Same answer as above your question. You can use any message plugin with that function.
Update. I forgot that there is default text command for that. \\{ - for increase and \\} - for decrease will do the job, unless you want more precise text size then you need message plugin for that.
Actually it working the same in all versions(Ace, MV, MZ all steam versions) there is no difference in it. I created new project in all 3 makers and in all of them nothing can move in water tiles by default.
I'm pretty sure your tileset passability for ace and mv is edited and one of water tiles...
For font you can use any message plugin with that function, for example - Message Core (YEP), just don't forget to add extra backslash before command, example from YEP plugin - \\fn<x>
For window skin you can simply use picture with any look you want, just show it before script call.
It can be a problem only if you constantly change old events, but if you only add new content all will be ok. Save store old data then loads it. If you change game data in spot where save was then there will be a conflict, between saved data and new in game data, because you load old over new...
Yes it will be same place. This plugin was in use in one game of my friend for a few years and i have done many fixes to save\load according to feedback i get from dev of that game. So in last version of plugin all should be good in most standard cases.
@KotoYama your plugin settings are wrong Auto-Refresh option in plugin need to be true or false not 'On'
I will edit description in plugin if current bring us to this problem :)
Yes, it's working.
Which version do you use? Make sure you are using correct version. MV for MV, MZ for MZ. This error can occur if you are using wrong version or done something wrong on install process.
I deleted effekseer long ago so for now i dont have good examples. I think @JosephSeraph do more deep research so better ask him, but i can create simple test if needed, you can see problem with pretty much anything, i think its scale problem in MZ too.
Here test project - link
With bigger...
Only 3rd issue is not MZ fault, but other two is and its enough to not use it
All animation in MZ looks like a blurry mess but in effekseer all good, i dont think its something dev of effekseer can fix
Nice, performance is always good news.
But i want to ask, is there a hope this issue reported earlier will be fixed in future? Because right now effekseer is pretty useless in MZ for me and i think for many others...
@Kot_Mart
You could have just ask me to port this plugin. I didn't expect anyone using it :D
- First post updated, plugin ported to MZ with the same functionality
MZ deploy games with 64 bit nwjs exe version. If you want to play on 32 bit system then you need 32 bit nwjs exe. You can find it on official nwjs website - here
All you need is download package for your system -> unzip -> copy and paste all files to deployed game folder with replace. And that...
Added MZ version if anyone interested :)
It's just compatibility upgrade there are no new features or functionality difference compared to MV version. So i decided to stay in one thread for both versions.
You can do some ugly direct calls to sprites if its what you want
var picSpriteset = SceneManager._scene._spriteset.children.find(obj => obj.children.length >= 99);
picSpriteset.children[0].width
picSpriteset.children[0].height
children[0] - is your picture IDs from 0 to 99
Yes, usage is the same as altimit. Here, try it if its work for you :)
link google drive
used with latest android studio, settings for SDK manager was like this:
No its not, this works just fine for MZ too - https://forums.rpgmakerweb.com/index.php?threads/rmmv-android-deployment.120454/
I have created sample android studio project from it and it can be used just like altimit sample. If you have problems with that guide i can share my sample.
28 notifications, and like 30 emails. And I was only gone for six hours. Yeah, I think I'm done for the day.
Also, I think I have a not secret admirer. Hooray...
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