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  1. Beginner needs help with a Hunger system. (preferred: NO plugins)

    You could make it like this: The only time it doesn't alert the player is when you eat something, you would have to alert the player within the food, using conditional branches when he is lower than 360 or 180, but you probably should also put a conditional branch in if he ate food and already...
  2. Beginner needs help with a Hunger system. (preferred: NO plugins)

    You could set a variable to 360 (6 minutes) at start and then reduce it by one each second (parallel event), wait time 60 frames, variable - 1, then check the variable, if it is still above 180, remove both buffs, if below 180 and above 0, add 1st debuff, if 0 or below, remove 1st debuff, add...
  3. Remake of the cache clear function of ImageManager

    @slimmmeiske2: added the terms, thanks for reminding me :) @Lee Sang: How much Ram does your device have? You could adapt the plugin for testing with smaller devices, but i didn't do that since i tested it on PC, because i found it strange having 8, 16 or 32GB and having RPGMaker delete...
  4. MZ Plugin for allowing tilesizes larger than 64x64

    I'm happy that it works for you now :) Have a nice day too
  5. MZ Plugin for allowing tilesizes larger than 64x64

    The displayed tileset in the editor should work if you run the game once and then close the game and editor and open the editor again, at least on my computer it is working this way. If it is not, try editing system.json manually and setting the tileSize to the desired value. The editor is...
  6. Strange FPS drops on activating an event

    Ok fair, pixi is the only change made, but with the standard pixi it is way more noticable. The second event gets fired manually about 5-10 seconds after the first event put out the reading, so even if the reading is wrong, it should have loaded by then I tried deleting everything, reinstalling...
  7. Strange FPS drops on activating an event

    Ok, tried this code with giving out an accurate time at start and end, and it says it's less than 1 millisecond: Strange thing is the drop is still there, even with this script, so it doesn't seem to be the loading that is causing it. Tried the same with an empty MV project, and the same...
  8. Strange FPS drops on activating an event

    Tried what you suggested, but the initial drop in frames is still there, new game on an empty map with only 2 events, mine and the parallel one, no plugins or common events, still does so on start, but the intermediate drops seem to be gone. Setup of the parallel event is: Good to know that i...
  9. Strange FPS drops on activating an event

    I'm using Visustella CoreEngine and have put in all 4 of the images in the plugin. I'm using a console command in a script on another test event to make sure the images are loaded, and they seem to be... Well i cannot be a 100% sure that the names are exactly the same, i'll check. And i also...
  10. Strange FPS drops on activating an event

    The thing is, i can confirm that the graphics are already in the cache (using console.log for the image cache), but the drop still happens, so it doesn't seem to load it from drive, maybe it happens because it is then first delivered to the graphics card, but that should not give such a huge...
  11. Strange FPS drops on activating an event

    Hello everybody, i made a test event for my game, and there are strange fps drops (about 10 frames) on the first run of the event. The game normally runs at a stable 60fps, but drops to 47-53 fps. Second run of the event doesn't show the drop, but when i go into the main menu and restart the...
  12. RMMV Custom class select.

    I couldn't find a plugin that does that other than a paid Visustella one (Class Change System VisuStella MZ) which may or may not help you, but you could make something like this with an event and a bit of scripting (using the script snippets TouchInput.x, TouchInput.y and...
  13. A way to use a script to help with repeated route movements?

    Ok with that constraint, i tested and found a way with a loop like BTJanuary suggested, just not using a script... I had placed my event left on the map, so i had to move it right... Maybe you can use it somewhere else
  14. A way to use a script to help with repeated route movements?

    Yanfly had a plugin for that for MV (lets you use a plugin command to move to a specific place, automatically going around obstacles), i think it went into visustella events and movement core for MZ
  15. Remake of the cache clear function of ImageManager

    Hello everybody, i remade parts of the cache clear function of the ImageManager: brogar_imagecache.zip This plugin is licensed under LGPL3, see https://www.gnu.org/licenses/lgpl-3.0.html You can use it for commercial and non-commercial projects. It would be nice if you mentioned my name, but...
  16. Question about enemy events on map and scripted movement routes / second events involved

    Ah, my bad, how could i have missed that, thanks :) Isn't working for what i'm trying to do because most of the time the event is not facing the player, but i can get it to work from here on Update: ok, got it working, thanks again, thread can be closed.
  17. Question about enemy events on map and scripted movement routes / second events involved

    It was working as expected (not being able to start a battle), i changed the enemy from event touch to parallel, but couldn't find a way to check if the event crashed into the player while being parallel.
  18. Question about Map changes and Image Cache

    Ah ok thanks :) i'll just implement the mv variant then for my project... else the images are not loaded fast enough when i change them on armor changes in the menu. I tried a few of the preloaders and they all need me to input every single file, so i have to input around 50 files and change...
  19. Question about enemy events on map and scripted movement routes / second events involved

    Hello everybody, i created an event that acts as an enemy, but couldn't get it to trigger on event touch and not make the movement route on the event at the same time (it will follow the player, when too far from him, wander around when at a certain distance and flee when too near to the...
  20. Stopping a shown picture from scrolling

    You could use your parallel event to check where the player is and move the image accordingly, but as ATT_Turan suggested, you might be better off with a plugin

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