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Hello! I'm very interested in acquiring your plugin, but i have a question about it. The demo project shows the encounter radar as a circle radar with pulsing ticks, the assets, images and animations is customizable? Also, you can customize diferent thresholds for different maps an situations?


p.s: sorry for any mispelling, english is not my native language.

Yes to both of those! 

Circular Radar is the sample UI we provide. You can also see another type of UI we use this game which is more like an Oscilloscope (https://mythatelier.itch.io/candle-dark). So long as you provide the spritesheet and set the dimensions of the window, the UI can change to any sprite with a frame based animation.

For different thresholds on each map you can set this quite easily by using Plugin Commands to change the minimum steps for each threshold. This can be done in an Event that Autoruns at the start of the Map before erasing itself.

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Might I ask what the plugin is that grants the First Person perspective in RPG Maker, you've used to make the Proximity warning thumbnail?

Sure! It’s CutieVirus’ MV3D (https://cutievirus.itch.io/mv3d) / MZ3D (https://cutievirus.itch.io/mz3d). Excellent plugin for making 2.5/3D maps with RPG Maker :)

Thank you!

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Love this plugin!  I was trying to do something like this with events and it was a huge pain, so I'm glad someone finally made a plugin.  


I would recommend either changing how the warnings are handled with messages or adding a parameter for it to be tied to a switch since the warnings currently flash on and then immediately flash off if there's multiple message boxes because they are scripted to turn back on upon message termination.  I commented out lines 1416 to 1421 but it means I have to manually turn it back on after the final message box (or open and close the menu or start a battle).   Just something I've run into while testing.  Great plugin!

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Thanks for trying out the plugin! Yes, we can accommodate the warning changes in the next update :)

Great work as always folks. Saw this pop up in my feed and immediately rolled outta bed to add it to my library.

Thanks for making stuff like this, and thanks for making it MV compatible too. I know it's pretty close to MZ anyway, but I think that MV is getting less and less popular to release for ( I haven't seen the code, but I imagine MZ is probably cleaner to work in since MV's devs probably learned a lesson or two?), so it's nice I can still slap plugins onto it until the wheels fall off.  Someday it'll be defunct, but today is not that day XD

Keep doing your stuff y'all!

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Thanks for picking up the plugin! Let us know if there are any features you would like to see or if any bugs/compatibility issues pop up.

With regard to MV support, it's actually quite the opposite! MZ is an absolute pain in the arse to work with while MV is very easy to slap things together. MZ's code is a lot cleaner and better optimized but they make even simple things like resizing a window a nightmare because of the added considerations for rect formatting and multiple resolutions. The MZ Sprite classes in particular cause a lot of trouble when we port the plugins over because they are considerably different from how MV does things. MZ's method of registering plugin commands is so annoying that some devs just hack in a way for you to use them via the MV legacy method so as to not deal with the hassle (MZ3D does this iirc).

It's not all bad though just a bunch of hoops you have to get used to jumping through :)

I appreciate the insight! I'm not familiar at all with programming in either engine (though I'm hoping to pick it up sometime soon) but I find it quite interesting to hear about what the experience is like between them, so thank you for sharing some of the experience ^^

I'm not just biased because it's good to hear my chosen horse is not straight up "better-than"ed by MZ, at least on the programming front XD

Is there an option to have encounter steps reduce under certain situations, like standing still or stealthing, via switches or what not?

There isn’t a way to not count a step as an encounter step right now (the plugin builds on top of how RPG Maker usually counts them) but it shouldn’t be too hard to include. Should have it in by next patch :)

Hey SirCumferance,

Just wanted to let you know the latest update Version 1.2.0 implements this feature in what's called a Stealth Switch. You can set a Switch in the plugin parameters that when it is ON will no longer count Steps towards the next Encounter. Turn if OFF and it starts counting up steps like normal.

Thanks,

MythAtelier Team

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Woot!

Thanks for implementing it, I think it will help a lot