SRPG Engine - [Add Votes for RTP] Plugins for creating Turn Based Strategy game

If I provided RTP for this project, what style would you choose? (not guaranteed to be applied)

  • RPG Maker MV style

  • RPG Maker MV in Tonbi tall sprite style

  • SRPG Studio style

  • Pioneer Valley Games style

  • Other style (please suggest it in comment section of this Thread)


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Dopan

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This looks nice. Is it also working/compatible with mz?
at the Moment its not ported to MZ but :
- #1,091 here siluman mentioned that he wants to port it to MZ
- also RyanBram mentioned earlier that SRPG is planed to be ported to MZ
- also i think you could use a "hybrid" project..
more info here #1,093
(@ the answers to siluman 's Quotes)
 

RyanBram

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Hi, thank you for your interest.

Compatibility with MZ is in our roadmap.
But it will not priority, unless some basic features has been moved into the core.

We are focusing into that first.

Stay tuned. (^_^)
 

boomy

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Direction Selection add-on


Gives the ability for actors (player units) to choose direction after action. Mimics Final Fantasy Tactics Advance and Tactics Ogre. Works best with directionMod.js. An optional "direction indicator" character image can be added (see github)
 

e463gx

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Has anyone managed to update the window prior to attacking to include Yanfly's Weapon Durability? The code for the window is in the Core file, but I can't seem to figure out how to add the durability into the informaton.
 

boomy

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Has anyone managed to update the window prior to attacking to include Yanfly's Weapon Durability? The code for the window is in the Core file, but I can't seem to figure out how to add the durability into the informaton.

Untitled.png

Add the following code to srpg_core.js

Code:
    Window_Base.prototype.drawWeaponNameDurability = function(item, x, y, width) {
    width = width || 312;
    if (item) {
        var iconBoxWidth = Window_Base._iconWidth + 4;
        this.resetTextColor();
        this.drawIcon(item.iconIndex, x + 2, y + 2);
        this.drawText(item.name + " [" + DataManager.getDurability(item) +  " / " + DataManager.getMaxDurability(item) + "]", x + iconBoxWidth, y, width - iconBoxWidth);
    }
};

Replace Window_SrpgPrediction.prototype.drawSrpgBattleActionName code with the following:


Code:
  Window_SrpgPrediction.prototype.drawSrpgBattleActionName = function(actor, action, x, y, flag) {
        if (action && flag == true) {
            var skill = action.item();
            if (skill) {
                var costWidth = this.costWidth();
                this.changePaintOpacity(this.isEnabled(actor, skill));
                if (DataManager.isSkill(skill) && skill.id == actor.attackSkillId() &&
                    !actor.hasNoWeapons()) {
                    if (actor.isActor()) {
                        var item = actor.weapons()[0];
                    } else {
                        var item = $dataWeapons[Number(actor.enemy().meta.srpgWeapon)];
                    }
                    if(Imported.YEP_X_ItemDurability ) {
                            this.drawWeaponNameDurability(item, x, y, 280 - costWidth);
                    } else {
                    this.drawItemName(item, x, y, 280 - costWidth);
                    }
                } else {
                    this.drawItemName(skill, x, y, 280 - costWidth);
                }
                this.drawSkillCost(actor, skill, x, y, 288);
                this.changePaintOpacity(1);
            } else {
                this.drawText('------------', x + 52, y, 96, 'right');
            }
        } else {
            this.drawText('------------', x + 52, y, 96, 'right');
        }
    };
 

Dopan

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Im currently working on implementing Weapons on Char Sprites while SRPG battle is active.
(with the default Char Sprites that use 3x4 frames, not with other Generators that add weapon usage by default)
=> the only other Char generator i could find that does this, was mentioned by
Frostorm and uses more frames and other Char Types.. so in any Case Img edits would be neccesary
=> the link to that Generator can also be found here:
"Universal-LPC-Spritesheet-Character-Generator"


That needs to build some Imgs and use OverSize IMGs,..
Edit
I made an extra TutorialThread that shows how to do it, which can be found Here#1.
------
( very nice work! @ boomy ,on your newest plugin "SRPG Direction Selection ", i once wanted something like that and gave up on it already^^)
 
