Alpha ABS (MV) [New cool DEMO, build 1242]

● ARCHIVED · READ-ONLY
Started by Pheonix KageDesu 883 posts Page 27 of 45 View original ↗
  1. TenTranVN said:
    Can I ask if the current version was able to use bow weapons ?, and how to set it up?
    Hi, I take it you're newto this plugin? I suggest you read the Manual included with the demo (Alpha ABS 12.pdf) It contains most of the information that you need to get started. Including how to setup long ranged weapons.
  2. cedr777 said:
    Hi, I take it you're newto this plugin? I suggest you read the Manual included with the demo (Alpha ABS 12.pdf) It contains most of the information that you need to get started. Including how to setup long ranged weapons.
    I see, thank you. Can you help me tell Kagedesu that it's possible to customize the size of the control, since for a mobile device it's hard to dial because it's too small
  3. when it will be public on github
  4. Can I report some bug? maybe not bug but I found in my project, I hope will fixed too :D

    1.When enemy dies and change graphic (with switch b ) and then when player on top dies enemy position, player will be loot item again if player re-visit this map again (can loot item anytime if player re-visit).

    upload_2018-8-18_21-52-30.png

    2.After bug No.1 will be continue ,If player kill enemy and re-visit this map again at position of enemy dies , that position will be locate old spot from start (not same die position from bug No.1)

    upload_2018-8-18_21-53-8.png

    3.If player have some follower, sometimes will not follow (also ABS maps) , sometimes follower will be hit something on transfers position not enemy, and then follower dies with any reason.

    upload_2018-8-18_21-57-17.png
    upload_2018-8-18_21-57-59.png

    Sorry for my english of you want some video I will add to you if you want to see them.
  5. keizz said:
    1.When enemy dies and change graphic (with switch b ) and then when player on top dies enemy position, player will be loot item again if player re-visit this map again (can loot item anytime if player re-visit).
    Can confirm bug no. 1, but let me rephrase it. Whenever the player kills a monster, switch b gets activated so you're able to normally loot items (assuming you have autoloot turned off) when approaching the enemy corpse and pressing action button. However, upon exiting the ABS map and then returning to the location where the enemy was slain, the items become re-lootable again. Thus players can abuse this bug to have infinite gold or items to sell.

    Edit: I assume those blood puddles on the ground are the switch b image event for the defeated monster.

    keizz said:
    2.After bug No.1 will be continue ,If player kill enemy and re-visit this map again at position of enemy dies , that position will be locate old spot from start (not same die position from bug No.1)
    Can confirm bug no.2, although i'm not sure if it's really a bug because naturally, the position of the original event will revert back to the default X,Y coordinates upon re-entering the map again.

    Although it would be nice if there was a feature that would save the position of the fallen enemy. (if you decide to not let it re-spawn ever.)

    Edit: for no. 3, I can't give a say since I personally haven't tried the party system yet, just like my previous comment about arrows and ammo.

    Edit: I forgot to mention that this was tested using the Stable Build Version 1.1 (21.10.2016)

    Edit: Tested with build 915, which also has this bug.
  6. @keizz I can see why you would want to post your bug report as a new post rather than including it as an edit to your earlier post, but please be careful about double posting - that is, posting immediately below yourself in less than 72 hours. You can read our Forum Rules here.
  7. TenTranVN said:
    Can I ask if the current version was able to use bow weapons ?, and how to set it up?

    You can see how implement bow in example from Demo game https://www.dropbox.com/s/ous5sotyl31f6r6/AlphaABS_Demo.rar?dl=0

    TenTranVN said:
    when it will be public on github

    New public build will be available in September

    TenTranVN said:
    I see, thank you. Can you help me tell Kagedesu that it's possible to customize the size of the control, since for a mobile device it's hard to dial because it's too small

    I will be working on the interface soon and try make it more mobile friendly
  8. 1st question: On mobile devices, maps with <ABS> notes will lag behind with the map without <ABS>
    and if possible edit the Attack button to the OK button.

    2st question: Will Alpha ABS be compatible with Alpha NET?
    and AlphaNet is a self-made player, or is I have to host a server with VPS

    3st question: MultiPlayer mode only allows one team of four, can you develop into one server so many teams can see each other and fight each other?

    sorry for my bad english
  9. I need to build 915 soon so I can publicize my game, can you finish it sooner than September, please
    In version 902 it's really good, but I saw 915 in the changelog section fixes some bugs I need, but present i do not have a visa to be able to join the patreon, in the future I will donate 100$ for you
    This plugin is really great for me
  10. Hello, I kind of have a bug with your plugin.

    I recently changed my tileset including "Character" to something different. After this the combat started doing"weird'.
    It's all ok untill I press A for a Attack. After this the game starts lagging until I kill the monster.

    I tested 3 different scenarios;

    1: Child, when using a small character for this example the child the game does not lag at all even after pressing A for a Attack.
    0473ab143d81d76d5d7dbf25d8533768

    2: as you see my tiles are bigger around 300% ish.
    a267eaf1d8a0e8466a8989de003c9985

    3: When using "big" monsters or characters the game starts lagging after pressing A for a Attack.
    19b104a9b9918e7f38d16330fd9d7be8
    782ca461553f6a4d459fcc402c1d6ae9

    I hope someone here can help me with this.

    Kind regards, Anil
  11. Anil said:
    Hello, I kind of have a bug with your plugin.
    I recently changed my tileset including "Character" to something different...
    The links to your screenshots are broken.
  12. Oh sorry, can you see them now?

    1. Is the child, which doesnt lag at all. Other sprites lag a little
    2. My tiles are bigger then the original once around 300%
    3. The mobs that make the game lag when in combat after pressing A for a Attack.
  13. cedr777 said:
    Enemy being knocked back at 0 damage.

