Can you please tell me the version of every plugin (LightingTool, GameTime and GameEditor have different versions) and the name of the files which aren't included please?
Right now, the only workaround I'm thinking of is to deploy a game without excluding unused files, copying encrypted files...
If you want to add a file to requiredAssets, just add to the plugin @requiredAssets path/to/the/file without writing the .png extension, for example.
Indeed, lights aren't loaded properly when starting the deployed game. I'll investigate that and try to correct it as soon as possible! Please...
Well, we'll try something.
When you're in the game, in the map where you have the light problem, open the console (F8), and type in $gameLighting.list[5].turnOn(); then press enter. It should turn the light on. If it doesn't, that means you have something else, somewhere in the map, set to...
All the causes I can think about are:
- The light you're trying to turn on doesn't have the id 5
- The light you're trying to turn on has been created from an event, and therefore must be turned on with Light ON e5
- Your event isn't activated (that happens if you set the event below character...
If I understand correctly, you want to edit the player torch from the in-game editor? This isn't possible, you should modify it from the plugin options, it's the only way to do that.
For your problem, thanks for reporting it, I will try to see what causes it.
I understand now, I thought it was the TAB button that caused your issue ^^'
I'll try to move the buttons in a future update ^^
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LightingTool v1.7.2 and GameEditor v.1.2.2 are now available too! (yeah I know that's a lot of updates in an hour, but there are a few bugs that need to be...
Ahah I'm not that fast, I just spend a lot of time on the plugin. But thank you, I'm glad that you enjoy my work :D
I'll think about it, so you can configure another key instead of TAB.
Version 1.7.1 is out! It just corrects the bug with the CTRL + Z. Sorry for the inconvenience, I didn't test...
You can get a list of all older versions here. (please note that one commit doesn't mean one version, one commit is often equal to one card here)
Here is commit for v.1.5.0
Here is commit for v.1.4.1
Here is commit for v.1.4.0
Here is commit for v.1.3.0 (which is from February)
I hope it helps...
If you mean having darker lights, as Ripple said, the Alpha value will do the job.
If you mean having a dark tint in the game, just follow the instructions to change the map tint ^^
I must admit it's a very strange behaviour, and I have no idea what could cause that, it doesn't happen on my...
It could be a good idea, I'll think about it!
The problem right now is not how to add lights, but how not to take map's lights in account. They stay on the screen, which is not what I want.
But I'll keep your idea in mind ^^
Ah, I see what you mean. Currently it's not possible, but I'll try to find a way to add multiple lights at once ^^
I added the battle tint very fast and there is no way to add a light yet. It's not very convenient, but now that I can add the tint, I can work on finding a way to add lights :D
Here's a new update! (I know I update a bit too much, but there are many things to improve)
This update mainly focuses on making the editor easier to use, because there was many things that made it user-unfriendly ^^'
LightingTool v.1.6.0 and GameEditor v.1.2.0
Hello !
I have a problem with SRD's Camera Core plugin.
If the zoom is set between 0 and 1 (so it unzooms the game), it creates a margin all around my plugin's (LNM Lighting and Time editor) rectangle. If I increase the size of the rectangle, it will fill the right and bottom, but not the left...
Shop Reduction v1.0.0
By FeelZoR
Free to Use for both Commercial and Non-Commercial projects.
Credits not required but highly appreciated.
You can find a more in-depth version of the TOS here.
Introduction
This plugin allows you to change the prices of shops during the game, globally or just...
I updated the first post with the code I use ^^
EDIT : The problem seems to come from SRD's plugin, because when I move the sprite, it actually moves but there is a margin on the top left. So the problem is solved.
Hello !
I have a PIXI.Container supposed to fill the whole screen, but if you zoom out the screen with, for example, SRD's plugin, or use the shake function, it happens that it won't fit the whole screen. I found a solution for that, but there is a problem : when using this.position.set(x, y)...
Nevermind, I said nothing.
The plugin works well in 1.6.1 with a new project. The problem was it:
- I used the demo made with 1.5.2 and launched the game as it was, and this can't work properly.
To get it to work, I found on Steam news how to make it work:
DO NOT FORGET TO MAKE A BACKUP OF YOUR...
The problem may come from the RPG Maker MV version, indeed. I'm using the steam version on Mac, and it has been rolled back to 1.5.2 due to many bugs. I'll try to get it on Windows and see what the problem is.
EDIT : added a new demo project made with RMMV 1.5.2
EDIT2 : I tried with RPG Maker...
It's actually strange, I tried to make the default time to 12:00, tried to install Yanfly Save Core Plugin, enabling it before and after this plugin, and I still can't find a way to reproduce your issue. I hope something during your next tests will let us know what is wrong.
Godot's coding language somehow makes my head spin more than Unity's. (No, I'm not switching to Godot, I've just been seeing a few games in that engine.)
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