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vishi221

65
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1
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A member registered May 07, 2017 · View creator page →

Creator of

Recent community posts

Thanks! Feel free to report any bugs on Itch or Discord. I might be offline on one of them occasionally, but I’ll stay with your project until the plugins are fully stable, just like I’ve done for others with my other plugins. You can see this clearly if you check my Discord.

Attached is the guide for text movement. The delete feature works fine for me. Why the 3-star review so soon? I've already fixed the issue for you or perhaps you're just having bad luck with your specific device. Have you tried deleting the VS221_HUDUIPro.json save file and testing it again?


Hi! My plan is to allow adding buttons to Scene_Menu to call Common Events, and that will be the final feature update. Since the plugin is already quite large, I'll only focus on bug fixes after that to ensure stability. This plugin is mainly for custom images, it's not like SRD HUD Editor for creating other windows.

I'm not sure if it'll be compatible with VisuStella, as it seems the author has encrypted their plugins to prevent anyone from reading the code.

Hi! The plugin doesn't need any external art because it has built-in templates drawn directly by the plugin itself. You can play the demo tool, delete the actor, and try setting it up yourself to see how it works!

Please update to the new version!

Oh, I see. Since I haven't tested the skill menu yet, I wasn't aware of that. Let me double-check it again.

Please update to the new version!

Please update to the new version!

The HP gauge consists of two parts: the fill gauge and the BG gauge. You just need to adjust the X and Y coordinates and enter the values until they align perfectly to your liking.

Yeah, that's a default engine behavior. When you're using the plugin, it updates data in real-time, which can be quite annoying. I'm looking for a way to fix it, but it's a built-in notification in MZ, MV doesn't have this issue.

Currently, the plugin doesn't support custom fonts yet. I'm in the middle of updating that feature, so stay tuned! I'll release it soon.

Thanks for your feedback and for choosing my plugin. Wishing you all the best with your project's success!

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Yes, you can do exactly that!

If you are using the FULL version, you can make the terrain become dark again immediately after the player leaves by changing this setting in the Plugin Parameters:
Visited Darkness: 1

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Got it! I'll add a toggle to turn the cursor/glow color ON or OFF so it matches your project better.
I'll be adding that soon, so stay tuned!

Your save file is stored in the data/VS221_UIPro.json folder, so don't worry too much about it.

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I know this issue. When you open the image selection, the selection frame only occupies about 15% of the area, instead of looking like the plugin's description image, right?
Please try updating to the latest hotfix to see if it resolves the issue for you.

Possible, but too time-consuming and MV lacks MZ's performance. I'm skipping the MV port to focus on a new Resident Evil-style mouse-aim engine. MZ is just better for mouse support.

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I have updated the plugin to a new version.
Is this new feature exactly what you were looking for?

I've added the features you requested, along with several other new functions. Please download the latest version to try them out!

Thanks! Take your time and spend a few minutes checking if the plugin is the right fit for your project. 😘

It's possible to set the position like that, but it will be fixed. Try the demo on the plugin page: run the tool, enter battle, and press 'M' to try designing it yourself. However, please note that the demo doesn't come with pre-loaded images.

Instead of having to buy it first to experience the plugin, almost everyone tries out the demo before deciding whether or not to make a purchase.

Could you provide an example image? I've never played this game before. Alternatively, you can try designing it yourself using the web demo on Itch.

I've cleared out the dead code as you suggested—at least, I think so. To be honest, I haven't done a 100% thorough check yet.

Please download the latest version to access this feature.

The Battle Scene is now live! Please test the demo thoroughly before making your decision.

That sounds interesting! I'll look into whether this feature is easily feasible or not. I'll give it a try and aim to have an update ready within this February.

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The Battle Scene for the plugin is now complete and is currently undergoing testing before release. I wanted to give you an early heads-up that the price might increase slightly. Developing the Battle Scene was quite difficult and time-consuming, so I hope you understand.
https://vishi221.itch.io/rpg-maker-mz-menu-ui-pro/devlog/1319341/upcoming-full-release-roadmap-update-price-change-1249-1499

Oh, I see. I've already added that feature for you. The upcoming battle update will include your suggestion, so stay tuned!

Thanks! I'll try to update a few more essential features so users can fully deploy their projects, and I'll write the documentation when I have some time. The current kit is almost stable now, so I'll just add a few minor functions before wrapping it up.

As you know, given the price of the Kit, the roadmap won't be too long because there isn't an overwhelming amount of content for this specific genre. However, I'm currently working on the Aim and Shooter plugin, which will be much more advanced for developing shooter and zombie games and that roadmap will definitely be longer.

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No problem! As long as it helps with your project. But wouldn't preloading be better for a smoother UI? I've considered that approach before, but I'm worried that things like buttons or FX might not load consistently, especially on mobile devices.

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Hi! Currently, there isn't a written documentation or user guide for the lighting system. However, are you using the real-time lighting settings? It shows the changes instantly.
Because the plugin is still in the process of development and being updated, I haven't had the time to write the documentation yet.

Yeah, I've actually considered adding a crafting queue machine so players don't have to do it all manually. It might not be simple to implement, but I'll try my best to add this feature in a future update.

I also have an idea where players could hire an NPC to handle the crafting queue for them in exchange for a fee.

Thanks! Usually, when I update, I'll post a devlog on itch.io immediately, or I'll just send a message here whenever there's an update.

Thank you for your interest in this plugin. The battle ui is currently under development, since there are many windows involved in battles, there's still a lot of work to be done.

Oh, glad to hear everything is settled. Please don't hesitate to contact me again if you encounter any further issues. Or you can also check the demo for the basic setup and folder structure.

Hello! Did you place the button assets in the img/pictures/buttons or button folder yet?

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You're right. I haven't had the time to clear out the dead code yet, but I will clean it up later.
As for the extra features, I included them because I use this plugin for my own project as well. I don't have the time to create separate plugins, and since these features are somewhat related to the UI, I decided to just add them in.

I have already exported Sprite_UIPicture and Sprite_UICommand under the window.VS221.MenuUIPro namespace. This should be sufficient for you to implement the Dynamic Pictures compatibility on your end.

Oh, I totally forgot. Thanks for reminding me!

Please try the new version. I'm not sure if it will fix it for you, but I suspect your old NW.js version is causing the error.

Oh, that's quite strange for it to happen right at the start of the game. Does this happen on the itch.io demo as well?