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Rpg maker vx ace unaffected by light4/18/2024 RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Parameter settings while states can operate on individual settings if youįurthermore, a lot of Lunatic Mode options are added with this plugin toĪllow those with JavaScript proficiency maximum control with states and any Buffs and debuffs will operate off the plugin States, and the rules involved when reapplying states.Ī turn indicator has been added to show the amount of turns remaining onīuffs, debuffs, and states. Number of times buffs can stack, changing the turns remaining on buffs and Such mechanics include altering the maximum YEP_BattleEngineCore in the plugin list for the best effect.Īlter the basic mechanics behind buffs and states that aren't adjustable Introduction If you are using YEP_BattleEngineCore.js, please this plugin under This plugin is a part of the Yanfly Engine Plugins library. Place the following plugins below this plugin located in the Plugin Manager if you plan on using them. The following plugins are Extension Plugins that require this plugin as its Parent Plugin. Got errors with your RPG Maker MV plugin? Click here. I get the original scripter must be tired of their code (pretty sure they're gone from the RPG Maker community anyways) and some users can still work with that, but there has to be a better solution.This is a plugin created for RPG Maker MV.įor help on how to install plugins, click here.įor help on how to update plugins, click here. You have to go to crazy high numbers for the effect to look like it's completely gone, if you use remotely bigger maps. Mid to low-range deceleration looks great, but once it's above 28 it's a bit much and even then, the issue persists. If I did just set it to a high deceleration rate to mask the issue: I suppose it can work for games where there is slow movement, but when sprinting with a high deceleration speed, it personally feels a bit nauseating and hard to look at. Personally it takes me out of the experience and it feels unpolished.Ģ. Any camera effects done through that script when the game is otherwise at 1 deceleration feel jarring from the usual game. Can anyone help?Ĭlick to expand.I did the same thing for a long time (just with a lower value), but design-wise it seems flawed.ġ. Getting rid of the code snippet above doesn't do anything and the jitter issue persists. Setting all 32 values to 16 gets rid of the character sprite jitter (my project is using a collision grid of 16), but then, there is a very noticeable/jarring pixel shift issue with tiles, parallaxes, etc. If loop_vertical? & y < display_y - (height - screen_tile_y) / 2 If loop_horizontal? & x <</a> display_x - (width - screen_tile_x) / 2 # This snippet may be used in any project.Ĭlass Game_Map # Rounds X and Y display values DOWN so the nearest 32 is found. # them to appear off from the tilemap by a single pixel.
# round floating values to determine their position on screen. #
This was tested with two scripts that adjust the movement grid: The effect gets very noticeable when the Enhanced Camera's DECELERATION_VALUE (in the module) is under 30.Īrchived script/demo link: !AMEFWKDK!8D_mqMtXkMJllECxPjV9cA (Enhanced Camera zip folder) There's this awful sprite jitter effect that occurs when the player keeps sprinting for more than 10-20 or so tiles (vertically or horizontally, in a straight line only) and when the movement grid isn't 32 (I tried with 4,8, and 16 - all of them seem to have the same issue).
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