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Chessa1

49
Posts
7
Topics
3
Following
A member registered Jun 07, 2022

Recent community posts

(1 edit)

Allow attacks to be more effective depending on if you're facing the enemy or not, so that positioning your direction matters more -- An example of this feature is available in FFT where at the end of your turn you would choose a direction for your character to face.

It would also be nice to be able to decide which direction a character spawns in, automatically they all face down.

Woah check my last post a bit up

I figured out what the problem is! The problem is that if you have your entire party in the battle, and they all die, it instantly game overs you. 

I added a new character to the group and left them out of the battle and it works fine.

(1 edit)

It works if I set a turn limit. It only doesn't work if my party/team is killed or the leader is killed. Setting region actors needed to be killed to my party also triggers defeat instead of the event.

Could it be related to common events needing a switch to be called to run? I tried it and nop still nothing yet.

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Small bug it seems, or it might be on my end. I can't seem to make the common event in the map setup play on defeat -- Instead it auto gameovers me no matter what I do. Even if I completely disable defeat (So it'd reset me back to where I started the battle from), it still gives a gameover. The victory works fine. 

(Synrec added a guide to this on the main page for anyone who reads this, so you can learn how to do this there)

That's fine, I already have those! I'll try to rig it up, thank you

(2 edits)

Yuup. I just need to know the bare minimum of how to make characters talk during battle, like a speech box pop up and the battle pause for a minute while they talk back and forth

How would I make the characters talk when a certain turn passes? To talk when the boss enemy is killed? Etc.

None of this is clear

And it would be nice to be able to set a defeat event (An event that plays if you lose) for a specific map, and a victory event (An event that plays if you win)

Looks good, I'll try my best to find a way to compile it into an APK or something to protect it if I can

Specifically which thing?

Weird question! Also I'm so SO sorry for asking you so much stuff but to learn how to use the plugin well I have to... And I want to use the plugins well.

Can this be used to create quicktime events for TBS attacks?

A bit of info on how to do this would be appreciated because I'd like to use it for commercial uses (Mostly donation via patreon/other means) as well with my project, and so I'd prefer to encrypt your plugins plus other authors if I can

(2 edits)

I have the plugins, but are there any tutorials or examples of how to set them up properly to do stuff during battles? Basically, how do you do events in the middle of battles based on stuff like an enemy being dead or a certain turn? Very sorry if this is really simple, but I've tried to figure it out myself and I'm clueless.

To be specific, I want the character to slide towards an enemy and then move back into place (No animation change) when they use a specific attack for the map attack motion

And to be specific I plan to have multiple 'cutscenes' in the middle of battles, where the characters talk back and forth, and I'm just asking for help or tutorials on either of these two  things, thank you!

Thank you, was just asking for my project!

That's okay! thank you v. much for making this too

(2 edits)

A suggestion I have would be another mode, this one is like the shooting mode from Undertale but inversed, where you slash and destroy projectiles instead of shooting them.

Would be a completely new concept too and allow you to set it up like a beat-em-up slashing game.

Oh and if it's not in, the ability to destroy projectiles like in the shooting mode would be cool yeah, I see the shooting mode is there.

Alright, this seems workable, is it possible to set a fail condition or a time limit? or even an energy gauge that goes down as you press/fail to press buttons?

I'm getting mixed signals, is this compatible with MV, or? I'd buy it pretty much instantly if it were, but it's kinda unclear.

It would help a lot if you'd release a video (or someone) showing the actual setup of an attack from start to finish.

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I had an idea to have some of my battlers be tanks, literally vehicles that are in the battle too, but with one tile, it would look very weird. So, what I suggest, is a 4 tile battler that's larger than the normal battlers, or something of the like. I dunno how hard this would be, but it would make the battles able to be much more intense! Thank you for reading synrec.

If you wanted to make this an add-on, I would buy it instantly.

Another idea for an improvement (This isn't a bug, tho) would be for us to be able to use face graphics in place of our character sprites in UI like the turn order or the formation setup. If you use tall sprites Rn they clip with the UI a bit, but this is easily solveable by swapping to face graphics for the ui, as an example.

All fixed as far as I can tell, thank you!

That's fine! It's just a friendly request so you know there's interest at all etc.

It'd be fine even if you did this months from now IMO. Keep up the good work. o_o

Weird request I know, but this is an amazing plugin and I think all of the other minigame plugins similar for MV have died off/became near impossible to find on the internet -_-...
If you decide to do this, my humble thanks!!