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RyanBram

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Thank you @boomy and @Dopan for very nice update. (^_^)

Now, let me share extension update from my side.
  1. The next Demo will feature a brand new DynamicAction. A plugin for performing action sequence for Sideview Battle and Mapview Battle with just minimal change or without change in action sequence code at all. The plugin has finished. I just need to update the Demo to accommodate this new feature in skills database. On Map Battle will visually more attractive.
  2. Mouse System is almost finished. We'll able to play SRPG comfortably with mouse that can scroll the map when the cursor reach the edge of the screen. Inspired by RTS game, such as Age of Empire or other Tactical RPG like Battle for Wesnoth.
  3. Some simple tweak in UI which make SRPG battle looks more unique.
I really hope can release this new Demo soon, but I still need more discussion with Gakuto and @Doktor_Q to make sure there are no major problem.

(^_^)
 

Dopan

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Tutorial Info about SRPG and using More than the default(3x4) Frames in battleMap:

If we want to use other than the default frames, we need a Frame plugin, and whenever SRPG Battle is active there will be an Issue on this usage which was already explained in this thread but i will explain it again and give a walkaround how to solve this, aslong the SRPG Core works this way.
srpg_set.png

Screenshot_3.png
The issue when SRPG battle is Active:
SRPG uses the "srpg_set " Img to add E X A to every char frame :
- E is active whenever an Unit has ended its turn
- X is active whenever an Unit has a State like "sleep" or "stop" ect
- A is active on every Unit that has the Auto battle flag active


If using more Frames this will trigger EXA to be shown over these used frames whenever one of them gets activated
(because the SRPG core and the used Img "srpg_set" asume that we use 3x4 frames)


solution NR 1 (disable EXA):

- make a copy of " srpg_set " and call it for example "srpg_set_default"
for later usage to copy paste EXA to other char Images
- delete/erase E X A from the Img " srpg_set "
( this way they wont be shown anymore )

EDIT
solution NR 2 (use newest edited Core + 3 new EXA Images) /recommended :
I found a better Solution which allows us to use any amount of frames with EXA this solution can be found Here #1,145.
 
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RyanBram

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Hi, everyone.

I am really happy that finally I can announce the latest release of the SRPG Engine MV.
This release compiles the changes and features added since the release of Demo version v1.18 one year ago.
I hope that these additional features can make SRPG even more interesting to use.


The following are the changes that have been made since the last v1.18 :

1. Battle On Map
Thanks to Dr Q's contribution, finally the On Map battle feature was realized. On Map battles have advantages, where the gameplay will feel faster because you don't need to repeatedly enter the Sideview battle scene.​

2. DynamicAction
Thanks to the close cooperation with Takeshi Sunagawa-san, we finally managed to integrate DynamicAnimationMap and DynamicMotionMap into the SRPG battle. DynamicAnimation and DynamicMotion are the work of Takeshi Sunagawa-san that let you perform action sequences on Sideview Battle and Mapview Battle using the same notes. You can find more about DynamicAction in other Forum Topics made by me.​

3. Mouse Operation
By adopting the EST_STRATEGY_MOUSE_CAM.js plugin by Estrole, finally the features I planned since one year ago can be realized today. You can control SRPG games without using the keyboard at all. Put the mouse cursor to the edge of the screen to scroll the map and use mouse wheel to select between remaining actors.​

4. UI adjustments
In this demo, some of the User Interface components in SRPG Battle are adjusted so that the SRPG Battle looks more unique and fresh to users.​

5. Removal of non-free plugins
Some plugins that are not classified as free software (based on the FSF definition) are removed from this Demo. This is to make sure you can use this Demo as a template without worrying about legality issues. Of course you can go back to adding any plugins you like.​

6. Other improvements
A number of improvements have also been added to this Demo. Thanks to the contributors and plugin makers who allowed us to add features to this SRPG Demo.​

I realized that, many people have contributed to this project, both in the form of code contributions and in the form of support and sharing so that any questions from users can be answered.

