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

CommanderNZ

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The skip video plugin has to be one of the best utilities plugins to come out in sometime.
I have a 5 minute introduction video and until now the player had no way of skipping this which could force some players to go insane.
Great work.
 

LTN Games

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@GameFire I will look into this issue shortly, I have a few things I forgot to fix before release that I need to work on anyway, I will announce when the fixes are complete.
@CommanderNZ I'm glad you like it ;) It will be released publicly soon, let's hope you're not the only one who is eager to have a skip video plugin for their projects.
 

SimProse

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A possible bug in the Quest Journal plugin: The EXP award doesn't seem to work, from my testing. MV version 1.5, newest version of plugin from your site. It does mark the quest completed in the journal, but never actually awards the EXP. Tried it with Auto Complete Quest ON and OFF too.
 

ZcheK

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Loving the Quest Journal, but had some problems in the demo.

1) Setting the commands to "icons only" doesn't work, it stays as text.
2) In the command names option, the description is about command icons.
3) If I set the command rows or columns to more than two the text won't be aligned to the selection box. Would be good to have a feature to expand the command box to fit the columns and rows.
4) In the Quest Editor if you untick "Leader Only":
a) If the party is only the leader, they won't receive EXP.
b) If the party is two or more, the last character in the formation won't receive EXP.
 

Bricabrac

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Hello!
I'm having issues with the Layers plugin and I don't know why. I'm getting an "undefined is not a function" every time I try to add a Layer to the game. I tested the plugin on a blank project, added LTN Core first and tried using both the plugin command and the notetag.

Error I got by using the Plugin Command Layer Add Tiling 1 aaa 1 1 0 255 0
TypeError: undefined is not a function
at _exists (/C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:317)
at Object.createConfig (/C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:371)
at Game_Interpreter.pluginCommand (/C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:630)
at Game_Interpreter.command356 (rpg_objects.js:10500)
at Game_Interpreter.executeCommand (rpg_objects.js:8930)
at Game_Interpreter.update (rpg_objects.js:8838)
at Game_Map.updateInterpreter (rpg_objects.js:6115)
at Game_Map.update (rpg_objects.js:6022)
at Scene_Map.updateMain (rpg_scenes.js:608)
at Scene_Map.updateMainMultiply (rpg_scenes.js:600)
Error I got by using the notetag <layer: 1 belowcharacter 0 0 0 255 0>:
TypeError: undefined is not a function
at _exists (file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:317:25)
at Object.createConfig (file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:371:9)
at file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:697:16
at Array.forEach (native)
at createConfigFromMapNotes (file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:694:15)
at file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Layers.js:712:5
at file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Core(1).js:958:58
at Array.forEach (native)
at Object.emit (file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Core(1).js:955:12)
at Scene_Map.onMapLoaded (file:///C:/Users/Zero/Desktop/Blank%20project/js/plugins/LTN_Core(1).js:1721:19)
Errors seems to imply that the command itself is wrong, but I got the examples directly from this topic. What am I doing wrong? ;_;
 

JuanArturo

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@ZcheK
Loving the Quest Journal, but had some problems in the demo.

1) Setting the commands to "icons only" doesn't work, it stays as text.
2) In the command names option, the description is about command icons.
3) If I set the command rows or columns to more than two the text won't be aligned to the selection box. Would be good to have a feature to expand the command box to fit the columns and rows.
4) In the Quest Editor if you untick "Leader Only":
a) If the party is only the leader, they won't receive EXP.
b) If the party is two or more, the last character in the formation won't receive EXP.
I have the same issue, do you know if there is a fix?
 

JuanArturo

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Loving the Quest Journal, but had some problems in the demo.

1) Setting the commands to "icons only" doesn't work, it stays as text.
2) In the command names option, the description is about command icons.
3) If I set the command rows or columns to more than two the text won't be aligned to the selection box. Would be good to have a feature to expand the command box to fit the columns and rows.
4) In the Quest Editor if you untick "Leader Only":
a) If the party is only the leader, they won't receive EXP.
b) If the party is two or more, the last character in the formation won't receive EXP.
Ok I fixed it!

go to page 1090 and replace the code with this


for(var iCont=1; iCont<9; iCont++)
{
if ($gameActors.actor(iCont))
{
$gameActors.actor(iCont).gainExp(amount);
}
}
 

LTN Games

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Hey everyone, I'm sure you noticed I went on hiatus, I been busy in real life and I've had serious computer problems with no income to fix it. Let's not go into too many details though, I'm back for a brief time and I decided to ensure my plugins will be easily accessed and back up for download. I plan on doing this by open sourcing all of my plugins(details still be worked out) and hosting them all on my Gitlab, with a website to make it easy for newbies and a repo for those who want to contribute.

I am in the middle of rebranding all of my plugins, they will no longer be named LTN Games plugins but "FeniX Engine", this is to move away from the solo plugin environment to a community-based environment. I won't have much time to work on the plugins on a day to day basis which is why a community based/open source options seems like the best bet. I know I have some pretty good plugins and with the features/bug fixes I was working on before hiatus, I would hate to let these plugins disappear into the abyss.

So for the last week, I have been rebranding all my plugins, tidying up parameters, restructuring the repo and ensuring major bugs are fixed. Along with a website, my hands have been tied up and I still have lots of work to do before the first release of the rebranded plugins.

