New Releases: 8bit hi-tempo BGM pack, Haunted Residences Assets, Rosedale Collision Altering Plugin, Traditional Chinese Tilesets

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  1. Looking for some retro sounds for your game? How about some creepy or Traditional Chinese spaces? Have you ever wanted to further customize your game's collision in a convenient to use GUI? Look no further than this week's exciting releases!

    8bit hi-tempo BGM pack.png

    Fill your retro game with fitting chiptune tracks with the 8bit hi-tempo BGM pack! Hefka Games is here with 16 BGM tracks made with the same sound chip as the NES and Famicom, perfect for any project that takes inspiration from the games of that age. Keep your player’s head nodding along to the music as they face off against deadly foes, explore deep dungeons, and celebrate victories!

    Help your players focus during battle with energetic tracks such as the quick beeps and boops of ‘You Have to Fight’ and the heavier beats and drum kicks of ‘Para-Bellum’. And make sure your boss battles stand out from the normal fights with their own unique tracks, like the racing and constantly shifting style of ‘Battle for Wonderland’ or the oppressive hits of ‘Mighty Foe’. Celebrate victories with the excited jingles in ‘Another Victory’ and ‘Boss Vanquished’, and explore crumbling caverns while the speedy ‘Adrenaline Rush’ plays in the background to prompt your players to keep going before they end up falling to their doom. Want even more details about each track, including details other composers may enjoy like the scales used for certain tracks? Then make sure to check out the include ‘Tracklist and Description’ file where Hefka shares some of their thoughts on each track and where they’d use them in a game.

    This pack also comes with a chipper ‘mission cleared’ ME that you could use at the end of battles or whenever your heroes finish off a quest. Each track comes in both Ogg and M4a file formats so that you can easily use them in MV and MZ, or use them in your favorite RPG Maker engine. If you’ve been needing more options for NES-style music or just want to add some more toe-tapping tunes to your game, check out the 8bit hi-tempo BGM pack!

    Purchase now on KOMODO Plaza!

    Haunted Residences Assets.png

    Create a pixel art Victorian town for your detectives to explore and your citizens to try to survive with the Haunted Residences Assets pack! ESQUADRA,inc. has crafted a set of tiles sized for MV/MZ ready to turn empty maps into streets lined with townhouses, homes with connected turrets, and large ornate mansions. Not only that, but ruined interior tiles make it easy to fill an abandoned house with ruined and ransacked furniture.

    Visit stone townhouses topped with cute blue or pink roofs, or keep your game’s darker themes with dark green and crimson roof tiles and foundations. Create homes with painted wood walls and shingle roofs that come in multiple colors that dot the landscape until your players reach the main location of the game: a large brick mansion filled with rooms to explore. Fill the houses with dirty bookshelves, torn beds, knocked over dressers, and cooking pots with concerning stains in them for your players to search and find new clues to the game’s mystery. Each house exterior comes in two versions, a clean option and destroyed option, so you can mix and match to make each house look unique or show just how long certain places have been left unoccupied.

    This pack also includes character sprites and faces for two detectives, each dressed in a long brown trench coat and matching brimmed hat, who are ready to wander into any dangerous house in search of the truth. And to keep the whole game’s look cohesive, there is also a window screen that matches the desaturated browns of the world. Create a horror game based in a creepy abandoned mansion or a murder mystery where your players play a tired, trench coat-wearing detective with the Haunted Residences Assets pack!

    Purchase now on KOMODO Plaza!


    Rosedale Collision Altering Plugin.png

    Change your game’s boxy movement into something smooth with collision detection with the Rosedale Collision Altering Plugin! Rosedale Studios (or as you may know them on the RPG Maker forums, Chaucer) bursts onto the store scene with this incredible plugin pack that gives you all new ways to set up your maps’ collisions. No longer are your heroes contained on a single 48x48 pixel square, now they’ll be able to get as close to that cliff edge or dangerous glowing lava as they want! Have them zigzag between clumps of grass, circle the statue in the town square, and slip on icy floors into towering crystals with this plugin!