We would like to thank the following people who have directly or indirectly helped with this project:
  • Takeshi Sunagawa for the DynamicAction plugin
  • @estriole for mouse system integration into SRPG
  • @Dopan for your support for the community and providing plugin extensions
  • @boomy for your support for the community and providing plugin extensions
  • Triacontane for a number of plugins that we integrated in this Demo
  • @Krimer for permission to integrate his code into the plugins we use
  • krmbn0576 for AudioStreaming.js
  • @GaryCXJk for CXJ_Exit.js
  • @Liquidize for FpsSyncOption.js
  • @biud436 for RS_MessageAlign.js and by introducing SRPG to the Korean community
  • DarkPlasma for guiding me in making some plugins for SRPG
  • @arleq1n for your support and a very inspiring Tactics System
  • @Lecode for the Lecode Tactical Battle System where I learned many things
  • @Pharonix for your support for the Lecode Tactical Battle System which allows me to learn many things
  • @Magnus0808 for giving an idea of how the mouse works on RPG Maker MV
  • https://rpgmakerwindowskins.wordpress.com/about/ for the WindowSkin I use for this Demo
  • Every community member who have used SRPG Engine MV and provided support and ideas and also helping me for many task

In addition, I plan to add a section about "Game that use SRPG" on the first page of this thread to find out who have used the SRPG so far and help you promote your project.

I hope that you like this release.
Thank you for your support and Happy SRPG Making! (^_^)
 
Last edited:

Dopan

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i just made a few little test on the new demo..

I am surprised , that SRPG_ImmediateSkill.js doesnt bug with SRPG AOE.js in this demo..
only Issue in this case was .. wrong help info on SRPG_ImmediateSkill.js:
This works
Screenshot_1.png
this doesnt work (this is currently in the help info)
Screenshot_2.png

also the demo uses the new core (1.32) without boomys and my edits, what is sad , because for example without the mapBattle edits.. the mapBattle Pre-action Phase is UseLess ,it happens to late..
That is because the pre action phase has to be called in a seperated room in order to have no code action-chain behind it in that Case.. my edit solved it by calling a CE instead.. which can/should be used to call the preActionPhase... sry i cant explain it better..
( thats just 1 example, i dont want to explain every other edit again)
-> however thats not a big thing the core can easy be replaced by another core version.
---

@RyanBram
i got few questions about the big harold char sprites:
are they free to use=`? what is the source, are any credits required if using this in an own project?


-> also thx for translating most of the Jap stuff !
( i gave up on the "DTextPicture" plugin while trying to translate it earlier)
->the system stuff which is still in jap can be changed by using an englisch language setting, system on the pc while making a new project

Edit.
My fav addition in this demo is the Big Char with its sword ,this way a setup is added that shows how to do it and also the added char IMG shows what kind of Char Frames are needed for that.
( that fits really good to the tutorial which i made about adding weapons to char sprites)
 
Last edited:

boomy

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Thank you @RyanBram for pushing your new demo

My initial impressions and observations:

1. srpgCore.js is untouched between github (1.32Q) and the demo. The new demo adds new plugins
2. MVPBasic adds basic plugin parameters that can fiddle with the settings of the game in general. Seems like it is included to replace YEP Core. This includes:
- ActorHome (where the actor battler sprite is located in sideview battle)
- Screen height/width (Heaps of plugins include YEP-core do this; I'm guessing this is included as YEP plugins are now paywalled)
- Toggle dash, set text speed, disable F3/F4 etc.
3. MVP_MouseOperation changes the cursor/mouse image. It probably does other things but haven't gone through it thoroughly yet
4. SRPG_MapviewBattler is an upgrade of Dr Q's SRPG_MapBattle_motions with a few new functions added:
- NRP_DynamicMotion
- A few new functions are added (such as battler.motion() and battler.playMotion())
- Looks like you can set character filenames such that they will be loaded when a map battle motion occurs
5. SRPG_MouseOperation adds scrolling when mouse at edge of screen, middle click mouse movement and mouse wheel = pg up/down
6. Most of Dr Q's plugins have been modified by changing the author from Dr. Q to SRPG Team. No actual functions edited/added/removed

My thoughts:

Thumbs up for keeping everything modular (as this update is mainly adding new utility plugins)
Thumbs up for the new features

For end users:

Add the new plugins to your game (if you want said features) and fiddle with plugin parameters

For scripters:

The new plugins do rewrite a few functions but probably will have minimal impact
Given that SRPG_Core was untouched, any edits (such as ones made by @boomy or @Dopan) should work fine out of the box
 

cchmaster

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When moving the actor, I think it would be better if I can directly move the actor, instead of moving the cursor.