    This is not a bug. It's allow to do spells that knockback only, without damage

    cedr777 said:
    Random direction knock back in notetag.

    In build 924 it's realized, ABS parameter <impulseRandom: 1> (use in pair with <impulse: X>)

    cedr777 said:
    Perhaps it's not implemented yet? If not, I hope this feature gets implemented someday in future builds.

    Not implemented yet.

    cedr777 said:
    Enable custom skill for basic attack. (maybe set notetags for weapons?)

    You can edit weapons notetags, basic attack skill always be 001. It's MV standard and i won't change it.

    cedr777 said:
    now we just need <impulse:X> to be enabled for weapon notetags so it can have the knockback effect. (weapon Impulse)

    I forgot to mention in the manual, but there is one feature that notetags work with weapons. You should at first put <ABS:0> (for melee) or <ABS:1> (for range) to notetags, then put any other ABS parameters.
    For impluse working you need write:
    <ABS: 0>
    <impulse:1>

    keizz said:
    anyone advice me please, how can I set reload ammo for gun ?

    I noticed that after update 1.2 (800) the firearm system is a bit unstable. Wait for the update, I'll rework firearm system

    keizz said:
    2.After bug No.1 will be continue ,If player kill enemy and re-visit this map again at position of enemy dies , that position will be locate old spot from start (not same die position from bug No.1)

    It's fixed in build 924

    TenTranVN said:
    2st question: Will Alpha ABS be compatible with Alpha NET?
    and AlphaNet is a self-made player, or is I have to host a server with VPS

    I will try to make it compatible
    AlphaNET server based on MV game client. You can host, but it will be a MV game with build in server.

    TenTranVN said:
    3st question: MultiPlayer mode only allows one team of four, can you develop into one server so many teams can see each other and fight each other?

    I'm planning two modes. "Shared Party" mode - for cooperative play, players can not fight each other.
    "Separate Party" mode - every player for himself. Group against the group is not yet planned.
  14. Hello,it's me again :D I want to ask some questions

    1.When player died, it will be transfer to ID map with common settings , it's not game over , Can I setting player location when player died ?

    2.When I setting Allow transfer to "Yes" , that's OK ! Player can escape whenever they want, But if player come to last map again the enemy will recover full of HP.
  15. keizz said:
    Hello,it's me again :D I want to ask some questions

    1.When player died, it will be transfer to ID map with common settings , it's not game over , Can I setting player location when player died ?

    2.When I setting Allow transfer to "Yes" , that's OK ! Player can escape whenever they want, But if player come to last map again the enemy will recover full of HP.

    Hi, You can actually set the player location when player dies. It can be done in the plugin parameters, I made a video testing out the new game over features. Now you can set common events upon death and set the map and X,Y location to re-spawn when the player dies, instead of a Game Over screen.

    But I encountered a problem, as the player is still invisible after going to the game over map, so I can't test it further, it's capabilities...

    "]

    This seems to occur because the plugin uses the sv_actors images as the death sprite, but it is missing a function to let the player revert back to the default Actor sprite after being transferred the game over map.
  16. OK thanks bro, I will waiting for next update.
  17. Hi, thanks for the awesome plugin.
    I've been learning to use it bit by bit but there are something that seem I can't really do in this like,

    1. Is it possible to create an aoe heal? I tried to make it from your template and change it in the field settings but it doesn't work.

    And....

    I tried to damage my hero and my other character doesn't heal him. Does the AI can't do that for now?

    2. About targeting, sometimes I like being the support and I made a Healer/Buffer character I can't target my allies with my skills. Is it possible to implement this in the future? Or there is something in the guide that I didn't know about?

    3. Custom animations won't show properly. I've made it perfectly but when showed in battle it's so misaligned. I think it's because of shrinking the animations and I won't have any problems if the animation is all in the same X,Y position. Changing them around messes with it.

    4. And also the animation sometimes plays at the top left where the player is and bottom left(if the character is facing at top or bottom). It's kinda weird.

    This was all my questions for now. Thanks! :rhappy:
  18. Mizuchi said:
    Hi, thanks for the awesome plugin.
    I've been learning to use it bit by bit but there are something that seem I can't really do in this like,

    1. Is it possible to create an aoe heal? & 2. About targeting, sometimes...
    For no. 1-2, As with my previous comment, I can't give a say since I personally haven't tried the party system yet. So I can't report whether there are bugs.

    Mizuchi said:
    3. Custom animations won't show properly... & 4. And also the animation sometimes plays at the top left...
    The misaligning might be caused by RPGMaker MV's default animation sheet dimensions, the size for a single animation cell picture is limited by the editor to 192x192. You can solve alignment issues somewhat by scaling and batch shifting the animation frames but this will not always work because you cannot go beyond Y=-312 on the editor.
  19. When new version to public release ? I waiting for new update.
  20. Mizuchi said:
    1. Is it possible to create an aoe heal? I tried to make it from your template and change it in the field settings but it doesn't work.

    And....

    I tried to damage my hero and my other character doesn't heal him. Does the AI can't do that for now?

    2. About targeting, sometimes I like being the support and I made a Healer/Buffer character I can't target my allies with my skills. Is it possible to implement this in the future? Or there is something in the guide that I didn't know about?

    AI is not yet able to heal the player and each other. This functionality is in the plans and will be added in the future.

    Mizuchi said:
    3. Custom animations won't show properly. I've made it perfectly but when showed in battle it's so misaligned. I think it's because of shrinking the animations and I won't have any problems if the animation is all in the same X,Y position. Changing them around messes with it.

    Can you make some video?

    keizz said:
    When new version to public release ? I waiting for new update.

    In this month.