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That was the problem yup, found it and I set that too.  So everything should be fixed p. much except the layering thing. Thank you!

It wasn't empty, it was set to an unmoving door frame that just suspiciously looked like a stack of health/stat gauges..........

Yup fixed the 'HP gauge problem', it was just that the 'none' (Or no corpse) option selects a weird looking thing as your corpse if you didn't set one.

Probably a blanket option. I'll tinker and see if I can solve the HP thing myself, it could be an issue with how I have corpses setup.

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An enemy dies and then they spawn this giant weird bar of gauges, it's not limited to enemies, though, it's actors too

O and the only reason it's a big deal for layering below or at least putting battles all at the front, is because rn corpses that spawn after a battle will be at the front and they'll go ontop of battlers if they walk on a corpses space, this could be fixed maybe by setting them at the back, but then you'd have the issue of new battlers being under, etc.

I spoke too soon, the battles start and everything works, but still afew more very small visual bugs. Health bar gauges no longer vanish (No flickering this time though), and corpses are layered above enemies and potentially actors too but I didn't test. I'll keep looking for more too.

It all works and it's fantastic, thank you!

(2 edits)

Absolutely yuup

TypeError: Cannot read property 'isDead' of undefined

    at Window_Actor_Mini_Stat.Window_Base.hpColor (rpg_windows.js:473)

    at Window_Actor_Mini_Stat.updateData (Synrec_TBS.js:13163)

    at Window_Actor_Mini_Stat.update (Synrec_TBS.js:13101)

    at rpg_scenes.js:262

    at Array.forEach (<anonymous>)

    at Scene_Map.Scene_Base.updateChildren (rpg_scenes.js:260)

    at Scene_Map.Scene_Base.update (rpg_scenes.js:113)

    at Scene_Map.Scene_Base.update (Moogle_X_EquipmentLearning.js:762)

    at Scene_Map.update (rpg_scenes.js:596)

    at Scene_Map.update (Synrec_TBS.js:13753)

SceneManager.catchException @ rpg_managers.js:1949

I should've posted this to start out, but I'm still learning my way around RPGM that's 100% my b.

Alright, one more! It can't be many more, Isdead seems to be undefined now too.

TypeError

Cannot read property 'isDead' of undefined.

These errors only pop up when you enter a battle, otherwise it's perfectly working so it's not a severe incompatibility or anything, and the turn order does initialize as do the characters, it's just that when the menu pops up normally, these errors occur.

I'd have given you both error codes the first time but only one error pops up in MV each time you crash, so I had no clue more was error'ing.

Updated, this is a weird one, I'm getting an error that keeps saying
Reference Error 'Color Manager is not defined'

No clue what it means, but I downloaded the demo and tried it, same thing, so probably something to do with the new UI? No clue.

These suggestions may be more work than usual, but you could try to include a template version of every 'category' of skill you know is possible in the demos so we could look at them and alter them up to use in our games as a base to start from.

Another is to add the ability for characters to change character sprites based on a skill state, like, they get special attack animations rn as an optional thing, but unless there's some janky workaround I'm unaware of, there's no inbuilt way to make characters change appearance if they have a specific state, could be useful for stuff like a powered up state.

Another idea for an ability usecase would be a 'swap' state, so the caster puts a swap state on someone, if one of these two characters die, the other swaps to their spot instantly.

Or

Special teleportation, where a character can be moved to somewhere selected on the map somehow instead of a random place.

I dunno if this stuff is already included in the extensions or not however.

Yup I'm having issues navigating the AI behavior settings but this is fully fixed it seems, when I removed the 'ability' locks (What you needed to qualify for using the ability for enemies) it worked just fine, just gonna need to tinker to find a good AI setting etc

(2 edits)

The only two problems with the new update I've been able to find that is probably an easy fix, (If I didn't just miss it), is that there's no way to disable the action menu start animations, while there is for everything else. I'm still re-familiarizing myself with the plugin tho so I could've missed it somewhere.

Then sometimes when you kill an enemy/actor with the health gauges enabled, it won't properly disable the gauge, it'll clip, like as if the tile keeps going above it, or, a better way to put it, it'll flicker. This one existed before this update, though.

People like me are just finding it for the first time thanks to you porting it to MV too, I was using another TBS plugin until I saw it was ported, and now I'm hooked.

That's perfectly fine, I'm excited to see the update when it's done