Hi, Yanfly. :)
Sorry if I am not agree with you about this. I am not an advanced programmer like you, but I am not totally noob. I know windowskin is not become affected by reducing screen resolution, but I am really sure if other asset can be affected. There is difference in size between 48x48px actor and 32x32px actor, there is difference in size between 1000x740px battleback and 640x480px battleback, there is difference in size between 816x816px parrallax and 640x640px parallax. And of course there is difference in load time, bandwidth, and power needed between those size.
And the fourth reason I forgot to mention is, I like everything (house, tree, door) looks bigger and closer by using 640x480 without enlarging map, object, and character size (I can make 50x50 tiles map looks like 75x75 tiles map :D ).
I wonder why MV looks slower than previous maker despite the move from Ruby to Javascript which is faster than Ruby and I think one of the reason is because the 1.5 times difference in asset size.
Finally, my original request is I just want to have option to reducing font and window border size if I set your plugin to use resolution below MV standard. I understand that you are very busy for just working with smaller request like this which may only needed by one person like me. Sorry for taking your time.
Thank you for creating many amazing plugins for the community.
Other resources aren't affected either. The same way you take a 200mb movie and play it on a small screen, it will remain 200mb. If you fullscreen it on a larger screen, it will still remain 200mb.
I will not include options to change the window border size for different resolutions.
I noticed your battle core disables the movements for escaping and the intro to the battle.
Originally the characters would run from the side into the battle, but with your core, they're already standing there, and i prefer when they run in.
When i try and escape, it just makes the sound and says they escape, rather than them moving in the opposite direction.
Is there a way to fix this?
And for that matter, is it possible to create an intro animation?
Like having one character maybe.. drop in from above at the start of a battle?
Or maybe have on character jump from the side.
Things like that?
And are there any place to expand the character animations with your engine?
I'm so used to using Victor Saints battle system in Ace, i was able to do all sorts of things even have more frames of animation for one action and maybe less for another action.
Are there any plans to expand your plugins down the line to include more features to add more pizzazz and presentation.. and ZING to the battles?
As it stands, sure your core "streamlines" and makes it more like "modern" RPGs.. but it also takes away visual elements that make a battle fun to just see happen.
I just would like to be able to do more, not less.. and it feels like it imposes some restrictions while adding other things..... if that makes sense.
It does not disable movements for moving and and out of battle. Most likely you have another plugin conflicting with this. Place the newest Battle Engine Core plugin into a new and EMPTY sample project with no other plugins and you'll see the intro/escape are working fine. IF it is repeated, upload the empty sample project online (do not deploy it) and I'll take a look at it.
If you want to create an intro animation, use Base Troop Events and use a force action that's nothing but purely visual on turn 0 to work in all the character intros. This is something that you've been given the tools to straight from the beginning. It's entirely up to
you on how to use it.
A few things. I'm not Victor Sant so my Battle Engine will not be Victor Sant's battle engine for that very reason. However, hearing as to what my friends have told me, Victor Sant based off his battle system off of my Battle Engine Melody from VX and Ace Battle Engine from VX Ace. Why you're having difficulty adapting is beyond me and calling me out on limiting the number of frames is unreasonable, too. VX Ace never had sideview sprites to work with so he had to create his own animated sprite system to work with. My Battle Engine was made with an already existing spritesheet layout for sideview battlers. Therefore, it was the most approachable decision to make it work based on the
existing spritesheets which includes the limitations imposed by the default spritesheet.
You're being rather insulting by saying my Battle Engine takes away visual elements and lacking "pizzazz" and "ZING". Did I not include two entire Action Sequence Packs for full character movement control and camera/zoom control? To my knowledge, the default battle engine never had this to begin with. Not to mention that quite frankly, I believe that a lot of Battle Engine Core users made LOTS of wonderful animations
found here with plenty of "pizzazz" and "ZING" using nothing but the Action Sequence Packs themselves. Remember, my Battle Engine lays out the framework for YOU to use. I'm not responsible for the creation of your game or making it more visually appealing. That's something you have to do work for yourself.
Hey Yanfly,
I just checked out your plugin for keyboard configuration. Its rly nice! What else did I expect?
But I had a Idea for a nice Addon that should be easy to make. Would u maybe allow us to set up some keys to change variables? Bools for example...(press "Q" set Variable 136 to 1/press "Q" set Variable 136 to 0)
That way we could simply use the keys to open up completly other menues, play animations or do whatever we want that bool to do :)
There could be just 3+ possible "Variable keys" or even more, who knows?
Triggering the variable could for example open the crafting menue, switching the music, make emotes for the charakter etc.
:)
Glad you liked it!
:)
I'll consider that idea! Though, it actually sounds a lot like what I have planned for Button Common Events, where you bind common events to certain keys on the keyboard. Once that gets voted enough, I'll release it since I'm making plugins not strictly based on what people want to see made earlier.