MV - MV + MZ : Make an Action Game! Chrono Engine Beginner Guide - On Map Tools and Battles!

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Started by AquaEcho 58 posts Page 2 of 3 View original ↗
  1. I just remembered MZ uses a different line of code for animations - did you try:
    JavaScript:
    $gameTemp.requestAnimation([this.target()], 135);
    this.setWaitMode('animation');

    In any case, it might work with this. Converting things over can be as easy as copy and paste or as crazy as having to rewrite all the functions haha.
  2. bass2yang said:
    I just remembered MZ uses a different line of code for animations - did you try:
    JavaScript:
    $gameTemp.requestAnimation([this.target()], 135);
    this.setWaitMode('animation');

    In any case, it might work with this. Converting things over can be as easy as copy and paste or as crazy as having to rewrite all the functions haha.
    Unfortunately in this case it's probably a rewrite that's needed.;_;

    I had tried the above or at least a variation on it before. Trying it again gave the same results. It seems anytime I use any of Moghunters SUBJECT script calls the wait animation function doesn't register.

    Even using the animation script call from one the MZ Schala Engine threads
    Code:
    $gameTemp.requestAnimation([this.user().battler()._chrono.targets[0]], 135);
    this.setWaitMode('animation');
    Doesn't allow it to wait.

    In any case, thanks for your time in looking at this
  3. If it's recommended to build on top of the demo, how can you do this in MZ if the demo is made in RMMV?
  4. AquaEcho said:
    You can open MV projects in MZ. Look at the FOSSIL thread. It has a picture of Chrono Engine in MZ in the first post.
    Project FOSSIL (v1.0): Use MV plugins in MZ! 300+ plugins Fossilized!
    You will have to copy over all the assets (music, pictures, icons, etc) into the right folders.
    Apologies, and not to say I didn't screw anything up (I'm very capable of that lol) but that's what I originally thought you should do. I can open it, but I can't playtest it as it doesn't leave the black screen, and I have title disabled in case that could have helped. Is it so that I need to config the scripting in the demo to call through FOSSIL? Or is it 100% PEBCAK and I'm just being a doofus...
  5. Do you have all the plugins listed in the order in the screenshot in the FOSSIL thread?

    Turn off MOG_TitleSplashScreen if it's on
  6. Hmmmm... Using the link for the MV version of the Mog pack does not produce what the FOSSIL screenshot shows.

    Because I'm an idiot and didn't see the spoiler for what plugins you can dispose of... I'm assuming THAT'S the problem..
  7. Merancapeman said:
    Hmmmm... Using the link for the MV version of the Mog pack does not produce what the FOSSIL screenshot shows.

    Because I'm an idiot and didn't see the spoiler for what plugins you can dispose of... I'm assuming THAT'S the problem..
    You have to use the plugins in the Chrono Engine folder in that download. You could also get it from Cross Engine.
  8. AquaEcho said:
    You have to use the plugins in the Chrono Engine folder in that download. You could also get it from Cross Engine.
    Well, either way I'm an idiot and I missed a basic step. Sorry for the waste of your time, and I appreciate your response. You guys are doing amazing work and it is helping shape a lot of these engines into what makes them worth it.
  9. Merancapeman said:
    Sorry for the waste of your time, and I appreciate your response.
    It is not a problem. If anything is unclear or confusing let me know.
  10. AquaEcho said:
    It is not a problem. If anything is unclear or confusing let me know.
    Actually, I've probably continued to be ignorant about this but there's definitely something strange about what I've got set up. I'm in the process of figuring out what can be compatible with this system (already found out that the dot movement plugin addition throws a "allCharacters.has is not a function" error) now that I got the demo working in MZ. In that process I noticed something very weird: FOSSIL was not installed as a plugin and it was working. When I threw FOSSIL in there, it stopped working. Did I misread something again?
  11. If you want pixel movement use Cross Engine which uses Altimit Pixel Movement. Cross Engine also has a ton of other features. For MZ, you may want to swap the stock Altimit with TyrusWoo's MZ port of Altimit.
  12. I appreciate the response, I did download it to test it but the plugin I'd really like to get working with an ABS/ARPG system is MZ3D, which I understand is probably a tall order for someone still fairly inexperienced like me. As it stands, it throws "Cannot read property of 'clearColor' of undefined" with MZ3D. I was also expecting to need FOSSIL as it's what I'm going to use to try and get some plugin collections I bought a long time ago to work again, but trying to load the Chrono demo with it installed at the top of the list results in a black screen. I understand it's most certainly something I'm doing, but I'm not going to bug you with a million questions because then I should be paying you, haha. Thank you for your work.
  13. Thanks for the point in the right direction, you're too kind. I will check those out immediately.

    I'd agree with you if I didn't really like how RPG Maker looks with MZ3D, but I also realize that's going to limit the plugins that will work. I'm going to do my best to get what I can together and make something as unique as I can, but I also just want to tell a story and score it myself; at best to have a decent game that speaks to the message I want to convey, at worst I'll have a playable resume to give to indie teams as an example of my ability to create themes with my music. I've attempted to use the more recent versions of UE and Unity for the last year or so, and a lot of that I can't process that well either because of my weird brain or I'm just stupid. I have, however, used RM2003, XP, Ace, and MV over many years and as much as I've forgotten I remember always enjoying making games in it as well as feeling validated when I get things working correctly and get in that frame of mind. I feel if I have any success at all before either old age or my illness gets me killed, this engine is probably going to be my best chance. I'm far too jaded to trust other people with my ideas and story, and I don't like commanding others to do something I can't do, so my forray into solo dev work is already being hindered by myself. I at least want to try.

