at the same time (I sew how is drop the 'fps' like you said), is just need to fill it up fast as you can get it to be. Thanks again for your time, I appreciate it!
Thanks for checking it out, I did notice the amount of time it takes to spawn big amount of events, solving that will help a lot.
And you right, cover the full map with events will not work for this case, since there are walls, and places I will put other events, small and big event size (house...), that why control the area with Region are the most affective way for my case but I still need it to cover the full region area.
So If you find a way to add the option to spawn full region area (%100 of the region ID) using a script call that will be very helpful, I checked many spawn events, and when is come to 'fps' with big amount of event (like I need) your spawn win them all as you probably know (galv as I emanation have the option to cover 'full' region area with spawn, but the fps drop when I spawn 600-700 event already so I can't use it).
Hey notritter, I got your spawn plugin, seems like I can't spawn a full regionID Area using the script provide (I did success doing that with 'galv_spawn' thought), any solution for that?
I use common event, then connect it to a 'var' and added a 'jump to label' commend with limit number of 1000, but even do the area of the region I spawn it to was less then 1000 tiles, it didn't cover the all area.
Again when using galv spawn event this mothed did work when I use the following script:
I will assume using something similar with your spawn plugin will work but It didn't work when I try to use:
the map stop when entering like it can read it.
Do you know which script I should use instead? I need it to work with 2000-3000 event tile area, but for start I'm checking it on 1000.
In short: what should I do to get a full area of region cover with the 'spawn event' using your plugin? Here is a screen shot when using normal script without connecting it with the script to the 'var' (it spawn more event but not the full amount set.
(when player attack the ground with 'x' tool he will get item the ground change as you see in the second picture).
and 'gif' show what's happen on the map, the base tile are 'grass'(green), and the event image are the yellow ground you see that spawn, I couldn't upload the all thing but you can see the idea of what need to happened there.
The above show case are only when using your ffical script as you see in the event picture, as I said when I try to use the 'var' script Ritter.spawnEvent($gameVariables.value(35),15,true); and similar, the game stop when entering the map.
I'm building a game that will include 'digging ground' event (like in zelda 2d) using ABS and 'Spawn Event'.