[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 211 of 309 View original ↗
  1. Yanfly said:
     THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






    To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


    NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


    NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


    WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




    If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

    1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
    2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
    3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



    Thank you for understanding.


    BASIC TROUBLE SHOOTING




    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


    3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


    F.A.Q. ABOUT ATB AND CTB PLUGINS


    The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

    • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
    • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
    • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit.
    • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
    • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
    • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

    If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 
  2. Platsch said:
    Hi Yanfly


    i love your plugins. Sorry for my bad english.


    i have a problem with Animated SV Enemies v1.09.


    all the enemies looks left? why?


    i have no problems with Animated SV Enemies v1.04. (works fine) all the enemies looks right.


    I have RPGMV Version 1.2.0


    View attachment 39910



    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


    ---

    ramza said:
    Hello @Yanfly, I've found an issue with the latest version of YEP_SaveEventLocations:


    Plugin Name: YEP_SaveEventLocations


    Bug Explanation: The events that are saved using the <Save Event Location> note tag do not retain their facing direction if the last move event they did was a turn.


    Exact Steps on How to Replicate Bug:

    • Create an event whose location is saved using <Save Event Location>
    • use an event to move that event around.
    • note that if you leave the map and come back, the event is still facing the last direction it moved (working as intended)
    • use a different event to move the event, but finish by making the event face a different direction than it just walked. (move left, face down)
    • leave the map and return, and note that the event is still facing the last direction it walked, not the direction it was facing when you left the map

    Sample Project (REQUIRED): saveevents.zip



    Thanks, I'll check it out.
  3. Yanfly said:
    You have to do it manually one by one.

    Ok, thanks. That's what I was about to do, just wanted to see if there was any easier way before I buckle down and write the common event for it.
  4. I have a "bug" with your save plugin, but no idea if you can actually do anything. The thing is: The bug does not appear in a completely new project, but it does appear in older projects, even if I don't use any other script at all. The bug is simply getting an "Uncaught TypeError: undefined is not a function" when saveing the game. The save actually happens and you can load it without any problems, you just have to hit F5 to reset the game and then load.


    Uncaught TypeError: undefined is not a function
    rpg_managers.js:1589 file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_SaveCore.js 1253
    /D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_SaveCore.js:1253 Uncaught TypeError: undefined is not a function




    Your blog does mention that the SaveCore requires 1.1 or above. My current version is 1.2, but maybe the project itself does not update or something. Anything I can do except for copying the whole project into a newly created one? Because if not I may simply not use the save plugin.


    Edit:


    Now for an actual bug, but in another script. If I use the Item Synthethis script and give a recipe the ability to create various categories of items, let's say, I am allowed to create one weapon and one armor, then the collected recipes shows as 2/1. If it can only create one category, for exmaple two different armors, then it shows correctly as 1/1. This also happend in a completely new project.


    Edit 2: 


    Okay, I fixed the "bug" with the Save Script. Thought the Steam Version would also update the normal scripts in the game, but apparently it doesn't. Had to do that manually.
  5. Marston said:
    Edit:


    Now for an actual bug, but in another script. If I use the Item Synthethis script and give a recipe the ability to create various categories of items, let's say, I am allowed to create one weapon and one armor, then the collected recipes shows as 2/1. If it can only create one category, for exmaple two different armors, then it shows correctly as 1/1. This also happend in a completely new project.



    This is on both the front post and bug report template post:


    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.
  6. Oh, the sample project, of course. It's not like I did everything in there except for forgetting to upload the actual project... xD


    Plugin Name: Item Synthesis


    Bug Explanation: The only things included are the Core Engine (I wasn't sure if that is also required), Item Core and the Item Synthesis plugins. The bug is that if you have a recipe that allows you to craft items from several categories, it doesn't count as a single recipe, but instead as [number of added categories] recipes. So if you can craft a weapon and an armor, this counts as 2 collected recipes, even though it's a single one. So you get stuff like "2/1 collected recipes". On the other hand, if you add several items from the same category, let's say 3 different craftabale armors, it still only counts as a single recipe.


    Exact Steps on How to Replicate Bug:  See above. Simply create a recipe that allows you to craft items from more than 1 category (Weapon and Armor, for example).


    Sample Project: https://workupload.com/file/JExYmwc
  7. I actually have a second problem.


    Plugin Name: Enhanced TP


    Bug Explanation: Even if I remove all modifiers, I still get more TP than I want to. For example, I still get TP for taking damage, even if I shouldn't (for example in the "Warrior" TP Mode). Also, if I say I want to get exactly 8 TP for dealing damage, I actually get more (in the case of the sample project it's 10). 


