VisuStella Sample Project & MZ Core Plugins

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Started by VisuStella 961 posts Page 48 of 49 View original ↗
  1. jedite1000 said:
    sent a bug report to their discord hopefully they reply since i cant continue my project until this is fixed
    Bug reports are much longer than that, there's a whole procedure, they ignore reports like that. Not sure why, I'm sure there's a good reason but.
  2. jedite1000 said:
    sent a bug report to their discord hopefully they reply since i cant continue my project until this is fixed
    The discord isnt frequented as often as needed for a proper bug report


    Use this form to report the bug.

    Google Forms: Sign-in

    Note that it will require you to upload a blank project that demonstrates to the bug in action as well.
  3. So giving them their own specialty menu command for spirit is showing all skills available, not just the ones chosen by the equip skills plugin eh?
  4. MasterTenchi said:
    So giving them their own specialty menu command for spirit is showing all skills available, not just the ones chosen by the equip skills plugin eh?
    yes correct, finally someone understood what i meant
  5. Hey all, anyone know if there is a way to have an animation play on repeat during the chanting frames?
    I have some conditional animations that I want to use but only during the chant itself, not right before the casting.
  6. How do I acquire the license for the Visustella tilesets Sample Game ?
  7. jedite1000 said:
    sent a bug report to their discord hopefully they reply since i cant continue my project until this is fixed
    Did you use the template that was provided for the bug?
  8. Hi!
    I have a SV combat conundrum I would like your thought on:

    I am currently using the List style without face portraits, and facing a problem where my enemy sprites are too big to show both their HP gauge (below sprite) and status effect/buff icons (above sprite). Moving the enemy up hides the icons and moving them down obscures the HP Gauge behind the Actors’ Guages names, etc.
    I have tried removing all hud borders and backgrounds to minimize visual clutter, but the enemy HP gauge is still hard to see. And I sadly can’t scale the sprites down without severely hurting the sprite quality.

    Do you guys have any suggestion on how I can fix this?

    So far I was thinking of either: 1) moving the status/buff I cons down to the enemy HP guage, thereby not obscuring them when I move the sprite up. 2) adjusting the size and placements of the actor gauges, names, etc. Sadly, this seems to get messy when I increase the amount of actors in a party (last party maneuver guage is of screen). 3) Find a way to hide the mentioned actor stuff when targeting an enemy and during battle sequences, without loosing battle log, enemy polyps, etc. No idea how I would do 1 and 3, though (no scripting experience).

    What do you guys think? Any help is appreciated!

    (And sorry in advance if I’m posting this in the wrong thread! Will remove if it is)
  9. Snorre said:
    What do you guys think? Any help is appreciated!
    One thing you would try would be to simple change the resolution size of your game. By making the resolution bigger, it would allow you to keep everything the same without trying to make some massive edit to anything else.
  10. GalacticGod said:
    One thing you would try would be to simple change the resolution size of your game. By making the resolution bigger, it would allow you to keep everything the same without trying to make some massive edit to anything else.
    That fixed the issue! Thank you so much!! :D
  11. Snorre said:
    That fixed the issue! Thank you so much!! :D
    what's your resolution now?
  12. image.png

    I use stb and "Sideview Battle UI"

    and I have a small problem about how status bar position work in bigger than 640*480.
    I am in Full HD resolution, so the status bar in top-right of screen, which is not good and look weird. And the Chiryl's bar is missing some right part.

    So, how can I make it move down into middle or rightside and move alittle bit to the left for better view?

    Thanks.
  13. Doctor Canine said:
    How do I acquire the license for the Visustella tilesets Sample Game ?
    It's made by @Archeia and terms are in the Visustella Demo Project, look for a PDF file called "Resources_VisuStellaFantasyTiles_EULA".
  14. If anyone has the Battle Grid System, is there a way to have a skill only hit 2 spaces instead of the entire row? For example looking at a numpad only hitting numbers 5+6 instead of 4+5+6?
  15. Can anyone help me fix this overlapping text at the top on my initial name character screen?
    I've included my active plugins as I'm not sure which is responsible for this menu.
    Thanks!1000002940.jpg1000002939.jpg
  16. Has anyone an Idea how I can move the menue button?
    I want it in the upper right corner but it is in this position.
    I have not found the ciorrect plugin and the correct line to move it
  17. hello, I was wondering if I can copy common events from the sample project into my game? and what other things can I copy from it? I'm not interested in the custom items in this project except for maybe the icons for the weapons/items
  18. Hi, is there any way to change the way animations work for multi-hit skills back to the default, so it only plays once?
  19. hello, the images like Actor1_1_Battle does anyone know who made them?
  20. DBrys23 said:
    hello, the images like Actor1_1_Battle does anyone know who made them?

    Check your DLC folder Basic Resources. They're part of RMMZ