- Joined
- Aug 2, 2016
- Messages
- 944
- Reaction score
- 1,098
- First Language
- Finnish
- Primarily Uses
- RMMZ
Hello fellow RPG Makers!
This is MAJOR update and a lot of OcRam -plugins have been updated to support new OcRam_Input_EX plugin! OcRam_Input_EX will let you utilize input devices to the MAX!
Bind common events for L1/R1, L2/R2, Select + Start, Analog stick L/R 'PRESSED' events (or use OcRam built-in functionalities)!
Use RIGHT ANALOG STICK to look around - optionally even while moving! (never know what's behind your back!)
Let gamepads RUMBLE and allow the player to use NEW 'Scene_Input_Options' to remap or test input devices!!!
Also mouse input has been extended to support mouse extra buttons and wheel up/dow/left/right! Bind Common Events to them and use them how you like (or use OcRam built-in functionalities)!
And let's not forget about keyboard... Yes now you may have 2 layouts (with new buttons to match extended gamepad buttons!) and let player remap them to any buttons desired! And if you use OcRam_Local_Coop, layout 2 can be used by another player!!!
Okay enough about Input devices... Ever thought about you'd need map edits in-game?
I've had several maps for one map to reflect current (or past) game events such as:
- Water is blocking some areas I'd need to enter
- Or opposite to above - water is needed somewhere, but water flow is blocked somewhere...
- Huge bridge must be repaired and it would have been tedious job with event graphics (not to mention about passabilities)...
- Needed to add more buildings to the town as game progresses?
- Forest full of vicious monsters and after monsters are no longer problem road can be built accross that forest to get another side
- Only imagination is the limit for these... RE-Shape your realm (maps) way you like it and as often you like it!
For me - this plugin sure saves a lot of map slots (or playing around with event graphics and passabilities)!
OcRam_Map_Editor allows you to autotile (and do 'normal' B-E tiling) maps in-game!
In addition you may set autosave/load 'ON' to automatically save any map edits made!
TIP: Make maps in RPG Maker editor as you want them to be in its initial state.
Opposite to Input_EX this plugin got its first release after few hours I started to make this... Thus OcRam_Map_Editor is free-to-use with credits!
See more about OcRam_Map_Editor here: Click this link
BONUS FOR MV USERS! THIS PATCH INCLUDES "SPEAKER NAME" FEATURE! (see RETRO'ed demo -project)
There are lot of other changes also, which are described in release notes below.
This is MAJOR update and a lot of OcRam -plugins have been updated to support new OcRam_Input_EX plugin! OcRam_Input_EX will let you utilize input devices to the MAX!
Bind common events for L1/R1, L2/R2, Select + Start, Analog stick L/R 'PRESSED' events (or use OcRam built-in functionalities)!
Use RIGHT ANALOG STICK to look around - optionally even while moving! (never know what's behind your back!)
Let gamepads RUMBLE and allow the player to use NEW 'Scene_Input_Options' to remap or test input devices!!!
Also mouse input has been extended to support mouse extra buttons and wheel up/dow/left/right! Bind Common Events to them and use them how you like (or use OcRam built-in functionalities)!
And let's not forget about keyboard... Yes now you may have 2 layouts (with new buttons to match extended gamepad buttons!) and let player remap them to any buttons desired! And if you use OcRam_Local_Coop, layout 2 can be used by another player!!!
Okay enough about Input devices... Ever thought about you'd need map edits in-game?
I've had several maps for one map to reflect current (or past) game events such as:
- Water is blocking some areas I'd need to enter
- Or opposite to above - water is needed somewhere, but water flow is blocked somewhere...
- Huge bridge must be repaired and it would have been tedious job with event graphics (not to mention about passabilities)...
- Needed to add more buildings to the town as game progresses?
- Forest full of vicious monsters and after monsters are no longer problem road can be built accross that forest to get another side
- Only imagination is the limit for these... RE-Shape your realm (maps) way you like it and as often you like it!
For me - this plugin sure saves a lot of map slots (or playing around with event graphics and passabilities)!
OcRam_Map_Editor allows you to autotile (and do 'normal' B-E tiling) maps in-game!
In addition you may set autosave/load 'ON' to automatically save any map edits made!
TIP: Make maps in RPG Maker editor as you want them to be in its initial state.
Opposite to Input_EX this plugin got its first release after few hours I started to make this... Thus OcRam_Map_Editor is free-to-use with credits!
See more about OcRam_Map_Editor here: Click this link
BONUS FOR MV USERS! THIS PATCH INCLUDES "SPEAKER NAME" FEATURE! (see RETRO'ed demo -project)
There are lot of other changes also, which are described in release notes below.
Core v1.16
Time_System - No changes
Weather_System v1.08
Lights - No changes
Layers - No changes
Title_Shuffler - No changes
Title_Info v1.01
NPC_Scheduler v1.05
Local_Coop v1.08
Credits v1.01
Misc v1.01
Input_EX - NEW PLUGIN
Features:
Map_Editor v1.02 - (First release was 2022/10/02)
This plugin provides autotiling in-game for your RPG Maker projects! Enable autosave/load for edited map data with 1 plugin parameter!
OR just do it with custom logics and disable autosave/load. Save map data with $gameMap.saveData() and load it with $gameMap.loadData()
This plugin offers an "API" for you to edit maps in-game. All edits to the maps are made with JS calls. All data is saved per save file thus allowing different map data for each save file for the same map!
