i just made a few little test on the new demo..
I am surprised , that SRPG_ImmediateSkill.js doesnt bug with SRPG AOE.js in this demo..
only Issue in this case was .. wrong help info on SRPG_ImmediateSkill.js:
Glad that if it works now.
also the demo uses the new core (1.32) without boomys and my edits, what is sad , because for example without the mapBattle edits.. the mapBattle Pre-action Phase is UseLess ,it happens to late..
That is because the pre action phase has to be called in a seperated room in order to have no code action-chain behind it in that Case.. my edit solved it by calling a CE instead.. which can/should be used to call the preActionPhase... sry i cant explain it better..
( thats just 1 example, i dont want to explain every other edit again)
-> however thats not a big thing the core can easy be replaced by another core version
Thank you for answering your own sadness "
-> however thats not a big thing the core can easy be replaced by another core version "
Providing untouched core can avoid confusion between multiple versions and will ensure that it is easy for everyone to follow any change made by upstream and patch it themselves with their own modification.
@
RyanBram
i got few questions about the big harold char sprites:
are they free to use=`? what is the source, are any credits required if using this in an own project?
-> also thx for translating most of the Jap stuff !
( i gave up on the "DTextPicture" plugin while trying to translate it earlier)
->the system stuff which is still in jap can be changed by using an englisch language setting, system on the pc while making a new project
Edit.
My fav addition in this demo is the Big Char with its sword ,this way a setup is added that shows how to do it and also the added char IMG shows what kind of Char Frames are needed for that.
( that fits really good to the tutorial which i made about adding weapons to char sprites)
Did you read the CREDITS.txt included in the Demo?
He is Duran from Trials of Mana produced by Squaresoft. It cannot freely be used. I use it as placeholder when preparing SRPG_DynamicAction plugins since I cannot find any characters in this forum that have 4 direction attack motions.
Thank you
@RyanBram for pushing your new demo
My initial impressions and observations:
....
The new plugins do rewrite a few functions but probably will have minimal impact
Given that SRPG_Core was untouched, any edits (such as ones made by
@boomy or
@Dopan) should work fine out of the box
Thank you very much
@boomy for your appreciation and detailed review related with technical things. It really useful for most users. (^_^)
I will give additional information about what you just said.
- Personally I prefer to keep SRPG Core untouched, because any change in the core should be done by Gakuto to prevent compatibility issue with future release. If technically possible, you can offer any update in the core by providing your patch as extension and let Gakuto patch it upstream.
- Just like what you said, MVPs (Stands for MV Plugin), are prepared to set up things that often required by user to do basic customization for their game. My benchmark is MZ setup in database with some additional options that may be useful, such as exit button, formation changer, etc.
- MVP_MouseOperation is not only useful for changing mouse icon, but also for improving how mouse are operated in MV (again I use MZ to compare how mouse are operated in that system). By default, you need to click option in window twice for choosing any menu or options: 1st step is for selection and 2nd step is for confirmation. With MVP_MouseOperation you only need to do once, because mouse hover can act as selection which means you automatically skip the 1st step. It also used to disable mouse function when it detect keyboard input. When using touch screen, you only need to click everything once, because it will auto confirm every touch. SRPG_MouseOperation needs this plugin to operate correctly. All of MVP plugins prepared to perform basic task without requiring non free plugins, which is why it is licensed under MIT.
- Dr.Q's plugin is upgraded into SRPG_MapviewBattler to act as bridge between SRPG_DynamicAction and other NRP plugins to perform DynamicAction on Map battle.
- SRPG_MouseOperation also attaching SRPG cursor to the mouse cursor when selecting moving destination and target destination, so we don't need to click twice for moving and targeting.
- Dr.Q's plugins, mine, and other SRPG plugins (except SRPG_Core) that are included in the Demo are become parts of official plugins. So we kindly ask any contributors to also put their contribution under the name of SRPG Team if they want to donate their contribution to be part of SRPG Project, since this project are work of team, although the original Author name will remain intact in plugin help file.
I try my best to manage this project, so that each contributor does not go their own way and this project has a more targeted roadmap.
I realize that there are still many shortcomings, so if you want to suggest things that can make this project better, please do so.
When moving the actor, I think it would be better if I can directly move the actor, instead of moving the cursor.
If I move my actor to a place, press the button to see my attack range, and I don't like it, I can cancel the command and directly move my actor to another place I want.
Thank you for your suggestions. (^_^)
There are at least 2 reason why the characters don't directly move during moving phase:
- Because this kind of battle system is inspired by Fire Emblem and Fire Emblem itself has been designed to choose destination first before moving character. Any change with this behavior may require change in the core itself as well and it may break some extension.
- If user prefer to control this game with mouse, its the natural operation. In the default MV or MZ systems during walking on the map, you click the destination with mouse and the character will walk to the destination. So the character not following the mouse cursor, but following what clicked by mouse. Even Real Time Strategy games like Age of Empire also doesn't control the character movement directly, but by clicking the destination.
Hi everyone! I've ran into a bit of a problem and wondered if anyone might be able to give me a hand towards fixing as I imagine that will be much faster than me trying to solve this by myself!
Glad that your problem has been fixed. (^_^)
New demo is great Ryan, I really like some of the new features. One problem I've run into though is that it seems to be incompatible with Yanfly Battle Core, which eliminates a lot of plugins - specifically for me the animated sideview battler for enemies.
Anyone have suggestions?
Never mind, for anyone else having this issue, there is a switch in the Srpg.Core file for BattleEngineCore!
Glad that your problem has been solved. (^_^)
And for additional information, this updated Demo doesn't do anything that break compatibility with previously worked plugins. It just remove plugins that are non free from distribution (e.g the author asking free copies of your game, the author only give permission to non commercial use, the author only allowed any plugin distribution to be directed to their own website, the author need to ask his/her permission before using his plugin), so I think most of your previous plugins should work as usual. We just don't want to violate our fellow RPG Maker plugin author by breaking their rules. (The more plugins you include in a project, the more effort you need to make sure to read every term of conditions required). And I already contacted most of the plugin authors used in this Demo to ask their permission which is actually not trivial task especially if the authors are hard to reach. Some of them allowed me to use his/her code under MIT specifically for this project, some of them didn't give any answer at all.
Thanks, But I would like to suggest that you create a thread in the MZ section of the forum so that it can easily be found by those who are looking there.
Yes, I will create thread for MZ if this plugin already ported to MZ. Thank you very much for your interest and suggestion.
- i mean ,this new demo doesnt use yep plugins, just to be safe & independent when distributed on itch.io,but it has an Img used that is related to Squaresoft (now SquareEnix) ..? that is confusing me..
I touch grey area for this case. Like I said before, I cannot find any characters in this forum that have 4 direction attack motions (if you found one, please let me know, so you aren't confuse anymore), therefore I use it for placeholder until I find or commissioned someone who want to made replacement for this Duran from Trials of Mana. Since other tactical battle system in this forum also use this battler as well, so I think I can also use it temporary with "
fair use" in mind.
In the future I may provide a character set devoted to this kind of project. Something like RTP in SRPG Studio (other game engine).
I hope I answered most of the questions here. (^_^)