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  1. Sc0wly

    Grid Free Doodads (F10) not working.

    For anyone struggling with this, here is some helpful information: This is a thread describing the process of updating your project after you've updated the engine itself (they both have to be done): https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-v1-3-5-update.74891/ MAKE SURE...
  2. Sc0wly

    Grid Free Doodads (F10) not working.

    Yes, I found those threads. I just wanted to make a prompt reply to the guy that was helping me. I've followed the instructions on those threads and I'm receiving errors. Edit: I'd also add that if the most recent update is different and requires different consideration, than topics from 2017...
  3. Sc0wly

    Grid Free Doodads (F10) not working.

    No. I left it as is, and wasn't aware that I had to update it. I've backed it up and I'm ready to update it. I'm not sure how though as I've never done it before.
  4. Sc0wly

    Grid Free Doodads (F10) not working.

    I updated my RPG Maker MV to version 1.6.2 on Steam yesterday. Today why play-testing when I hit F10 to bring up the Doodad interface nothing happens. F9 also doesn't bring up my switches. My other function keys are working correctly (F5 to reload, F2 to check FPS, F8 to bring up console, etc.)...
  5. Sc0wly

    Player Turn Towards Mouse Cursor?

    Ah, nice. I was able to do what you recommended. I'll have to experiment a bit more to see if I can use these variables in the way I described earlier and whether the behavior looks correct on screen. I'm hopeful now though. Thanks for the advice, Poryg! :D
  6. Sc0wly

    Player Turn Towards Mouse Cursor?

    So I'm not having much luck. I can't write a script myself (don't currently have the knowledge). What I am able to do is create parallel events which define the player's xy (grid) coordinates as variables which can be used for various things. I've also defined the mouse cursor's xy (pixel)...
  7. Sc0wly

    Player Turn Towards Mouse Cursor?

    Thanks, Poryg. Not sure if I'll have much luck, but I'll look into it. :)
  8. Sc0wly

    Player Turn Towards Mouse Cursor?

    Hello all! I was just wondering if anyone knows of a way to craft a parallel event that causes the player character (on the overworld) to always turn toward the cursor. Either that or turn the player toward the current cursor position on click. Thank you for any help you can provide.
  9. Sc0wly

    MBS - Map Zoom

    Does anyone know how to control how this filters graphics when zooming? Certain graphics such as tiles use "nearest neighbor" on zoom and still have blocky edges (ie: no blurring), however parallax layers and certain other graphics such as Galv's layer graphics are seem to use "bicubic" scaling...
  10. Sc0wly

    Preload Manager

    I'm afraid not. Sorry.
  11. Sc0wly

    Preload Manager

    I'm grateful that people make plugins but users should be careful with this one. Like keep a very close eye since It's a little buggy. In my particular case I noticed that it's not totally compatible with the Yanfly Gridfree Doodads plugin. It removes the Doodad plugin's hue shift settings so...
  12. Sc0wly

    Having multiple variant sprites of a single enemy type

    @OKIComputer: the plugin should still work for this even if you don't want actor enemies or to have them animated. Those features don't need to be utilized. You can just have a single image for that enemy repeated on its sheet so that nothing fancy happens. Then you can add a similar sheet with...
  13. Sc0wly

    State Icon Positions (solved)

    Solved :D So it turns out that action sequences pack 2 was the culprit after all. I changed: Sprite_Battler.prototype.updateStateSprites = function() { if (this._stateIconSprite) { var height = this._battler.spriteHeight() * -1; height -= Sprite_StateIcon._iconHeight...
  14. Sc0wly

    State Icon Positions (solved)

    I've messed with all values contained in functions where "stateIcon" and "stateIconSprite" are used and the only things I've affected are the y scaling of the battler image itself, the state icon turn counter (but not the icon itself at that point), and the y scaling of the state icon (as...
  15. Sc0wly

    State Icon Positions (solved)

    I did already. This is the function I tried to adjust: Sprite_Enemy.prototype.updateSVStateSprite = function() { if (!this._stateSprite) return; this._stateSprite.visible = this._enemy.enemy().sideviewStateOverlay; return; var height = this._enemy.spriteHeight() * -1; height...
  16. Sc0wly

    State Icon Positions (solved)

    I'm having an issue after using the Yanfly animated sv battlers plugin where state icons are now appearing way above the enemy's head. What I'm wonder is if there's a way to adjust this.
  17. Sc0wly

    Animation screen

    I would also be interested in knowing this.
  18. Sc0wly

    Level Up Sound Effect

    I will of course give credit to all authors of plugins that I use in my final build!
  19. Sc0wly

    Level Up Sound Effect

    I finally got the sound to play by turning off the two Yanfly plugins that affect victory aftermath. I had turned them off before to check for the sound but with no luck so I must have had something else still turned on that was interfering with it. Problem is that if it's not compatible with...
  20. Sc0wly

    Help with battle command list

    @Dalamar Thanks, Dalamar. I'll check it out :D

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