NO MORE SEVERAL MAPS for the maps which needs some edits to it!
This is very good to shape maps to reflect current game events such as:
- Removed 'D-Pad' plugin parameter as obsoleted. Replaced by far more superior OcRam_Input_EX!
- Added 'fake console' in browsers where it doesn't exist!Base for extended Input.gamepadMapper
- NEW plugin parameter: Screen width & height (ONLY FOR MV!)IN MV use <speaker>...</speaker> tag in MESSAGE field to 'simulate' speaker name as it is in MZ!
- New plugin param to disable Actor Command Window (Credits to @BlueToo )
Time_System - No changes
Weather_System v1.08
- Bug fix: "Cannot set property '_icon' of null" (Credits to @Pozinhofan , @pf111 )
- RETRO plugin order check fix (for MV)
- Support for diagonal 'EMotions' (remember: add ! suffix)
- IN MV use <speaker>...</speaker> tag in MESSAGE field to 'simulate' speaker name as it is in MZ!
- Toggle cooldown no longer needed...
- KB toggle actors now handled via default buttons 'pageup' and 'pagedown' which can be remapped with OcRam_Input_EX
Lights - No changes
Layers - No changes
Title_Shuffler - No changes
Title_Info v1.01
- RETRO plugin order check fix (for MV)
- Fixed bug when spawned event bitmap was not yet loaded and/or if event update was called before that
NPC_Scheduler v1.05
- RETRO plugin order check fix (for MV)
Local_Coop v1.08
- OcRam.Local_Coop.getDevicePlayer(device_index) and getPlayerDevice(player_number)
- MAJOR REVAMP on key mapping to support OcRam_Input_EX! (and allows special keys such as TAB, ESC etc...)
- Start / Select buttons are obsolete (handled in core)!
- Leave game with "Start" + Confirm /w "OK"
- "Keyboard2" parameter replaced with "KB2 key codes"
- TIP: Use OcRam_Input_EX to let player remap all keys! "KB2 key codes" is obsolete if Input_EX is used.
Credits v1.01
- RETRO plugin order check fix (for MV)
Misc v1.01
- NEW plugin parameter: Options max commands
- Compatibility fix with OcRam_Input_EX
- Fixed some bugs if map was terminated while on map damage popups were shown.
- New plugin parameter: "Use custom cursor"
- Add <title> tag to 'speaker name' to fade and center txt! \| waits for 3 frames/character and use \^ to auto close message.
- IN MV use <speaker><title></speaker> tag in MESSAGE field to 'simulate' speaker name as it is in MZ!
Input_EX - NEW PLUGIN
Features:
- Time for gamepads to RUMBLE!
- NEW 'Scene_Input_Options' to bind and/or test buttons and option to enable / disable gamepad rumble feature!
- Available gamepad buttons: Action buttons (ABXY), L1/R1/L2/R2, Select/Start and analog stick press left/right
- Axis mapping for 2 analog sticks (left and right)
- Remapping can also enable 'analog' D-Pad (where available)
- Enable RIGHT analog stick for looking around! (optionally even while moving!)
- Extended amount of keyboard buttons (for L1/R1/L2/R2, Select/Start and analog press left/right)!
- 2 different KB layouts! (layout 2 can be utilized by OcRam_Local_Coop)
- Plugin parameters to customize all captions
- Plugin parameter to disable touch and mouse input
- Plugin parameter to disable keyboard input
- Additional JS to enable/disable kb/gamepads/touchinput at anytime!
- F1 for "help" >> Runs common event if you wish to enable this!
- Auto disable gamepads where are too few buttons? (ie. joysticks with only 4 buttons isn't good thing if your project relies on shoulder buttons or select + start for example)
- Mouse primary button = Move to cursor (or Interact / OK)
- Mouse secondary button = Cancel / Menu
- Scroll wheel up = 'L2' or Common Event
- Scroll wheel down = 'R2' or Common Event
- Wheel left (or Mouse extra button1) = 'L1' or Common Event
- Wheel right (or Mouse extra button2) = 'R1' or Common Event
- Wheel press (middle button) = 'Select' or Common Event (In OcRam_Events middle button is also used for 'throw'. Carried event prevents 'Menu' and 'Select' temporarely)
- Mouse extra buttons (1 and 2), Mouse wheel up/down/press,
- L1, R1, L2, R2, Analog press left/right, Select and Start
Map_Editor v1.02 - (First release was 2022/10/02)
This plugin provides autotiling in-game for your RPG Maker projects! Enable autosave/load for edited map data with 1 plugin parameter!
OR just do it with custom logics and disable autosave/load. Save map data with $gameMap.saveData() and load it with $gameMap.loadData()
This plugin offers an "API" for you to edit maps in-game. All edits to the maps are made with JS calls. All data is saved per save file thus allowing different map data for each save file for the same map!
NO MORE SEVERAL MAPS for the maps which needs some edits to it!
This is very good to shape maps to reflect current game events such as:
- Exploded bridges, buildings (after some event in-game) and if those exploded stuffs needs to be repaired - NO PROBLEM!
- Water flow blocked by an obstacle and when it's removed water flows freely in areas it didn't flow earlier (or vice versa)
- After forest has been cleared from monsters road can be built through it
- Or maybe add some new building to the village at some point of game?
- Edit heroes room after player gets trophies and rewards?
- Only imagination is the limit for the all possibilities here!