LTN Games | Free & Premium Plugins | In Dev: Illuminate (Lighting System)

LTN Games

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@Solis which plugin is it you're using ? The error alone could be caused by any plugin in your project.
It's better to reply with a screenshot of the console log(F8) which shows the errors and plugins causing the problem.
 

Solis

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It was the quest plugin in. It's when I try to look at the quest in the journal via menu. I deleted it and was reinstalling it so I"ll put up th F8 Consol if i get it after trying again. I've never had an issue with this plugin before, so I thought I'd try to fix it really fast by myself by just reinstalling it.
 

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Quest journal is still supported and will be updated with a bunch of my other plugins in a few weeks.
That specific error most likely has to do with the parameters that deal with text color. Quest State Colors and Quest Objective Colors
 

Solis

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Hey again: I finally got around to trying out an updated version and re downloading, and this is the error page I'm getting ( i never used to get this so I'm really confused to be honest)

upload_2017-12-21_8-30-39.png
 
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Hey, I have a question about the TimeEngine plugin. In my game, there are some characters who come from regions that speak a different language, and thus they would use different words for the same months/days. Would it be possible to, through a plugin command or script call, change the names in-game? Or would it be easier to just set the names to be variables in the plugin settings and change the variables in-game?
Also, I think I might be getting a couple bugs.
The first is a somewhat annoying bug with the DayNight plugin. I have a map where the time is supposed to be set to 8am (which is when it's supposed to change over to the morning tint, as per the plugin settings). However, no matter what time I set it to, it always shows the nighttime tint, which is not the same as the morning tint. All the maps do this same thing. Some used to have the "noTint" tag in their notes, but I decided to remove the "notTint" tags because it added some realism. Others never had the "noTint" tag. This has been fixed, though I'm not entirely sure how.
The second is with TimeEngine. I set a timer to change the seasons automatically after passing every 2 months (my game's world has only 8 months rather than 12). This timer runs a common event that's set to parallel, which changes over the 4 switches (I'm using another plugin to change the maps themselves). Setting them to parallel makes them run constantly, setting them to autorun seems to make the player unable to move, and setting them to no trigger does nothing (as in, the common event doesn't run).
Also, I'm trying to have a common event that checks if the "time of day" variable is 4. If yes, then the "night" switch is turned on and the "day switch is turned off; if no, the "night" switch is turned off and the "day" switch is turned on. This is because I'm using another plugin that uses events to create lighting effects (long story short, I want a torch to have lighting at night but not during the day), but events can only check if variable x is greater than or equal to y. This is fine for checking if the "time of day" variable is 4, but not so much for checking if it's either 0, 1, 2, or 3. I can't just set this to be a timer, because the interval between "morning", "day", "noon", "evening", and "night" aren't the same number (between morning and day is 2, between day and noon is 4, between noon and evening is 5, between evening and night is 3, and between night and morning is 10).
Another bug with TimeEngine/DayNight that I just noticed while trying to get the above things working: For a cutscene, I set the time to hour 20 (TE SetTime 20 x 30 x 4 1025). According to the plugin parameters for DayNight, that should set the "time of day" variable to 4, because that's when the time should change over to night. I have a map object that's supposed to spawn only when variable 43 (my "time of day" variable) is set to 4. However, this object does not spawn. Rather, the object that spawns when variable 43 isn't 4 spawns.
I'm hoping most of this is just me doing something wrong/missing a step, and thus can be easily fixed/remedied.
 
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HintonR

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I don't think Waypoints work. Nothing is happening and it doesn't show up in main menu when set to true.
 

