ODW - Plugins Collection Releases

● ARCHIVED · READ-ONLY
Started by r66r 54 posts Page 1 of 3 View original ↗
  1. ODW_Plugins_Collection.jpg

    This thread is dedicated to sharing and supporting all the RPG Maker MZ plugins we've released at Open Digital World. You can also check our development logs and the status of upcoming plugin releases in this thread.

    How to use the plugins

    By default, basic documentation for each plugin is provided in the plugin header, as well as in the README.md file attached to the released package. More detailed documentation will soon be available on opendigitalworld.gitlab.io.

    Terms of use

    All the plugins listed below are free of charge and are licensed under the MIT license.



    Core Plugin v1.1.0

    This plugin is required by all ODW plugins to take advantage of the many functions and features it offers, such as an automatic debug mode and the loading of custom fonts for your game.

    Key features
    • Enables some debugging functions by default for playtests.
    • Offers several functions for formatting plugin data.
    • Adds a set of basic functions to the RMMZ engine that should have existed by default.
    • Adds new movement functions for use in movement route configurations.
    • Loads custom fonts for use with our other plugins.
    • Enables 8-directions movement for character on maps.
    • Manages 8-directional input for player controls by plugin commands if required.

    Links



    Multi-Language System Plugin v2.0.0

    This plugin lets you translate game texts to suit your needs. Texts are simply written in JSON files, grouped in language-specific folders. It is also possible to configure fonts specifically for each language. The active language can be selected from the game options window, or at game startup.

    Key features
    • Adds a language selection scene at game startup.
    • Adds an option to choose the game language.
    • Adds the possibility of having a specific font per language.
    • Translates almost all database and event command texts, including hard-coded texts in RPG Maker MZ code.
    • Offers ready-to-use patches for Galv and VisuStella plugins.

    Links



    Advanced Picture System Plugin v2.0.0

    This plugin lets you manipulate images or text transformed into images by means of various transformations: moving, scaling, rotating, spinning, flipping vertically or horizontally, fading and tinting. Texts can also include icons and other text commands (e.g. \C[x], { or }, ...). Finally, this plugin enables common events to be triggered by various mouse or keyboard actions (hover, press, click).

    Key features
    • Creates, manipulates or deletes images or text transformed into images.
    • Allows you to perform various transformations: move, scale, rotate, spin, flip vertically or horizontally, fade, tint and restore original state, specifying easing type, duration and whether to wait until the end of the transformation.
    • Allows you to use commands such as icons, colors and size in the text to be transformed into an image.
    • Allows common events to be executed according to various mouse or keyboard actions.

    Links



    Title Map System Plugin v1.0.0

    This plugin enhances the basic features of maps by adding the ability to declare a map as a title scene, and displaying / customizing the scene commands.

    Key features
    • Use all the map features to create a stunning title scene.
    • Display an on-demand control window via events.
    • Customize the command window to suit your needs (width, position, background, skin, item alignment, fonts and colors).
    • Customize command item scripts, or use the default ones.

    Links



    Gameover Map System Plugin v1.0.0

    This plugin enhances the basic features of maps by adding the ability to declare a map as a gameover scene, and displaying / customizing the scene commands.

    Key features
    • Use all the map features to create a stunning gameover scene.
    • Display an on-demand control window via events.
    • Customize the command window to suit your needs (width, position, background, skin, item alignment, fonts and colors).
    • Customize command item scripts, or use the default ones.

    Links
  2. Release Announcement 01.12.2024

    Starting today, I'm inaugurating a new thread that will group all our plugins together, so you can find them easily, and so we can centralize their support.

    This first post allows us to provide you with the following plugins:
    • a new Core plugin, now indispensable for all our plugins
    • an update of the Advanced Picture System plugin, to adapt it to the core plugin
    • an update of the Multi-Language System plufin, to adapt it to the core plugin
    The Multi-Language System plugin has also been enhanced with a new customizable scene, accessible at game startup and allowing you to select the game language (proposal from @apelsyn (babagaga404)).

    Example
    Note: in this example, the texts suggesting language selection are integrated into the scene's background image.
    LanguageSelectionScene.png

    Edit 06.12.2024: Itch.io links and pages are now available.
  3. None of the mouse commands in the advanced picture system plugin seem to work except "Click" if I assign them using the Create Image plugin command. If I bind them after the picture is made they work fine, though. Unsure if I'm doing something wrong here.
  4. Hi @BrittleLizard. Can you please send me a screenshot of the event in which you use the plugin commands. Have you also declared the variable id in the plugin settings? I'll try to reproduce the case in a new project, and see what might be the issue with the mouse trigger other than click.
  5. Release Announcement 06.12.2024

    For our second week of releases, here are two new plugins we have experimented with during the spooky game jam.
    • Title Map System Plugin
    • Gameover Map System Plugin
    Both plugins enhance the basic features of maps by adding the ability to declare a map as a title or a gameover scene, and displaying / customizing the scene commands.

