Hi,
yes it is, i am using Visustella´s battle system.
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Paradajz
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Hey!
The water is done with 2 water layers and my plugin: https://paradajz404.itch.io/magicparallaxjs
The reflection on the water itself is done with this plugin: https://the-northern-frog.itch.io/tsr-mirror
Hi!
It’s compatible with Sang Hendrix Action Combat. The plugin only changes how the map is rendered (camera zoom), so it won’t break hitbox positions or collision—they’re still calculated in map coordinates.
The only caveat is mouse-based interactions: if your game relies heavily on clicking (e.g., clicking events/NPCs, click-to-move), very large zoom-in/out can make mouse hits feel a bit off. That’s a coordinate-conversion thing, not hitboxes. In normal zoom ranges it’s barely noticeable.
Hi!
I'm interested in purchasing this plugin, but I have a couple of questions:
- Is this plugin compatible with pixel movement systems?
- I'm working on an RTS-style game where events function as “units” that can follow the player or carry out commands such as moving and attacking obstacles or enemies. Would this plugin be suitable for creating such unit behaviors in an RTS strategy context?
Thank you for your time!
Hello!
Did you put the file in the "movies" folder?
And also did you put the .mp4 extention also in the plugin parameters?
There are no plugin commands needed for this plugin, only edit the plugin parameters.
Lastly check if a other plugin is blocking it (unlikely), try to disable all other plugins to check.
That is a good question, i am also looking for videos to fit for the battlescene :D
Good Videos for that usecase are really rare. It would be the best option if the videos are custom made for your personal needs/liking.
You can try maybe at: https://pixabay.com/
If you use a day night system then you should have a "switch" that turns on when it is night time.
just set the night switch Id from the parameters drop down menu to your night switch id.
Or you can just set this parameter (use map tint) to on/true it will then ignore the night switch and just use the current map tint the player comes from:
i hope that helps! :)













