Ohh this looks nice!! Good work!!
For GBC style, since you've started a town, you could do an arrangement of places to go to in it, like the aquarium, a karaoke, or a cinema. There might not be enough props in one such place for an individual post though, so maybe an entertainment theme?
CrypticSky
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After using this last night for a few hours I can say it’s a REALLY cool plugin and works very well! One more thing to report: If there’s a canvasmodulate on the scene before adding the day/night node and I delete it, there’s an error about the editor being unable to find it. If I don’t delete it, there’s a warning that there’s going to be two canvasmodulate in the scene and that’s undefined behavior. The fix is to set the tint property to your existing Canvasmodulate node, either by making it a child or by exporting the variable.
I would recommend you expose the external nodes that get added to these if there aren’t too many so it’s easier for the dev to integrate your nodes to existing scenes 🤔 just need to add @export to them
I also have a C# project so this actually allows my code to manipulate the CanvasModulate if needed
This is super cool! I'm trying it on my project right now!
I do notice that I get this warning message when generating normal maps as part of the usual flow:
"The text-based scene at path "res://Scenes/StoryChapters/52_1.tscn" is large on disk (24.95 MiB), likely because it has embedded binary data.
This slows down scene saving and loading.
Consider saving its binary subresource(s) to a binary `.res` file or saving the scene as a binary `.scn` file."
Seems that when generating the normal map, it gets embedded in the scene data and triggers this warning. The fix is to save the generated normal map as a resource, which you already have a button for, but it wasn't totally clear what was going on haha. Hope that helps someone :-)
Some of your assets also seem to be in /__site/bbbits.itch.io/three-kingdoms-temple-inside-tileset
Is that also you..??
Hello! I'm very interested in this plugin, but I feel like for a game with a ton of text, a continuous log isn't very convenient to actually find a previous conversation and reread it...
Do you think it'd be possible to have a message log that's sorted into something like the mailbox plugin's scene? So you scroll say, "chapters" and can reread them.
(Root of the issue I have a game's script as a bunch of text files, it's being a little bit of a nightmare to figure out without copy pasting manually hahaha...)
Just so you know, I played a bit and got "InternalError too much recursion"
From the console logs: Scene_Map.prototype.updateScene@https://html-classic.itch.zone/html/13764895/js/rmmz_objects.js line 11284 > eval:12:28
Of course I can rename him— but if you’re going to take inspiration from Egyptian mythology, and take a name *directly* from it, I think it’s good to be aware that there’s like… thousands of years of history and symbolism attached to the name you picked. Heck, accuracy also benefits you! It’s a little misleading if someone is looking for a green god of the afterlife and they find a sprite more reminiscent of the god of chaos who looks like a dog. And if they were actually looking for a sprite of Set, they’re not going to search for it by looking for Osiris.
Hi sorry, I didn't see the message. For my project I found an alternative solution, but you can pop your plugin in this free demo and check if it works properly:
/__site/visustella.itch.io/visumz-sample
I was using the plugins in there!
This was quite fun to play to the end!!! Very cute critters, interesting incremental gameplay. Though, it can be pretty frustrating to direct the miniohs in the midgame, since you can't tell them anything like "go there" other than throwing them one by one. In the end I just had to make them strong enough to just delete everything in their path. If throwing the bag at a block told them "hey, help me mine this block together" that would make it smoother, maybe?
Hello! Your plugin is really cool, but I find it can be really limiting to have a spritesheet per animation rather than per characters when you have a lot of them... when using a generator to create them it becomes a headache to export each animation with the correct name, since you have to specify animation type and frames etc.
What would be really neat, since you already have a UI attached to plugin, would be to be able to open the sprite's file, tell it how many rows and columns there are, and then "tag" each square with what animation it is according to the animations defined in the plugin parameters (for example, IDLE SOUTH 0, RUN NORTH 3...). You could even imagine being able to create a custom template for where everything is: most of my characters follow the same structure in their animation sheet, so I theoretically should be able to define it just the one time.
It would be a huge time saver and help a lot with file management.
Hello! Very cool plugin :D I do find it seems incompatible with Vizustella's events and movement plugin though; when both are enabled the familiar refuses to move (the enemies CAN move strangely enough). From what I've looked at, update isn't being called? Do you think you could update the plugin to fix this?