If I move my actor to a place, press the button to see my attack range, and I don't like it, I can cancel the command and directly move my actor to another place I want.
 

Zephydra

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Hi everyone! I've ran into a bit of a problem and wondered if anyone might be able to give me a hand towards fixing as I imagine that will be much faster than me trying to solve this by myself!

Background: I updated my SRPG_Core back in early June to fix an issue with MP consumption and have not added in any new plugins or scripts since then. When going back and testing my project today I've noticed a serious issue with enemy unit pathfinding: in short it's completely nonfunctional despite having worked perfectly fine back when I last updated plugins.

I made a short video to show the issue and try to explain the things I have already tried for correcting this but I will explain the issue in text incase that's easier.



Currently units that have their AI set to target a specific actor or event are running in circles and essentially just orbiting their spawn point. I have tried a few different note tag setups on enemies and have had the same results, including:


<type:enemy><id:13><targetId:0>
<type:enemy><id:13><mode:aimingActor><targetId:0>
And using a script call in an event to set "aimingActor" and "0" to these enemies manualy.

The first thing I did was update my SRPG_Core to the latest update from the first post in the thread, but this didn't change anything.

I then installed Doktor_Q's AIControl and RangeControl plugins which seem to fix the pathfinding issue, but introduces a new problem: It moves the 3 soldier units towards the player, as is intended, but causes the game to crash with the following script error when it attempts to select the mage enemy.

1605474132189.png

I have compared the soldier and mage enemies and can't see any missing information from their notes - they both have movement values, equipped weapons (and their weapons have specified ranges too). In addition to this, the mage does have two spells it can use, however both have range values set on them and function fine when used by a player character.

Minor Update: Spent some time adjusting the enemy causing the crash and it seems to be related to the skills it had, as when I remove its spells it takes its turn as normal.

Minor Update 2: Isolated the problem down to a single spell in the enemies move pool, although presumably this crash would occur on any enemy with an AoE attack. The attack in question has the following in its notetags, but presumably there must be something else I'm now missing which is why it crashes:

<srpgRange:2>
<srpgAreaRange:1>
<srpgAreaType:circle>

This doesn't cause any issues however when a player character knows the skill and attempts to use it.

Minor Update 3:

FIXED IT.

Sort of. I just disabled AI Control and now the AI behaves as it should. I have no idea exactly what about my AoE skill that AI Control doesn't like, but at least it now functions properly. I'll leave this post intact rather than deleting it just in case anyone else has a similar issue.

-Zeph
 
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Dopan

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(..)

Minor Update 2: Isolated the problem down to a single spell in the enemies move pool, although presumably this crash would occur on any enemy with an AoE attack. The attack in question has the following in its notetags, but presumably there must be something else I'm now missing which is why it crashes:

<srpgRange:2>
<srpgAreaRange:1>
<srpgAreaType:circle>

This doesn't cause any issues however when a player character knows the skill and attempts to use it.

If anyone has any idea of how I could fix this it would extremely appreciated - I can't make any further progress on my project until I solve this!

-Zeph
@Zephydra

I am just guessing here, but as far i understand it, that happens because of an AOE?

and the bug info "MinArea" .. well that let me guess you might use some plugins that are to old..
(probably a to old version of SRPG AOE.js)

DrQs AOE plugin was once updated to include "minimum area range", his other plugins which you are trying to use , are assuming that you got that newest version of the AOE Plugin..

And if the AOE Plugin is an older Version that doesnt have the "min area range"-function included.. the other plugins that are looking for this, could make this Bug..

Like i sayed i am only guessing and could be totally wrong, but thats the only thing that comes in my Mind

Edit..
info after you solved it by removing the AI Plugin:

its Probably the AI plugin that asks for the newest AOE Plugin ..
..and its missing the "min area range" -function from the "currently newest AOE plugin"

(if you use the old AOE Plugin , what i assume)
 
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Zephydra

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I updated SRPG_AOE, re-enabled AIControl and it no longer causes a crash - thank you for pointing me in the direction for the updated plugin.