What can you expect?
You will be able to download all of my plugins and be a part of the community by submitting issues and contributing to the code or documentation.

What plugins are available?
At this time (November 17th 2017) no plugins are "Officially" ready for download and use in your projects but as a developer/tester feel free to test them out and submit merge requests ;)
Window Pop v2.0 will no longer be supported and will be replaced with Window Pop 3.0(In the future)
QuestBoard will be available in the repo as soon as the rebranding is complete. The new Quests.js which is a Quest Journal add-on to create quests using the RPG Maker MV plugin manager will be available as well.

Where is FeniX hosted?
Gitlab, yes I said that right, Gitlab. Why not Github? Because I said so and I'd rather Gitlab over Github, shoot me I'm different, plus it's 100% free, with a ton of space.

Where do I ask for support or report a bug?
All bugs and support MUST be in the repo, I will not help you unless it's in the repo. I will create an option to submit a bug report via the website for those who don't understand Gi tRepositoriess.

Just show me already.

https://fenixenginemv.gitlab.io/

Current Dev Branch: https://gitlab.com/FeniXEngineMV/plugins/tree/fenix-rebrand-dev

Bug reports: https://gitlab.com/FeniXEngineMV/plugins/issues

If you have any questions feel free to ask.
 

Joy Diamond

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Greetings,

I plan on doing this by open sourcing all of my plugins(details still be worked out) and hosting them all on my Gitlab, with a website to make it easy for newbies and a repo for those who want to contribute.

I'm interested since this project is using the MIT License.

I am in the middle of rebranding all of my plugins, they will no longer be named LTN Games plugins but "FeniX Engine", this is to move away from the solo plugin environment to a community-based environment. I won't have much time to work on the plugins on a day to day basis which is why a community based/open source options seems like the best bet. I know I have some pretty good plugins and with the features/bug fixes I was working on before hiatus, I would hate to let these plugins disappear into the abyss.
... Now I'm very interested ...

I will create an option to submit a bug report via the website for those who don't understand Git Repositories

This is super important to working with this community! Nice! :cool:

If you have any questions feel free to ask.

I have lots of questions! ... but it might be better to start a google document to discuss the next steps.... Interested?
Sincerely,

Joy Diamond.
 

LTN Games

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Yea im interested, i would love for the community to get involved. Im a bit busy at the moment but feel free to start a google document and ill get around to it sometime today asap. Or wait for me to start the document, either way i would love to get the ball rolling.
 

Joy Diamond

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Greetings LTN Games,

Yea im interested, i would love for the community to get involved. Im a bit busy at the moment but feel free to start a google document and ill get around to it sometime today asap. Or wait for me to start the document, either way i would love to get the ball rolling.
Great! I will get a google document going later today :smile:
  • I have to go out for a few hours (swimming & eye exam)
  • After that ... lets get this show on the road :cool:
Joyfully,

Joy Diamond

 

HalcyonDaze

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Your website has been down for quite some time, sadly. Do you plan on mirroring your plugins elsewhere?
 

LTN Games

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I posted information about the future of my plugins earlier today, maybe you missed it? Either way, plugins will be available soon and you can visit this link for updates amd a link to the repo. http://fenixenginemv.gitlab.io
 

HalcyonDaze

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Ah, yes, I totally overlooked your entire post explaining everything, forgive me, it's still early lol. Good to hear and thanks for the prompt reply!
 

Solis

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I posted information about the future of my plugins earlier today, maybe you missed it? Either way, plugins will be available soon and you can visit this link for updates amd a link to the repo. http://fenixenginemv.gitlab.io
I'm really sad that I won't be able to use your quest plugin anymore. It was the foundation for the quest in my game :(
 

LTN Games

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The plugins are available for developers at the gitlab repo, currently updated for the latest RPG Maker MV 1.6 which is currently in beta. Nonetheless you can still use my quest plugin and will soon be updated with new features and bug fixes.

Latest updates, still not ready but feel free to try it:
https://gitlab.com/FenixEngineMV/plugins.git
 

Solis

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I was using the old version but for some reason I can't re download it. I'm using version 1.3 of RPG Maker MV =( also, I'm not a developer soooo I can't make changes. I think it's cool that your willing to let others do that though.
 

Solis

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I know your not working on this plugin anymore, but do you happen to know the fix for this error?

 
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Super stoked i just finished my first town in my project, by finished i mean i can always add more decorative aesthetics and the NPCs don't talk yet but the mapping is complete and all the important chess pieces are present!
My brain: Hey, I have an idea how to make the transition to the main story quest in The Wastes more natural!
Me: Good!
My brain: You need to remake the hotel you start out in, it's not realistic enough.
Me: Ok... This was unexpected, but I can do it.
My brain: Now make each hotel floor 5 times as large to match the main part. Oh, you also need to make a bunch of new npcs to fill in the space on these maps.
Me: Crap.
Should be able to release Haxe MV/MZ next weekend.
It look that somehow MZ tracks are messed up (for example battle4 is obviously a theme, castle2 is a ship, ship1 is a scene and so on..). Maybe they just named them after with some ambiguity.
is there a script call that return how much turn has passed in battle?

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