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Whoa, I never got notifications for the posts above yours HintonR.
Anyways, most plugins were updated about 2 weeks ago, they're ready for use wit MV 1.60 only though. I don't have all bugs resolved as I'm working on rewriting my core plugin and most other plugins will have to follow along. My guess is another couple weeks before I get a chance to fix bugs.
Anyways, you can find the most recent versions here
https://gitlab.com/FeniXEngineMV/plugins/blob/dev/src/

Once I'm ready to tackle some bugs I'll have a page on my website for you guys to report the bugs. In the meantime, please report all bugs to the repo, if you don't mind, as I just don't have enough time to be jumping around 3 -4 different places for bugs, I need it all in one place.. https://gitlab.com/FeniXEngineMV/plugins/issues

If you're interested in my progress and what it is I'm up to, then have a look at my blog.
http://fenixenginemv.gitlab.io/blog/

P.S If there are any developers who want to help out, feel free to fork the repo and create a merge request, just keep in mind, there are large changes coming to the structure of all plugins, so have a look at the current Milestone and blog for details. See ya for now.
 

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I figured I would resurrect this old thread considering I"ll be updating it soon. Progress has been slow for the last 8 months but progress is progress and now that things are starting to come together really nice it's time to get FeniXEngine in to the spot light and grab the attention of anyone who is interested.

Actor Item Stash

For those who have not yet seen the latest plugin in development have a look at the in development topic The plugin is currently named "Actor Item Stash" and this plugin gives each actor their very own independent inventory that is not accessible by anyone else except for the character who own's them. This inventory system is inspired and based off the Grandia Inventory System and I have since been notified that Suikoden also has a very similar inventory system.

Old LTN Games Plugins

If you're looking for the older plugins by little ol' me then be sure to visit the newest resting place for all plugins https://ltngames.gitlab.io Almost every plugin is available for download and ready to use, there may be some bugs still roaming around though. As for the updates to all older plugins they will be happening at an even faster rate now that I've finally made it to a stable workflow with FeniXEngine and you can expect some of your favorite older plugins to be re-invented and updated.

FeniXCLI
Anyways I figured I'd inform you of the things you're most interested in first. If you're a plugin developer or interested in taking up plugin development as a hobby then read on.

FeniXCLI is now at a stable release and is ready for any plugin developer to start using for their own plugin projects. FeniXCLI is a lightweight CLI for use with FeniXEngine plugins and tools. FeniXClI will help you get started with developing plugins for RPG Maker MV, it does this by combining necessary development tools. These tools help with the bundling of all plugins and serving files to a server for easy testing and streamlined productivity.

In short, if you're looking to make plugins with the latest JavaScript technology then FeniXCLI is what you're looking for, it gives you the tools required to get started with little to no configuration. If that interests you then take a look at the guide to get started.

Cheers for now, I'll keep you guys updated on further progress.
 

vap0re0n

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Nice to see your staying strong with the programming and super curious about FeniXCLI. I look forward to the next update, good luck!
 

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Hey guys! Back again with some updates and a new plugin release, as well as a ressureXion of an older plugin. Woot!

Some quick news first, I'll be hosting my plugin on itch-io, for 2 reasons, it gives me some decent analytics like downloads and views and it has a CLI tool called "butler" which allows me to integrate with my GitLab repository so I can automatically post bug fixes and feature updates without having to manually update every link. This was basically what I was attempting on do on my own website but since itch-io already has it implemented I may as well take advantage of the other features it provides like donations and it's large library/feed and publicity and leave all the dirty work for itch to handle. Don't worry source code is still open source and you can still view all the code on the GitLab repo if you choose to.

Well, first up for plugin releases are Actor Item Stash! I've finally released it, even though I totally missed important information in the help file, whoops! I'll be updating the help file and releasing a demo within the next week or so.
https://ltngames.itch.io/fenixenginemv-actor-item-stash

Next up is an older plugin which was resurrected, it's Social Media Buttons! Mostly because I plan on resurrecting Pause Mode which as you may already know, utilizes Social Media Buttons, but also because it was one of the easiest plugins to resurrect lol
https://ltngames.itch.io/fenixenginemv-socialmediabuttons

Stay tuned for more updates and plugin ressureXions! Also please let me know of any bugs and feature requests you may have, goodbye for now.
 

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I have another plugin available, this one was a commission that is now publicly released, enjoy!. Keep an eye out for more to be released soon.