    Sorry, this isn't the place for me to find therapy, so I'll stop blabbering. TLDR: thank you for your kindness. I'll try to do better at searching for this information.
  14. Merancapeman said:
    I've attempted to use the more recent versions of UE and Unity for the last year or so, and a lot of that I can't process that well either because of my weird brain or I'm just stupid
    I use both RPG Maker and GDevelop and I know most types of games are easier to make in that engine (yes, including action games like this thread) and it has basic 3D support built in. RPG Maker is specialized for RPGs as its name implies and has a lot of systems built in for RPGs, but the further away you get from RPG Maker's template systems the less support there is. Pandako who has a 3D plugin for RPG Maker makes 3D plugins for both engines.

    That said, I am still here to help anyone who wants to do this in RPG Maker but it has required a lot of scripting, workarounds, and overwriting engine functions with plugin patches.. Personally I am too far along in my project to switch and I know there are other people in the same boat.

    YoraeRasantae is active on the MV/MZ3D Discord so he's the one to ask on how to use Chrono Engine for 3D games. I can only give you advice based on what I know but he would know more about the specific implementation you want to do.
  15. I guess the biggest hurdle would then be the fact that I've purchased multiple plugins and assets for RMMZ/MV as well as the engine, and switching to something like GDevelop - even thought it's free -would mean starting again with not only no assets and no experience, but a mostly blank slate that I'd have to build the entire foundation for before I can even think about any creative aspects. I'm sure they have a lot of free stuff (well, I assume anyway) to work with, but there was a reason I paid for the ones I did. The ones in GDevelops shop don't look all that good to me, or at the very least they don't fit with the style that I may be able to achieve with the plugins and assets I've already accumulated for MZ/MV. I looked up how to make an ARPG using GDevelop and the first thing that pops up is a tutorial on how to make a grid so you can program your character to walk, which already concerns me. Further searching online indicates that not many people are aware of how to achieve an ARPG with GDevelop, although Google is showing me questions from a year ago and there doesn't seem to be much else. The available templates for Gdevelop in their shop don't seem to have anything for an ARPG (the closest they have is a roguelike and that's definitely not my style either) and while Pandako's plugins look useful, they illustrate further how each feature that a basic RPG has (dialogue boxes, grid movement, menus, etc) needs to be built from the ground up. According to one comment on the few posts asking about making an ARPG for GDevelop, this can be cumbersome, which is why I'm trying to minimize that stress with MZ. Pandako's plugins for MZ look pretty neat too, but they also don't fit for my vision. But different strokes for different folks.

    Regardless, it's good to still look at alternatives. I appreciate your dedication as I know it's incredibly frustrating and feels thankless. Sorry for being a windbag and writing an unneccessary novel. Thank you for being a part of the community that's making MZ worth it for people like me.
  16. Merancapeman said:
    no assets and no experience,
    You can import your own assets into the engine. You don't have to use the ones from their library or shop. Same as RPG Maker. You're not limited to only using DLC assets you buy. Unless the assets you bought say Maker use only you can use them in any engine.
    Merancapeman said:
    but a mostly blank slate that I'd have to build the entire foundation for before I can even think about any creative aspects.
    Yes, this is true for pretty much every engine. You have to build the game you want from the ground up or start with one of their templates and edit it. GDevelop has over 100 templates including for top down shooters and action games, most of which are free.

    Merancapeman said:
    the first thing that pops up is a tutorial on how to make a grid so you can program your character to walk
    Yes, because they let you build just about any type of game. A platformer is going to have different movement controls than top down or 3D. It wouldn't be helpful if it just gave you top down by default if you want to make a platformer. RPG Maker just gives you top down tile based movement and if you want something different, it's up to you to find the 3rd party plugin for it and any support is not their problem.

    "ARPG" is also vague and just a collection of mechanics. TWEWY and Ys are both ARPGs but have different controls and mechanics. ARPG mechanics are also found in other genres. You probably are using melee and projectile combat, which is also used in platformers, roguelites, beat em ups, etc. which there are a lot of templates and tutorials for.

    RPG Maker comes with prebuilt RPG-specific systems like the inventory. menus and battle system. That is its strength. If you like those template systems, great, the work has been done for you. If you want something different or want to radically change it is a lot of work and not much better than building it from the ground up how you want.

    For me specifically, RPG Maker is weak when it comes to pathfinding, custom collisions, and performance. Its menu customization options are also weak. If you're making the typical 2D menu based RPG, it is fine, but you start running into problems when you want more.

    This is what the RPG Maker devs themselves said about making an action game in RPG Maker and why they had to make a new engine (Action Game Maker) instead of just using RPG Maker
    "The processing requirements for RPGs and action games differ significantly. Action games, in particular, demand high-performance collision detection and fast response times, which made our RPG-specialized in-house engine insufficient for this genre."
  17. Hello, your plugin is amazing and I really enjoy using it.
    I have a question: is there a way to disable mouse click-to-move?
    These past few days I’ve been trying to find a solution, but nothing worked.


    My goal is to use WASD keys for movement and keep the mouse for attacking.
    I even tried using other plugins to disable mouse movement, but they all failed… obviously your plugin is too powerful.
    I’ve also tried changing some parameters to false, but it didn’t have any effect.
    I’ve searched a lot and even tried different methods, but none of them worked, which made me a bit discouraged.


    Could you please tell me if there is a way to achieve this? Thank you very much!