LunaTechs MV/MZ Plugins & Tools

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Started by LunaTechsDev 112 posts Page 3 of 6 View original ↗
  1. Resurrection Games said:
    I'm using the Luna Case Files in my project in MZ, followed the instructions for items with <LNCFile> in notebox, and add items to player inventory, but when I call the scene with LunaCaseFiles.gotoCaseFileScene() it just shows the scene, with Case Files in the upper left, but none of the case file items I created, and they are in my players inventory, I double checked.

    View attachment 167194


    Hi we made a small update to this because the item descriptions in the editor are too short.

    It should work if you use the tag

    <LNCFile>
    Text here
    </LNCFile>

    In the notebox. I will make an update with this change in parameters by the end of the day.
  2. Yeah that worked! Thank you!
  3. Glad to be of service!
  4. The Luna QPlugins link is broken.
  5. Will update that soon, the link in the main post correct? @Resurrection Games which one? As I get a zip when clicking on the link for the QPlugins.
  6. Kino said:
    Will update that soon, the link in the main post correct? @Resurrection Games which one? As I get a zip when clicking on the link for the QPlugins.
  7. Posted about this on itch.io but I figure I'll mention it here too for visibility - the mouse system plugin seems to read incorrectly for me when I'm running the game in fullscreen. The custom graphic is like, a couple hundred pixels down and to the right of where there real cursor is, resulting in some pretty funky issues.
  8. There seems to be a weird bug with the QMap Editor, with regards to adding sprites.
    Adding the spritesheet as an object:
    Spoiler
    uV1s9Tp.png
    Setting the number of rows/columns:
    Spoiler
    yfESii4.png
    What the selector shows:
    Spoiler
    Gud5CKn.png
    Trying to select a different sprite graphic:
    Spoiler
    PMJy6A7.png
    After clicking "Ok", the graphic of the object doesn't change, it's still the sprite from the top left of the sheet.
    Full and animated objects work just fine, it's just sprites that have this behavior.
    (I also noticed that animated things seem to animate too quickly - both the animated water tiles and animated objects in the editor. Though this could also be a bug caused by my hardware rather than the editor, because at least at one point I saw it animating at the correct speed.)
    Spoiler
    2020-11-25-13-17-20.gif
    The speed of that fire object is 15, the default speed value.
    EDIT:
    Looks like using a tileset image as a "spritesheet" and setting the columns/rows to 16 works as expected with the selector, interestingly. Although clicking "ok" on any of the other "sprites" still doesn't switch it off of the top left object.
    Spoiler
    0uDaci1.png
  9. Any update on the broken q plugin link? :kaocry: have had the same problem as res for a while.

    Edit:
    Err, had to create a github account, apparently it 404s unless you're logged in so I guess it's private or something.

    Edit 2:
    In the production zip folder downloaded there are only three plugins (the same 3 for mz and mv) but more than 3 listed, are the others somewhere else? xD
    1606508050586.png
  10. I can confirm what @Riazey says, it looks like if you're logged into a github account you can get the download from the OP, but if you aren't logged in/don't have an account it just brings you to the 404 page.

    I think I've also discovered another consistent graphical glitch of some kind with the QMap Editor, this time to do with rendering the tiles as they appear in MZ.
    This is how the first map in the map hierarchy (map #001) looks directly in the MZ editor:
    Spoiler
    tqXCuUH.png
    As expected, this is how it looks in the QMap Editor:
    Spoiler
    H94dZYT.png

    However, for other maps, it completely breaks. This happens with other maps using the MZ RTP as well as other maps using different tilesets. I've also noticed that switching between maps changes how the QMap Editor renders the maps.
    This map also uses the MZ RTP:
    Spoiler
    yMV7u3F.png
    But in the QMap Editor, it instead looks like this:
    Spoiler
    aBZskWU.png

    As for switching between maps changing the rendering, here's how one map looks in the MZ editor:
    Spoiler
    MdsIebv.png
    If I click on a map that's 100% QMap objects (nothing in the MZ editor) that use the graphics included in the VisuStella plugin sample project, and then back onto this map, this is what it shows:
    Spoiler
    G2HybxT.png
    If I switch back to the first map I showed (the one that renders exactly what the map looks like in the editor) and back to this one, now it looks like this in the QMap Editor:
    Spoiler
    odsI8Rh.png
    (Sometimes, I've noticed that if I stay on that map for a few seconds, the map changes from this to the one below.)
    Then, after I grabbed the screenshot, uploaded it to imgur, and pasted the link into here, going back shows that it looks like this:
    Spoiler
    a8IoNx2.png
  11. Just wanted to pop in real quick and add that the <noTilemap> command from Qplus doesn't seem to work <3

    1606766805071.png
  12. Can you add a setting to the plugin to change the words, "Case Files" in the Luna Case Files plugin?

    I wanted to make it say something else, like, "Text Messages"
  13. So I went to open the Luna QMap Editor and was greeted with this....
    am_I_missing_something.jpg
    Am I missing something? Both the standalone and install version of 4.3 and 4.2 give me this. I had to go all the way back to 4.1.1 to get a load option. :kaoswt:
  14. Resurrection Games said:
    Can you add a setting to the plugin to change the words, "Case Files" in the Luna Case Files plugin?

    I wanted to make it say something else, like, "Text Messages"

    It's been added and updated to include a text title option for the scene.
  15. Hello! Appreciate the work that you guys are doing, especially in regards to QABS and the other Q plugins. I made a thread regarding addition of wind-up animations in QABS but am now wondering if it might be best to ask it here.

    Please let me know if that's alright and if you have any insights into these issues I'm having (which I describe in the thread).
  16. @Riazey @ImaginaryVillain @Sleepy Kitten Games About QPlugins, I had to take a break recently due to mental health and since I'm the one whom started the project, things just kind of gridned to a halt. I'm starting to get back iinto the daily grind and I should have some updates for everyone within a week or so, stay tuned and thanks for all the patience and great bug reporting.
  17. I'm really curious to see what additions you could make to Luna Minimal Map Inventory.
    This is a script that I would like to use. For now, it lacks a bit of elasticity, a bit.
  18. ulosbal said:
    I'm really curious to see what additions you could make to Luna Minimal Map Inventory.
    This is a script that I would like to use. For now, it lacks a bit of elasticity, a bit.

    If you have suggestions, let us know and we'll look into adding those features!
  19. I've been finding QMap places maps 36 pixels lower than it says, so I've had to place images at Y: -36 to make them line up with the top of the map.

    Also QCollisionMap at line 82 says....
    this.container.addChild(this.collisionMap);

    ...instead of....
    this.container.removeChild(this.collisionMap);

    ...So any image loaded stays loaded, instead of clearing. You'll probably want to update that.