    Exact Steps on How to Replicate Bug: Just change any of the modes so that you should receive a fixed amount of TP, you most likely will gain a bit more (tested with the Warrior TP mode). You also still get TP for taking damage, even if there is a 0 in the corresponding TP mode.


    Sample Project: https://workupload.com/file/5d27Vzk


    Also, on a related question, is it possible with one of your plugins to prevent certain skills from creating TP? For example, normal attacks would net you 10 TP, a tripple attack cost 50, but since it's a tripple attack you actually gain 3*10 TP (10 per hit). Would it be possible to mark certain attacks so they don't create TP?
  8. did you see if ability give Tp in Database? @Marston
  9. Ah, I completely forgot that the normal attack also counts as a skill in the newer versions. Yeah, that gave TP. But that still doesn't change the fact that you get TP for taking damage, which also shouldn't happen.
  10. Marston said:
    Edit:


    Now for an actual bug, but in another script. If I use the Item Synthethis script and give a recipe the ability to create various categories of items, let's say, I am allowed to create one weapon and one armor, then the collected recipes shows as 2/1. If it can only create one category, for exmaple two different armors, then it shows correctly as 1/1. This also happend in a completely new project.



    This one is my error. I'll get it fixed.

    Marston said:
    I actually have a second problem.


    Plugin Name: Enhanced TP


    Bug Explanation: Even if I remove all modifiers, I still get more TP than I want to. For example, I still get TP for taking damage, even if I shouldn't (for example in the "Warrior" TP Mode). Also, if I say I want to get exactly 8 TP for dealing damage, I actually get more (in the case of the sample project it's 10). 


    Exact Steps on How to Replicate Bug: Just change any of the modes so that you should receive a fixed amount of TP, you most likely will gain a bit more (tested with the Warrior TP mode). You also still get TP for taking damage, even if there is a 0 in the corresponding TP mode.


    Sample Project: https://workupload.com/file/5d27Vzk


    Also, on a related question, is it possible with one of your plugins to prevent certain skills from creating TP? For example, normal attacks would net you 10 TP, a tripple attack cost 50, but since it's a tripple attack you actually gain 3*10 TP (10 per hit). Would it be possible to mark certain attacks so they don't create TP?


    Marston said:
    Ah, I completely forgot that the normal attack also counts as a skill in the newer versions. Yeah, that gave TP. But that still doesn't change the fact that you get TP for taking damage, which also shouldn't happen.



    I just switched to Warrior and nothing is out of the ordinary. I'm not receiving TP from being damaged in warrior mode at all. If you're talking about the "random" 10 gain from taking a hit, that's most likely because you're Guarding and Guard generates 10 TP.


    And to answer your question: There is no such feature.
  11. Yanfly said:
    I just switched to Warrior and nothing is out of the ordinary. I'm not receiving TP from being damaged in warrior mode at all. If you're talking about the "random" 10 gain from taking a hit, that's most likely because you're Guarding and Guard generates 10 TP.


    And to answer your question: There is no such feature.

    Hm, now it doesn't happen in a fresh project as well. The frick did I wrong last time. Still doesn't work for mine though. D:


    Thanks for the answer so far though. Will try to fix this now.


    Edit:


    Aha! "QuasiParamsPlus" is at fault. Can I create a fixed amount of damage for certain states with one of your plugins? Like, poison that deals 20 damage per turn, no matter how much HP you have (but which also doesn't kill you). Because if I can do that I no longer need that plugin from Quasi.
  12. Marston said:
    Hm, now it doesn't happen in a fresh project as well. The frick did I wrong last time. Still doesn't work for mine though. D:


    Thanks for the answer so far though. Will try to fix this now.


    Edit:


    Aha! "QuasiParamsPlus" is at fault. Can I create a fixed amount of damage for certain states with one of your plugins? Like, poison that deals 20 damage per turn, no matter how much HP you have (but which also doesn't kill you). Because if I can do that I no longer need that plugin from Quasi.



    It'd be done similar to that. http://yanfly.moe/2016/04/30/tips-tricks-damage-over-time-stacking-rpg-maker-mv/


    However, further help of this, I'd suggest going to the JS Support Forum.
  13. Ah, thanks, that works. With the exception of killing, but eh, I will go to the support forum then. Thanks anyways!
  14. Hello,


    I'm having some issues with applying states (regular slip damage states) to enemies that's reached a very high level.


