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BreakerZero

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Minor status update. I changed the category on itch to better fit the purpose (I had it on assets when other plugin developers seem to use the tools option) so hopefully that will help with visibility.

EDIT: I decided that Assets fits better with the latest update, so this has been changed back.
 
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BreakerZero

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Version 1.7 with the switch to automated installation is up! As a side note, the Steam version of MV is not properly detected for unknown technical reasons so you will have to manually verify its presence during the setup process until I can figure out what's happening. Additionally, if you select Gumroad as your place of purchase you'll be asked to provide a license key when you install the package as a verification of purchase (which should be delivered by email so check your junk if necessary!) I'm probably going to figure out some sort of login/content scrape for a customer's itch profile so in the meantime I'm enforcing things one at a time. So if you buy on itch, I expect that you read the license carefully (particularly since I'm basically going by the honor system).

This too has been changed.
 
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ghostwolf95

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I'm sorry, I've bought MVRumble from itch.io and I downloaded an executable file, but where is ReadyToRumble.js?
I try to run a script call but give me "TypeError..", therefore the script is missing
 

BreakerZero

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The executable installs the script into your DLC and patches NW.JS for the plugin to work properly. Otherwise I can turn on the bypass for standalone downloads.

EDIT: Done and done. Going forward both downloads will always be available, though obviously you will still have to patch NW.JS yourself.
 
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ghostwolf95

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Thank you! Now it's avaible on itch.io : Thumbsup-sinistra:
 

BreakerZero

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A quick note to announce that I am returning to free access due to limited receipts. I am currently having a personal issue so I don't have time for editing out the license change but it's not going to be enforced anymore so you can disregard the stated limitations.

EDIT: The commercial model has been reverted again, but now you can decide for yourself as to what it's worth... or just download as-is. It's up to you now.
 
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Ace of Spades

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A quick note to announce that I am returning to free access due to limited receipts. I am currently having a personal issue so I don't have time for editing out the license change but it's not going to be enforced anymore so you can disregard the stated limitations.
Thank you for allowing free access. However, I wasn't able to get this working properly. I downloaded both the plugin and the exe. I installed the exe and tried the plugin in a new project, using two different controllers, but still couldn't get it to function using the following script call: Rumble(1,1,1000)

Any suggestions?
 

BreakerZero

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Thank you for allowing free access. However, I wasn't able to get this working properly. I downloaded both the plugin and the exe. I installed the exe and tried the plugin in a new project, using two different controllers, but still couldn't get it to function using the following script call: Rumble(1,1,1000)

Any suggestions?

First off, make sure that you patched the executables as it's a version-dependent effect. Links are provided for convenience - the SDK build goes in nwjs-win-test and the deployment build goes in nwjs-win. Second, make sure that everything is set up properly. If you are having issues with patching you can also download manually from nwjs.io (and in fact the purpose of the installer is to do this automatically for you).
 

BreakerZero

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IMPORTANT ANNOUNCEMENT: Due to the recent announcement that the next RPG Maker edition is in development I have unfortunately been forced to cancel all further work on this plugin, so unfortunately the long-delayed 2.0 update will not be happening because of this. (Also, I'm way too busy with my own game project to even have the time anymore.) I will instead ask for Kadokawa to take over responsibility for this feature in the new edition if it has not already been considered in the hopes that a proper, more feature-complete iteration on this functionality can be provided in a more official capacity. The current plugin will of course be available for active and licensed MV users, but no further development will occur from now on as we look forward to the next edition of RPG Maker.

EDIT: It's back! New features and focusing are being implemented despite my earlier intentions to walk away from this, largely because internal additions that I recently made are just too good not to share. And of course I have to plan my updates for RPG Maker MZ so I have decided to support all customers and resume work on the plugin in order to accommodate all possible scenarios that I can reasonably support.
 
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BreakerZero

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A major change in support has occurred! After several additional considerations and extra work on my other project I am releasing my internal updates to the plugin for community use. As a result of this, version 2.0 is officially back in play - and it's available now! While not as comprehensive as I originally planned (and which is primarily because I now have to account for the differences in RPG Maker MZ in future updates), it has two important additions:
  • Mobile device rumble
  • Xbox console rumble
The former uses a standard call to the navigator vibration object on phones while the latter relies on WebView pass-through in a Universal Windows app (which is described in detail and comes with all the necessary code and instructions to copy/paste into your project).
 

BreakerZero

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So recently I was debugging my project and found that I have a rather... inconvenient limitation with the mobile detection call that I was using: the damn thing was being detected even on PC/Mac, rendering the NW.JS logic completely useless. I have isolated the call and replaced it with platform detection (as opposed to existence detection where the function is checked in the code for its availability to use) and released version 2.1 to address the issue. Also changed in this release is a bugcheck addition for the Universal Windows instructions so that if you want to support keyboard controls (and not just the use of a gamepad) then the game won't crash if you decide to do that.
 

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More good news: I have tested the plugin with MZ now that I have fixed the recent issue and can verify that everything works. I'm going to add a compatibility flag to the plugin in my next release so that MZ will not complain about potential issues but for now you can ignore the warning and the plugin will function normally.
 

BreakerZero

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Last post on the original discussion. Now that MZ is tested as compatible it has been advised for all further discussion to occur from within the MZ plugin forum. You can still use the plugin with MV if you follow the instructions, but MZ is now the main focus as it already has the necessary code in its NW.JS package. The discussion for the plugin can now be found over here.

Thank you for understanding, and I'll see you on the other side.
 
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