    Use the included Collision Altering GUI to create unique geometric shapes out of lines and points for each tile that needs its own special shape and size, giving you control over exactly how your players can move around the map. Have squares to block heroes from walking onto graves, triangles to cut around behind treetops, and even stars for magical pentagrams carved into the ground! This pack includes how to use and tool instructions files along with sample projects for both MV and MZ, so even if you’re not super savvy when it comes to plugins you’ll be able to learn and use this plugin! So if you’ve been searching for a good way to change how tile collisions work in your game, pick up the Rosedale Collision Altering Plugin!

    Purchase now on KOMODO Plaza!


    Traditional Chinese Tilesets.png


    Build a lively and vivid city with the Traditional Chinese Tilesets pack! 午藍Wulan is back with another pixelated MV/MZ-sized tileset pack, this time focusing on details you could find in Chinese architecture and traditional homes. Build a colorful world full of bright tile roofs and detailed patterns, where NPCs spend their time playing mahjong at a table, teahouses are ready for visitors at any time with painted screens separating areas, and blacksmiths create ornate blades for your heroes to buy.

    Both interior and exterior tiles are included in this pack’s A1, A5, and 4 B sheets so you can let your heroes walk past towering pagodas and manmade ponds filled with water lilies, wander between stone statues and hanging red lanterns, and find their way to the round open entrances or sliding doors of the city’s buildings. Have your heroes buy delicious meals from stands in a busy market or relax inside on a couch near a decorative pond before heading off on their next adventure. Decorate rooms with flower pots and taxidermy cranes, or add a tiger skin rug to the floor of a rich NPC’s to show his opulence. This pack even includes bloody footprints and blood puddles so you can add a surprise murder mystery side quest to your game!

    This pack also includes a large red and gold lion costume so you can have a lion dance during a cutscene. If your game takes place in China or you want to add some new details to your game’s world, check out Traditional Chinese Tilesets!

    Purchase now on KOMODO Plaza!
  2. Oh my gosh, that collision altering plugin looks like an absolute game changer-- ... literally! XD
    Seriously, though, I've been wanting something like this for RPG Maker MZ for so long :D I'm gonna have to buy it as soon as I have funds to spare!
  3. sirenianheart said:
    Oh my gosh, that collision altering plugin looks like an absolute game changer-- ... literally! XD
    Seriously, though, I've been wanting something like this for RPG Maker MZ for so long :D I'm gonna have to buy it as soon as I have funds to spare!
    I agree! This is absolutely must have for pixel movement...
  4. Do anyone know how it work's with MZ's changed tilesizes?
    We want to use a custom tilesize in the game. Would be interesting to see if I can edit the Plugin to work with custom tile sizes as well.
  5. @MajinSonic it does indeed work with custom tile size! the colliders sizes are created in float values, and are scaled upon being loaded in your game to fit the tile size! ^_^ I have rather thoroughly and extensively tested this plugin to ensure that it works with all built in features of both game engines( MV and MZ )! However If anyone finds something I have missed I will be sure to patch it asap!

    Also as a side note this version of the plugin is only the beginning! I plan to add a lot more to this in the future( if it is popular enough )!

    TLDR; it will work with custom tile sizes( in MZ )! :D
  6. chaucer said:
    Also as a side note this version of the plugin is only the beginning! I plan to add a lot more to this in the future( if it is popular enough )!

    Do you know if it will eventually support parallax mapping?
  7. I've tested it with QMap (my preferred parallax mapping plugin), and it seems to work perfectly with that. Not sure about Doodads or TileD, haven't tested those.
    Edit: Looks like it doesn't work with Doodads - there's no errors, but the tile doesn't get the updated collision.
    I'm not familiar enough with TileD to test that out, though.
  8. @Tea++ yes :) it will support parallax mapping this is one thing I'm still determing the easiest/most efficient way to implement it, but it IS going to be added and soon! ^^;

    technically, it can be used for parallax mapping if a "dummy" tileset* is used, but that's not really a solution and more of a work around. ^^;
  9. chaucer said:
    @Tea++ yes :) it will support parallax mapping this is one thing I'm still determing the easiest/most efficient way to implement it, but it IS going to be added and soon! ^^;

    technically, it can be used for parallax mapping if a "dummy" spritesheet is used, but that's not really a solution and more of a work around. ^^;

    That's fantastic!
  10. Really interested in the collision plugin; does it also impact events and where they can go?
    Additionally, are move routes at all affected? Seems this uses pixel movement, and that is something completely foreign to me :yswt:
  11. Thank you! We want to use 72x72px tiles so I hope it will work! [We plan to do mapping and collisions with 48x48 tiles and swap over to 72x72px tiles ingame)
    I tested it so far with 48px tiles and I really love it. I hope you add more collisions for Events. (Circles and rectangles and stuff).