    Tried it around with enemies that are level 100 (works fine) and then even higher at 500, seems to work.


    But when they're 800-900 and higher the state itself never gets applied to the enemy. The skill connects (animation plays and there's no sign of a miss) so I'm not really sure whats happening here.


    (I'm only using YEP plugins).


    I'm a little confused as to check where something might go wrong, if anyone has any ideas where I can look, I'd be thankful!
  15. @ninjahn: That's because whether or not a state is applied is also affected by the target's LUK stat. If the caster has a low LUK compared to the target's LUK, the state will have a really low chance of being applied.
  16. bgillisp said:
    @ninjahn: That's because whether or not a state is applied is also affected by the target's LUK stat. If the caster has a low LUK compared to the target's LUK, the state will have a really low chance of being applied.

    Oh so it's affected by LUK. Think I know the problem then.


    I managed to get it work in an empty project with only YEP_CoreEngine and YEP_EnemyLevels.


    I'll have a look at my LUK parameters on actors vs battlers.


    Thanks a lot for the help!
  17. Hello,


    I think my message did not appear directly the first time. So I repost it.


    Plugin Name: YEP_BattleEngineCore


    Bug Explanation: I have a problem with YEP_BattleEngineCore (v1.35) when I upload the game on a browser, the battle system does not appear. However the other plugins work, in battles too. Only "YEP_BattleEngineCore" does not work, and only on the browser version.


    Error Report: No error message


    Exact Steps on How to Replicate Bug: The "bug" appears only on the browser version. As soon as you enter a battle, the battle system is the default one of RPG MV and not the one of the plugin. (On Google Chrome and on the website Newgrounds)


    Sample Project (REQUIRED): Is that necessary because the game works perfectly when it is not extracted through "Web browsers" , if I send it via dropbox it would be the Windows version, so I think it is pointless. If it is necessary please tell me how could I upload it and make a link without making it accessible for the public. 


    Here are images that show what normally appears with the plugin :


     (the battle starts directly)


    And here is what appears on the browser :


     ("Bat emerged" and the battle system is different)


    What can I do to enable the plugin once it is published online?
  18. Hi, I'm working on a project using YEP_PartySystem v1.08. I can't seem to figure out how to show 5 actors in the main menu instead of 4.  It just ends up looking dumb, because you have to scroll down to see the last party member.  I basically want it to look like this,





    but of course in MV.


    If anyone could help me out, I would greatly appreciate it.
  19. Yoru said:
    Hello,


    I think my message did not appear directly the first time. So I repost it.


    Plugin Name: YEP_BattleEngineCore


    Bug Explanation: I have a problem with YEP_BattleEngineCore (v1.35) when I upload the game on a browser, the battle system does not appear. However the other plugins work, in battles too. Only "YEP_BattleEngineCore" does not work, and only on the browser version.


    Error Report: No error message


    Exact Steps on How to Replicate Bug: The "bug" appears only on the browser version. As soon as you enter a battle, the battle system is the default one of RPG MV and not the one of the plugin. (On Google Chrome and on the website Newgrounds)


    Sample Project (REQUIRED): Is that necessary because the game works perfectly when it is not extracted through "Web browsers" , if I send it via dropbox it would be the Windows version, so I think it is pointless. If it is necessary please tell me how could I upload it and make a link without making it accessible for the public. 


    Here are images that show what normally appears with the plugin :


    o4W53uC.jpg (the battle starts directly)


    And here is what appears on the browser :


    LppjLIB.jpg ("Bat emerged" and the battle system is different)


    What can I do to enable the plugin once it is published online?



    If your plugin isn't being enabled, then it's a problem on your own side.


    My project is running without problems online: 


    rBZeYdu.jpg


    ---

    Skelephant said:
    Hi, I'm working on a project using YEP_PartySystem v1.08. I can't seem to figure out how to show 5 actors in the main menu instead of 4.  It just ends up looking dumb, because you have to scroll down to see the last party member.  I basically want it to look like this,


    psm.jpg


    but of course in MV.


    If anyone could help me out, I would greatly appreciate it.



    There is no feature for this. There's a plethora of plugins out there that modify the main menu's appearance which do work with my plugins, which is why I haven't released something like this yet. I do suggest you check them out. :)
  20. Yanfly said:
    There is no feature for this. There's a plethora of plugins out there that modify the main menu's appearance which do work with my plugins, which is why I haven't released something like this yet. I do suggest you check them out. :)


    Does this mean you'll consider releasing something similar in the future?