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- Apr 20, 2019
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Hello. Currently, I'm working on my own evented action battle system similar to games like Undertale, Other: her loving embrace, etc. The system based on GALV projectiles is 75% finished but I have encountered compatibility issues with QMovement issue. Basically, GALV doesn't recognize the player's collider correctly and it appears 24 px below the character's sprite(only for projectiles).
In theory, I could switch to QABS by the problem is that my abs is using common events, which means I want full control over when attacks happen and should be able to activate a common event after hitting the layer. Does QABS support such features?
If it does, should I find a scripter to fix the GALV's plugin or try switching to QABS?
In theory, I could switch to QABS by the problem is that my abs is using common events, which means I want full control over when attacks happen and should be able to activate a common event after hitting the layer. Does QABS support such features?
If it does, should I find a scripter to fix the GALV's plugin or try switching to QABS?