So cool. Once I get around to developing my battle system, I'm gonna take a serious look at buying this. It's beautifully done.
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rhaw757
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Hey, maybe I'm the only one having the issue, but my followers do not change to their "run" spritesheet when the player runs. I have the plugin parameter set correctly to look for "run" in the spritesheet name. It works fine for the player, but not any of the followers. They just use their walking spritesheet and move at running speed. I tried disabling all other plugins and still go the issue.
Curious if this will solve my issue! The player's character has many different spritesheets for different animations. At the start of the game, the player gets to choose their base character. Then they can apply different outfits, but there are many different animations (fishing, punching, kicking, kneeling, laying, etc.). Is this able to change all of those spritesheets or does it really only change the one walking map spritesheet?
This is so awesome! Every time you create a plugin it seems like one I've needed. My game is heavily inspired by Stardew Valley with a mix of Pokemon (capturing monsters) to fight in ABS style.
I made myself a hotbar UI with eventing but it's kind of messy and causes lag so I'm exciting to use this when I get back to working on my game after taking a holiday break.
One quick question: Does this allow the user to stack items? In Stardew Valley, the player could have stacked items in the bar and the number of items the player has will show up in the box. So if a player plants a seed, the number will go down so they can see how many seeds they have from the hotbar.
Your plugins are always very creative and cool! I've been going back and forth on what kind of battle system I want in my game. Battling is more of a side missing (like the mines in Stardew Valley if you've ever played it) but I do still want it to be fun, unique, and engaging. This looks very promising and may be the route I want to go in.
Any plans to implement some kind of "Transform" feature which allows the player to temporarily transform into an eagle or an elephant or something if they've tamed the spirit of one of those animals? This transformation would change the player's movement speed (as an eagle would move much faster than an elephant) and change the attacks. My thought is there could be a timer that the player could stay transformed and then a cooldown timer on the transform skill. So for example, the player could transform into an eagle and after 60 seconds, they would be forced to transform back to human. Then they couldn't use the transform skill again for another 5 minutes or something like that to keep the player from spamming.
Just thinking out loud. This plugin looks really cool and looks like the sky is the limit on what you can do with it. Very excited to see it progress!
Totally! I know Visustella's Furniture System plugin does it but of course their code is obfuscated so we'll never know exactly how. From a user standpoint, it has the option for furniture items to have "variations" either different colors or different rotations and those are handled through notetags. Other than that, I have no idea. Their plugin doesn't play well with my other plugins though.
Whether or not you find a way to implement it or not, this plugin does so much of what I needed including some things I didn't even know I needed! I always appreciate your creativity with your plugins (The pet summon one is fantastic as well).
Yeah sort of like that. I only need HP Bars for the boss and the player's followers. They all have predetermined spots they will be as well and they will just stand there firing projectiles at each other while the player wanders the map and solves the puzzles. I want the HP of the followers to be visible as well so the player knows how much health their followers have left. Here is an image of a test setup:

The elephant is the boss. The dog, kitsune, and woman are the player's followers. They move to the spots they're in now and fire projectiles at the boss while the boss fires their own projectiles at the followers. They don't move from there, only the player will. My current setup is the HP bar above the woman is just an event placed a tile above her that changes based on that actor's HP. It works but is a bit messy to track the HP properly. I would love something more streamlined. I tried to use Visustella's Variable Gauges, but if I put it in a position, it moves with the screen so won't stay above an event.
Yes, sort of but a very simple one! So essentially, the player walks into a boss map. The player鈥檚 followers (3 max) will move to their spots and fire projectiles at the boss on the map slowly draining the HP of the boss and the boss will fire back at the player鈥檚 followers hurting them as well. During this time, the player is solving a puzzle on the map to break the shield of the boss so more damage can be done by the player鈥檚 followers. Neither the boss nor the followers move once they鈥檙e in position.
The problem I had with Visustella鈥檚 Variable Gauge is that I couldn鈥檛 get it to stay above an event. It was locked to a screen position rather than a map position so it would scroll with screen when the player moved around on the map.
Beautiful! It worked and I was able to open the chest with one of the actors. The only funny thing is that I can attack the chest for some reason and it shows up at top in the turn order haha which doesn't seem to disrupt the battle, but it just makes me think I did something wrong.
Quite possibly because I didn't do step 3 in your instructions because I got stuck there. I know how to set the event move route to custom but I wasn't sure what to set the movement to or how to make it happen every turn.