    Warning: activating these plugins automatically deactivates the standard RMMZ title or gameover scenes if a map is configured. In addition, the game title and “Game Over” label are not displayed by default. In fact, we prefer to use the possibilities offered by the map's native event functions to enable you to display these labels by other, more effective means (e.g. pictures, text image plugins, ...).

    Example
    The screenshot below shows a game's title scene with:
    • the map and events running in the background
    • a picture inserted behind the game title (another text-image loaded with the Advanced Picture System plugin)
    • the title command window loaded once the initial cutescene is complete
    The Play and Options actions are like the default ones in RMMZ, the Exit action is specific to the plugin, while the Credits action is set by the developer in the plugin settings.

    tms-image0.gif
  6. r66r said:
    Release Announcement 01.12.2024
    [/SPOILER]
    Starting today, I'm inaugurating a new thread that will group all our plugins together, so you can find them easily, and so we can centralize their support.

    This first post allows us to provide you with the following plugins:
    • a new Core plugin, now indispensable for all our plugins
    • an update of the Advanced Picture System plugin, to adapt it to the core plugin
    • an update of the Multi-Language System plufin, to adapt it to the core plugin
    The Multi-Language System plugin has also been enhanced with a new customizable scene, accessible at game startup and allowing you to select the game language (proposal from @apelsyn (babagaga404)).

    Example
    Note: in this example, the texts suggesting language selection are integrated into the scene's background image.
    View attachment 324316

    Edit 06.12.2024: Itch.io links and pages are now available.
    Hey! I really like the multiple-language plugin! It would do wonders for my lil project but I've been trying to use it the whole day and I don't know why it simply is not working. When I start the game the Error "Failed to load: languages/eng/main.json" appears, even tho I checked multiple times to see if the files were named correctly and, from what I saw, they are.
    Here are some screen-shots
    Files
    [/screenshot 1 (Files).pngSPOILER]
    [/Screen shot 3 (plugin parameters).pngSPOILER]
    [/Screen shot 2 (plugins).pngSPOILER]
  7. Hi @Jacarim, that's really strange, indeed. I'll try it tomorrow with a new project to see what’s the issue. Note that I'm using it in my current game jam project and have no problem with it. Do you have any data in your JSON file? Can you press F12 (if the debug mode is not enabled in the ODW Core plugin) when the error appears and tell me what is in the console?
  8. r66r said:
    Hi @Jacarim, that's really strange, indeed. I'll try it tomorrow with a new project to see what’s the issue. Note that I'm using it in my current game jam project and have no problem with it. Do you have any data in your JSON file? Can you press F12 (if the debug mode is not enabled in the ODW Core plugin) when the error appears and tell me what is in the console?
    The JSON file is completely blank, I putted there with nothing just to test it, I also tried it with the propper plugin script (having a ${X} word in the game and an "X" = "Y" in the script) but it did not work as well.
    Here are some prints of the F12 and the error on console
    error 1.png

    It is quite odd since it doesn't really show an error like when I press retry. Also weird (but I saw that at the beginning of the thread another person had the same issue) is that it tries to look for the json file in Data, this time it computes as an error
    error 2.png
    And when I tried making the same folder inside the data folder (just for testing) it just gave me "Script error"
    error 3.png
    Thank you for your time, I just don't get what is the problem.
  9. Jacarim said:
    The JSON file is completely blank, I putted there with nothing just to test it, I also tried it with the propper plugin script (having a ${X} word in the game and an "X" = "Y" in the script) but it did not work as well.
    Here are some prints of the F12 and the error on console
    error 1.png
    All your configuration was correct (folders, file, plugin parameters), it's just that the content of the main.json file is in the wrong format.

    The error is displayed in the console (the first lines) => the JSON file must be in JSON format and contain at least {} (it cannot be empty). In addition, the key => value relationship must be in “X”: “Y” format, not “X” = “Y”, and each line must be terminated by “,” except the last.