If nothing else, I like the look of the Star pattern!
 

e463gx

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New demo is great Ryan, I really like some of the new features. One problem I've run into though is that it seems to be incompatible with Yanfly Battle Core, which eliminates a lot of plugins - specifically for me the animated sideview battler for enemies.

Anyone have suggestions?


Never mind, for anyone else having this issue, there is a switch in the Srpg.Core file for BattleEngineCore!
 
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MetalKing11417

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Hi, everyone.

I am really happy that finally I can announce the latest release of the SRPG Engine MV.
This release compiles the changes and features added since the release of Demo version v1.18 one year ago.
I hope that these additional features can make SRPG even more interesting to use.


The following are the changes that have been made since the last v1.18 :

1. Battle On Map
Thanks to Dr Q's contribution, finally the On Map battle feature was realized. On Map battles have advantages, where the gameplay will feel faster because you don't need to repeatedly enter the Sideview battle scene.​

2. DynamicAction
Thanks to the close cooperation with Takeshi Sunagawa-san, we finally managed to integrate DynamicAnimationMap and DynamicMotionMap into the SRPG battle. DynamicAnimation and DynamicMotion are the work of Takeshi Sunagawa-san that let you perform action sequences on Sideview Battle and Mapview Battle using the same notes. You can find more about DynamicAction in other Forum Topics made by me.​

3. Mouse Operation
By adopting the EST_STRATEGY_MOUSE_CAM.js plugin by Estrole, finally the features I planned since one year ago can be realized today. You can control SRPG games without using the keyboard at all. Put the mouse cursor to the edge of the screen to scroll the map and use mouse wheel to select between remaining actors.​

4. UI adjustments
In this demo, some of the User Interface components in SRPG Battle are adjusted so that the SRPG Battle looks more unique and fresh to users.​

5. Removal of non-free plugins
Some plugins that are not classified as free software (based on the FSF definition) are removed from this Demo. This is to make sure you can use this Demo as a template without worrying about legality issues. Of course you can go back to adding any plugins you like.​

6. Other improvements
A number of improvements have also been added to this Demo. Thanks to the contributors and plugin makers who allowed us to add features to this SRPG Demo.​

I realized that, many people have contributed to this project, both in the form of code contributions and in the form of support and sharing so that any questions from users can be answered.

We would like to thank the following people who have directly or indirectly helped with this project:
  • Takeshi Sunagawa for the DynamicAction plugin
  • @estriole for mouse system integration into SRPG
  • @Dopan for your support for the community and providing plugin extensions
  • @boomy for your support for the community and providing plugin extensions
  • Triacontane for a number of plugins that we integrated in this Demo
  • @Krimer for permission to integrate his code into the plugins we use
  • krmbn0576 for AudioStreaming.js
  • @GaryCXJk for CXJ_Exit.js
  • @Liquidize for FpsSyncOption.js
  • @biud436 for RS_MessageAlign.js and by introducing SRPG to the Korean community
  • DarkPlasma for guiding me in making some plugins for SRPG
  • @arleq1n for your support and a very inspiring Tactics System
  • @Lecode for the Lecode Tactical Battle System where I learned many things
  • @Pharonix for your support for the Lecode Tactical Battle System which allows me to learn many things
  • @Magnus0808 for giving an idea of how the mouse works on RPG Maker MV
  • https://rpgmakerwindowskins.wordpress.com/about/ for the WindowSkin I use for this Demo
  • Every community member who have used SRPG Engine MV and provided support and ideas and also helping me for many task

In addition, I plan to add a section about "Game that use SRPG" on the first page of this thread to find out who have used the SRPG so far and help you promote your project.

I hope that you like this release.
Thank you for your support and Happy SRPG Making! (^_^)
Thanks, But I would like to suggest that you create a thread in the MZ section of the forum so that it can easily be found by those who are looking there.
 

estriole

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i got few questions about the big harold char sprites:
are they free to use=`? what is the source, are any credits required if using this in an own project?