    Amazing work so far!

    EDIT: What about Autotiles? Did I miss something? Is it not possible to edit these?
    EDIT2: Do you have a roadmap or something like that?

    Sorry, I am mega curious! xD
  12. @Cythera event collision is determined the same way as the player ^^ so it does indeed effect events! As for move routes, by default the move route commands are set to move the distance of exactly 1 tile( so move routes of events/the player, will still look blocky ), so that move routes do not get broken.

    There IS a way to change the move distance size of the move route commands HOWEVER, I did not document how to change this because I thought it might add more complexity than necessary... But if it's a feature that is important I can definitely add it to the documentation. ^^;

    @MajinSonic the built in tile size changer in MZ only goes up to 48x48 ^^; apologies, but if your using a custom tile size changer plugin it MIGHT not be compatible but if you can DM me the plugin in question I can definitely make it compatible in the future!
  13. @chaucer This looks really neat. I've got a few questions (sorry if they've already been answered somewhere and I overlooked it):
    1. Is the plugin obfuscated?
    2. Does it support 8-directional movement?
    3. Do you know if this plugin plays nicely with VisuStella Events and Movement Core?
  14. chaucer said:
    @MajinSonic the built in tile size changer in MZ only goes up to 48x48 ^^; apologies, but if your using a custom tile size changer plugin it MIGHT not be compatible but if you can DM me the plugin in question I can definitely make it compatible in the future!
    Thank you so much.
    We are still in the planning phase of the new project, as we just have another active project and is close to completion.

    Your plugin comes just at the right time. We also have to build our TileSize plugin first :D But I will be happy to get in touch, thank you!
  15. That collision altering plugin looks really cool and interesting! And I see in the screenshots that it also has a functional follower system. I am really curious about what the followers look like in motion with this plugin, wish there was a video showing this off
  16. @Arthran
    1. At least from what I can tell, the plugin doesn't seem to be obfuscated.
    2. It sure seems to support 8-directional movement.
    3. Kinda. It plays nicely with most of that plugin's features (for instance, WASD movement works perfectly). But it doesn't play nice with the Region Rulings feature (ditto for the Movement Effects plugin - neither tileset tags nor regions work), though I sent an email saying as much and chaucer said they'll look into compatibility with those features.
  17. Arthran said:
    Is the plugin obfuscated?
    Absolutely not ^^ I will never obfuscate my code. :)

    Arthran said:
    Does it support 8-directional movement?
    Yes it is built into the plugin ^^

    Arthran said:
    Do you know if this plugin plays nicely with VisuStella Events and Movement Core?
    It may work with some of the features of this plugin but I cannot confirm 100% compatibility ^^; my apologies for that, some issues with this particular plugin have already been brought to my attention, particularly with the region rulings, which I intend to look into later, however due to the code being obfuscated I can't guarantee anything ^^; sorry...

    edit: @Sleepy Kitten Games beat me to it haha. ^^

    edit2: @mion I did my best to make follower movement feel as fluid as possible, there ARE some issues, for instance they can get stuck on stuff, but I believe the movement itself is pretty decent, I'll try to post a video of it later if possible ^^;
  18. Greetings! I have an issue with Rosedale Collision Altering Plugin in RPG Maker MZ. I just bought it today in Steam and in Readme file there is a note that for stable work you need Rosedale_CollisionAlteringPlugin and Rosedale_CollisionAlteringGU aswell. But in plugin folder there is only one Rosedale_CollisionAlteringPlugin. Can you please help me with that? Thanks.screen.png
  19. My apologies I'll definitely update that, asap! The whole thing has been simplified down to one single plugin, the other one should be referring to the tool, and not a plugin, there should be a video which shows how the tool is used as well ^^

    But on short there is only one plugin and the tool ^^;
  20. Will this work with Chrono Engine (Chrono Mode, not ABS mode)? Looks great and I'm highly considering it.

    Currently using Half-Move with some success. Altimit Movement didn't do too well for me with Chrono Engine in Chrono mode.