Better Battle Status
This plugin changes the way the battle status window is displayed in frontview battles. It draws actor portraits based on the actors face name and index and draws them in battle. Each portrait will act as a normal sprite, meaning enemy attack animations and damage popups will be displayed on the actor portrait.

https://ltngames.itch.io/fenixenginemv-better-battle-status
 

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Hey everyone it's been quite a little while since I've last updated you on anything new. The good news is I have quite a few projects on the go the bad news is well, I have quite a few projects on the go lol. While its great to have a few projects its not good for getting things done fast and the more I have the more time it takes for each one.

Updates & Changes

Although I have a lot of projects, I managed to find time to update my itch-io page and a few plugins while I was at it. My itch-io page is looking much more fancy with a chilled out color scheme and easy to read layout.
page-update-screenshot.png

Paid Plugins?

The first thing you may recognize is that I have a plugin which used to be 100% free but is now a paid plugin!!! What is up with that? Well let me first explain that the old Waypoints plugin is still free and available on my website but it makes you limited to updates and support by the community only. The paid version will and already has received updates by me and any support required, is also through me. Paid plugin give the user the option of having good support and more frequent bug fixes and updates and it also helps me set aside time to ensure I can do that.

Waypoints Updates

The first update recieved was removing its link to my old core plugin, which means Waypoints is the only plugin file required and no longer needs my core plugin to function correctly. In fact, all my future paid plugins will be 100% functional without the use of a core plugin, thank goodness eh?

The second update for Waypoints was adding an easier option to creating your waypoints and I did this by creating a new plugin parameter where you can create every waypoint you have. With that came 2 new options for each waypoint, a thumbnail picture which is used to show the location the waypoint will take you and a description of that location. If you want to read more about the updates feel free to check out the dev log here

Future Plugins And Projects

Now, I'm sure you're wondering how many of my future plugins will be paid and how many will be free and will I even continue creating new plugins at all? The answer is yes I plan on creating new plugins and still have plans to update all my older plugins but free plugins will be delayed.

Why are free plugins being delayed? Well, between my game project, paid plugins and comissions I need to prioritize! And comissions come first then in my free time I will either work on my game or paid plugins( support, compatbility updates, etc) and then last but not least my free plugins.

Endless Runner Mini-Game (Paid Plugin )
endless-runner-cover.gif


This is a plugin I've had in the works for a while, I finished it for a client of mine a few months ago and then stopped adding features and updates but the good news is its in a fully functioning state and all I need to do is create an itch-io page and make it downloadable for early access. So keep an eye on this topic because I'll be back with a page for you to look at it and a download for you to test.

Well I think that is it for now, stay tuned for further updates and feel free to ask me any questions, bye for now!
 

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A small update!

The Endless Runner mini-game plugin is now available for early access via my itch-io page. If that is something which interests you, feel free to take a look at the page. The pluign is in early access and because of that it has a reduced price of 25%, once its complete it will be full price again.

https://ltngames.itch.io/endless-runner-plugin

Video Ads
Still unsure how far with this plugin I want to go but I started it and have a basic working version with the test ad tag urls. Since I currently don't have my own AdSense account or access to one with videos then I cannot ensure it works 100%

This plugin is in very early development basically its a video ads plugin. This plugin will allow you to set up your ad-sense for videos and give you the ability to run ads in your game. That is not all though! If a player successfully watches the video you can run a common event to reward the player for fully watching the ad.

Stay tuned for more random plugin ideas I have up my sleeve and keep an eye out for more updates to existing plugins. See you for now!
 

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Whoa, I never got notifications for the posts above yours HintonR.
Anyways, most plugins were updated about 2 weeks ago, they're ready for use wit MV 1.60 only though. I don't have all bugs resolved as I'm working on rewriting my core plugin and most other plugins will have to follow along. My guess is another couple weeks before I get a chance to fix bugs.
Anyways, you can find the most recent versions here
https://gitlab.com/FeniXEngineMV/plugins/blob/dev/src/

Once I'm ready to tackle some bugs I'll have a page on my website for you guys to report the bugs. In the meantime, please report all bugs to the repo, if you don't mind, as I just don't have enough time to be jumping around 3 -4 different places for bugs, I need it all in one place.. https://gitlab.com/FeniXEngineMV/plugins/issues

If you're interested in my progress and what it is I'm up to, then have a look at my blog.
http://fenixenginemv.gitlab.io/blog/

P.S If there are any developers who want to help out, feel free to fork the repo and create a merge request, just keep in mind, there are large changes coming to the structure of all plugins, so have a look at the current Milestone and blog for details. See ya for now.