-> also thx for translating most of the Jap stuff !
( i gave up on the "DTextPicture" plugin while trying to translate it earlier)
->the system stuff which is still in jap can be changed by using an englisch language setting, system on the pc while making a new project

Edit.
My fav addition in this demo is the Big Char with its sword ,this way a setup is added that shows how to do it and also the added char IMG shows what kind of Char Frames are needed for that.
( that fits really good to the tutorial which i made about adding weapons to char sprites)
i think the 'big' harold char sprite is character called Duran from SNES game Seiken Densetsu 3 by Squaresoft (now SquareEnix)... so i think it's better not use that in your project :D.
 

Dopan

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i think the 'big' harold char sprite is character called Duran from SNES game Seiken Densetsu 3 by Squaresoft (now SquareEnix)... so i think it's better not use that in your project :D.
yes that img reminded me on something, but how does that fit in the concept?
- i mean ,this new demo doesnt use yep plugins, just to be safe & independent when distributed on itch.io,but it has an Img used that is related to Squaresoft (now SquareEnix) ..? that is confusing me..
(perhaps the char is just very similar?, but not the same..?.. idk, however it is still good to show what kind of frames are needed for unsing weapon action on map)
 
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RyanBram

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i just made a few little test on the new demo..

I am surprised , that SRPG_ImmediateSkill.js doesnt bug with SRPG AOE.js in this demo..
only Issue in this case was .. wrong help info on SRPG_ImmediateSkill.js:
Glad that if it works now.


also the demo uses the new core (1.32) without boomys and my edits, what is sad , because for example without the mapBattle edits.. the mapBattle Pre-action Phase is UseLess ,it happens to late..
That is because the pre action phase has to be called in a seperated room in order to have no code action-chain behind it in that Case.. my edit solved it by calling a CE instead.. which can/should be used to call the preActionPhase... sry i cant explain it better..
( thats just 1 example, i dont want to explain every other edit again)
-> however thats not a big thing the core can easy be replaced by another core version
Thank you for answering your own sadness "-> however thats not a big thing the core can easy be replaced by another core version "
Providing untouched core can avoid confusion between multiple versions and will ensure that it is easy for everyone to follow any change made by upstream and patch it themselves with their own modification.

@RyanBram
i got few questions about the big harold char sprites:
are they free to use=`? what is the source, are any credits required if using this in an own project?


-> also thx for translating most of the Jap stuff !
( i gave up on the "DTextPicture" plugin while trying to translate it earlier)
->the system stuff which is still in jap can be changed by using an englisch language setting, system on the pc while making a new project

Edit.
My fav addition in this demo is the Big Char with its sword ,this way a setup is added that shows how to do it and also the added char IMG shows what kind of Char Frames are needed for that.
( that fits really good to the tutorial which i made about adding weapons to char sprites)
Did you read the CREDITS.txt included in the Demo?
He is Duran from Trials of Mana produced by Squaresoft. It cannot freely be used. I use it as placeholder when preparing SRPG_DynamicAction plugins since I cannot find any characters in this forum that have 4 direction attack motions.


Thank you @RyanBram for pushing your new demo

My initial impressions and observations:

....

The new plugins do rewrite a few functions but probably will have minimal impact
Given that SRPG_Core was untouched, any edits (such as ones made by @boomy or @Dopan) should work fine out of the box
Thank you very much @boomy for your appreciation and detailed review related with technical things. It really useful for most users. (^_^)