    Example:
    Code:
    {
      "X1": "Y1",
      "X2": "Y2"
    }


    More info: https://www.w3schools.com/js/js_json.asp
    Verifier tool: https://jsonlint.com/
  10. r66r said:
    All your configuration was correct (folders, file, plugin parameters), it's just that the content of the main.json file is in the wrong format.

    The error is displayed in the console (the first lines) => the JSON file must be in JSON format and contain at least {} (it cannot be empty). In addition, the key => value relationship must be in “X”: “Y” format, not “X” = “Y”, and each line must be terminated by “,” except the last.

    Example:
    Code:
    {
      "X1": "Y1",
      "X2": "Y2"
    }


    More info: https://www.w3schools.com/js/js_json.asp
    Verifier tool: https://jsonlint.com/
    Yep! That was the problem! Such a silly mistake on my part. It works like a charm! This will help me immensely.
    If it is not a problem for you, I have just one more question: Is it possible to make the chosen language change a variable? For example: English = "language variable" = 0; Portuguese = "language variable" = 1.
    It does not need to be something written directly on the code, just a script call that I can put in an event so that the chosen language sets a value for the variable.
    I wanted to put different pictures depending on the language set on the game as well as give a translation to the textbox from plugins like the gabwindow one. I saw a thread explaining it but since I'm quite ignorant about coding I did not understand it...
    If it's not possible, or you just don't want to get stressed solving my problems, no worries! I'm already very glad that you helped me to solve my silly problem and this plugin will be a (literal) game changer for me!
  11. Jacarim said:
    If it is not a problem for you, I have just one more question: Is it possible to make the chosen language change a variable? For example: English = "language variable" = 0; Portuguese = "language variable" = 1.

    No need to use a variable. Simply call the existing ODW.MLS.currentIndex() script in an event condition, and compare it with the language index in the plugin's list of parameter languages (the first in the list has index 0).

    Like this
    1733771577427.png
  12. r66r said:
    No need to use a variable. Simply call the existing ODW.MLS.currentIndex() script in an event condition, and compare it with the language index in the plugin's list of parameter languages (the first in the list has index 0).

    Like this
    View attachment 325130
    Working perfectly! Thank you so much, really not only for helping me but also for making such an amazing and accessible plugin. Just the fact I will be able to edit all the text of the game on a proper page instead of having to find every specific text in multiple events is already a good reason to use the plugin, but by having the option of multiple languages it literally changes everything to me. Thank you, really!
  13. Release Announcement 13.12.2024

    For our third week of releases, there's no new plugin, but an update to the core plugin with the addition of the following feature: 8-directions movement for map characters. You can also manage player controls in 8-directions, via plugin commands, without having to activate this feature in the plugin settings.

    I hope you'll enjoy this new feature in our Core Plugin v1.1.0. :kaojoy:
  14. Hello. I use multi language system plugin in RPG maker MZ.
    This support our project. Thank you very much.

    We have one issue.
    We translate from Japanese to English.
    In battle, specific skills is in still like %1
    (For example,
    Our ideal is "Leon attacked!!"
    But "%1 attacked!!")

    Sorry my poor English.
    If you have any advice, please teach me.

    Image3.png
  15. Hi @kiwi__

    Thanks for using my plugin. I remember that I had this issue in an old version of the plugin. However, there is maybe still an issue with it in the current version. Can you tell me the version you use in your project?

    As I'm away from RPG Maker for now, it will take some time before I can eventually fix the issue. So please be patient. I'll do my best to check that as soon as possible.
  16. Hello, your language selection plugin looks great, but I'm encountering an issue. I tried installing it by creating a main folder, but when I try to launch the game, it says 'scene_splash is not defined'. This only happens when I activate the language plugin, and I don't understand the issue.
  17. Hi @Nedeleg

    Are you using the most recent version of RMMZ, as my plugin in version 2.0.0 is only compatible with the latest version of RMMZ (1.8.*), which has introduced a native splash screen scene (can be configured in the system tab 1 of the editor).

    To use my plugin with an older version of RMMZ, you can download version 1.0.4 or 1.1.0, but they won't have all the latest features.
  18. Thanks for the reply! I just needed to update the Corescript :p
  19. Hello! When using your Advanced Picture System Plugin i get this error when trying to make the a picture to fade out, it happens even when i put this plugin and a core at the top of plugin list. Is this a bug, or is this my fault?
    Spoiler
    Знімок екрана 2025-03-06 о 12.33.21 дп.png
  20. Hi @ap9lsyn

    Just like that it's difficult to say. Can you please send me a screenshot of the event commands, and of the error in the console (f8 or f12) as well? And maybe your plugin list as well.