I bought the waypoints script and it does not seem to work - I was wondering if this may be why, although it does not warn
you at the time of purchase. I sent a couple emails to the support thing, and got a conf email but never any response. I really
would like to get waypoints to work. Any help ???
 

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@Locksmith614 I've sent you a PM so we can solve any problems you're having straight away.
 

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Hey there! I know its been a little while since I've last updated anyone on progress, the good news is that I am still chipping away at plugins in my free time and progress is coming along nice! This post is going to be about the endless runner plugin and is copied from the itch-io community for it. I'll keep you all updated on my other plugins as soon as I'm completed this great endless runner plugin!

Original Topic
I've been doing lots of work on this plugin and it is really shaping up to be even more than what I've originally expected. My intention was to simply to finish the roadmap and a couple small performance tweaks before release but the longer I work on it the more things I realize need to be added.

What is with Early Access?
I noticed the early access sale price was no longer active! I fixed this, as it was never intended to be full price until after I released v1.0. Sorry for any inconvenience this may have caused.

Don't forget that buying early access not only do you save money but you also help LTN Games develop the plugin faster and with room to add even more features. Simply put, any income from early access is less income required by other sources which take away from the time working on this plugin.

Whats been completed so far?
  • Added levels (level progression and unique obstacles, bgm, background art for each level)
  • Added Ground Height parameter which determines where the player should be position on the y axis
  • Added obstacle padding parameter which will help ensure their is adequate space between obstacles
  • Added options to fine-tune collision box around obstacles and the player
    • Reworked collision so each obstacle and the player have their own collider as a child to it
    • Add x, y, width and height for each collider
    • Added normal and duck colliders for player to customize
    • Added debug option to display collision boxes during gameplay
  • Fixed bug where an obstacle will stop moving and stick to the the screen rather than move off screen as intended.
  • Added mouse input for jumping an ducking
  • Added player.win() method to perform actions(script calls, etc) upon winning, similar to the actions performed upon player death.
  • Added an appear on score for obstacles to only appear when that score has been reached
  • Moving Obstacles
What is still required before v1.0 release?
  • Add jump collider for player
  • Add collectable coins
  • Add dash movement (a quick move forward)
  • Add stall movement (a stop in movement)
  • Allow custom folders instead of locking to system/ pictures/ etc for images.
  • Allow user/player to choose level before opening mini-game (based by variable, or plugin commands/script calls)
  • Performance tweaks
  • Documentation(manual)
  • Demo Project
  • .... Of course anything that I think of during last of development phase
Thanks for stopping in, I hope you like what you see so far and be sure to keep an eye out for the official 1.0 release over the next week or so.
 

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Back again for a small update, yesterday I had a good session with the endless runner plugin and have completed a few more things! I'll be creating a video to show off what has been completed sometime this week.

Changes....
  • Added health bar
  • Player can now be immune for (custom seconds) after life loss/on collision
  • Updated actions parser for improved performance
  • Added window options for customizing score, coins and lifebar windows
  • Added slide/duck time
  • Added slide/duck recovery time
 

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As promised here is a video for you to see the progress I've achieved as well as see it in action with sound and everything :LZYsmile:

Changes since the last time I've updated everyone
* Slight performance improvement by replacing all setTimeouts with custom timer using PIXI.ticker
* Added on hit animation pattern update
* Added jump collider for player
* Improved performance of the addObstacle function
* Background Obstacles for decoration (non collision and behind player)
* Added dash movement (short burst forward)
* Added a final goal obstacle to signify the end of a level

Hope you like what you see, feel free to discuss it, if something stands out that you think should be addressed feel free to let me know. Do note that I am aware of the obstacle disappearing during this video lol
 

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