I will give additional information about what you just said.
  1. Personally I prefer to keep SRPG Core untouched, because any change in the core should be done by Gakuto to prevent compatibility issue with future release. If technically possible, you can offer any update in the core by providing your patch as extension and let Gakuto patch it upstream.
  2. Just like what you said, MVPs (Stands for MV Plugin), are prepared to set up things that often required by user to do basic customization for their game. My benchmark is MZ setup in database with some additional options that may be useful, such as exit button, formation changer, etc.
  3. MVP_MouseOperation is not only useful for changing mouse icon, but also for improving how mouse are operated in MV (again I use MZ to compare how mouse are operated in that system). By default, you need to click option in window twice for choosing any menu or options: 1st step is for selection and 2nd step is for confirmation. With MVP_MouseOperation you only need to do once, because mouse hover can act as selection which means you automatically skip the 1st step. It also used to disable mouse function when it detect keyboard input. When using touch screen, you only need to click everything once, because it will auto confirm every touch. SRPG_MouseOperation needs this plugin to operate correctly. All of MVP plugins prepared to perform basic task without requiring non free plugins, which is why it is licensed under MIT.
  4. Dr.Q's plugin is upgraded into SRPG_MapviewBattler to act as bridge between SRPG_DynamicAction and other NRP plugins to perform DynamicAction on Map battle.
  5. SRPG_MouseOperation also attaching SRPG cursor to the mouse cursor when selecting moving destination and target destination, so we don't need to click twice for moving and targeting.
  6. Dr.Q's plugins, mine, and other SRPG plugins (except SRPG_Core) that are included in the Demo are become parts of official plugins. So we kindly ask any contributors to also put their contribution under the name of SRPG Team if they want to donate their contribution to be part of SRPG Project, since this project are work of team, although the original Author name will remain intact in plugin help file.
I try my best to manage this project, so that each contributor does not go their own way and this project has a more targeted roadmap.
I realize that there are still many shortcomings, so if you want to suggest things that can make this project better, please do so.

When moving the actor, I think it would be better if I can directly move the actor, instead of moving the cursor.

If I move my actor to a place, press the button to see my attack range, and I don't like it, I can cancel the command and directly move my actor to another place I want.
Thank you for your suggestions. (^_^)
There are at least 2 reason why the characters don't directly move during moving phase:
  1. Because this kind of battle system is inspired by Fire Emblem and Fire Emblem itself has been designed to choose destination first before moving character. Any change with this behavior may require change in the core itself as well and it may break some extension.
  2. If user prefer to control this game with mouse, its the natural operation. In the default MV or MZ systems during walking on the map, you click the destination with mouse and the character will walk to the destination. So the character not following the mouse cursor, but following what clicked by mouse. Even Real Time Strategy games like Age of Empire also doesn't control the character movement directly, but by clicking the destination.

Hi everyone! I've ran into a bit of a problem and wondered if anyone might be able to give me a hand towards fixing as I imagine that will be much faster than me trying to solve this by myself!
Glad that your problem has been fixed. (^_^)

New demo is great Ryan, I really like some of the new features. One problem I've run into though is that it seems to be incompatible with Yanfly Battle Core, which eliminates a lot of plugins - specifically for me the animated sideview battler for enemies.

Anyone have suggestions?


Never mind, for anyone else having this issue, there is a switch in the Srpg.Core file for BattleEngineCore!
Glad that your problem has been solved. (^_^)

And for additional information, this updated Demo doesn't do anything that break compatibility with previously worked plugins. It just remove plugins that are non free from distribution (e.g the author asking free copies of your game, the author only give permission to non commercial use, the author only allowed any plugin distribution to be directed to their own website, the author need to ask his/her permission before using his plugin), so I think most of your previous plugins should work as usual. We just don't want to violate our fellow RPG Maker plugin author by breaking their rules. (The more plugins you include in a project, the more effort you need to make sure to read every term of conditions required). And I already contacted most of the plugin authors used in this Demo to ask their permission which is actually not trivial task especially if the authors are hard to reach. Some of them allowed me to use his/her code under MIT specifically for this project, some of them didn't give any answer at all.

Thanks, But I would like to suggest that you create a thread in the MZ section of the forum so that it can easily be found by those who are looking there.
Yes, I will create thread for MZ if this plugin already ported to MZ. Thank you very much for your interest and suggestion.

- i mean ,this new demo doesnt use yep plugins, just to be safe & independent when distributed on itch.io,but it has an Img used that is related to Squaresoft (now SquareEnix) ..? that is confusing me..
I touch grey area for this case. Like I said before, I cannot find any characters in this forum that have 4 direction attack motions (if you found one, please let me know, so you aren't confuse anymore), therefore I use it for placeholder until I find or commissioned someone who want to made replacement for this Duran from Trials of Mana. Since other tactical battle system in this forum also use this battler as well, so I think I can also use it temporary with "fair use" in mind.

In the future I may provide a character set devoted to this kind of project. Something like RTP in SRPG Studio (other game engine).

I hope I answered most of the questions here. (^_^)
 
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