Battle systems are a major part of any traditional RPG. And the ability to Guard is also a key staple of battle systems. Yet, Guarding gets next to no love when it comes to designing RPG’s, so how about we find out ways to change things up a bit and make Guarding a much more interesting gameplay mechanic?
Today we see the release for Tantalus, Swordsman of the underworld, as suggested by
A former knight who has been disgraced and forgotten by the kingdom he once served. He found a new cause serving the God of the Underworld, Hades acting as his best soldier. He wields a flamberge and massive shield with a horned helmet. -Anonfox93
Does your game project have at least base code (rpg_x.js) 1.4.0 or above? And has RPG Maker MV updated past that, but you don’t feel like updating the base code manually, probably because you’ve made some edits to the code itself? Yet, you still want to take advantage of the changes from the version ups? This plugin will take care of that for you while keeping your base code intact, while ‘patching’ the changes made from higher version ups.
This plugin also adds in the updates and new functions from the versions leading up to 1.5.2 to ensure that your project has the most up to date functions even if it is running 1.4.0. This way, you do not have to tamper with the game project’s base code files yourself.
Note: you will still have to download the newest Pixi libraries and to get things working properly with this plugin. More will be explained in this plugin’s instructions section under the help file.
The RPG Maker MV 1.5.2 “update” is out. I say “update” because it’s mostly to reverse some of the negative changes from 1.6.0 (namely with the editor) but still has the bug fixes of 1.6.0. You can find out more about it in the link above.
From what I can tell, this is a safe update to change to. A desktop optimization update will be made in the future for those who use it. Hold on tight.
Here’s a changelog of all that’s happened. The changes will be a comparison difference between 1.5.1 and 1.5.2 instead of 1.6.0 and 1.5.2.
Graphics.initialize starts with _videoUnlocked with a false boolean.
Graphics._setupEventHandlers added keydown and mousedown Event Listeners
WebAudio._setupEventHandlers function updated to have keydown, mousedown, touchend listeners resume function.
BattleManager.updateEvent now returns checkAbort instead of checkAbort2
BattleManager.checkAbort2 removed and became BattleManager.checkAbort
This time around we see the release of Mecha-Dragon Ladon, as suggested by Gabriele Marzagalli over at Patreon!
This giant snake-like clockwork dragon was once created by gods to guard the tree of the golden apples, but some of the apples’ seeds fell between his gears and sprouted. Now he is half robot and half plant, with bushes and vines growing out of his body, as well as some golden flowers that maybe one day will be golden apples. But Ladon won’t obey to his gods anymore, he will protect the tree from everyone no matter who it is. -Gabriele M.
A fun creature for sure, mixing machinery and earth together!
As far as I can tell, 1.6.0 changes a lot things, for better or for worse. File directory structures have changed and whatnot. Performance has been enhanced, but at the cost of quite a few plugins working.
Hold on tight.
The following are changes made in this update from the previous update (RPG Maker MV version 1.5.1).
Utils.isOptionValid function update
Graphics._cssFontLoading boolean update
Graphics._updateRealScale function update to improve scaling
SceneManager.onKeyDown function updated for F12 button to not take browsers to a new URL window (assuming browser mode)
BattleManager.updateEvent updated for its abort check from 2 to 1 of which…
BattleManager.checkAbort2 has been removed and has now became BattleManager.checkAbort
Game_Interpreter.prototype.command113 (break loop event) is now updated to support multiple depths
Scene_Item.prototype.update function added. Its purpose? To break all the plugins that add new stuff the item scene.
Spriteset_Battle.prototype.overworldBattleback1Name and Spriteset_Battle.prototype.overworldBattleback2Name function updated to return an empty string if its battleback is an empty string.
Player comfort is a major thing to pay attention to when it comes to designing video games nowadays. RPG’s are no exception either. And inside of RPG’s, the player is usually within a battle a large portion of the time. And for this large portion of the time, players are often waiting for battle animations to finish playing.
This plugin adds in the ability for players to choose how fast they want battle animations to play from inside the options menu. From the default speed, which plays one animation frame per four real frames, to the fastest setting, which plays one animation frame per one real frame, the player now has the option to choose how quickly things progress in battle.
Today we see the release for Flynn The Original Slime, as suggested by Darkstarmatryx over at patreon!
Flynn was trapped in a tower with a wishing stone his only wish was to get out the wish turned him into a slime the first and only slime allowing him to slide out of the tower. He can’t turn back and he doesn’t age. His slime trail every so often births a new slime and it may exhibit one of the powers he possesses from when he was a human channeller. This is the foundation of the slime city he rules. He is not evil but will fight with all his channeled might and slime abilities to protect the slimes and what they guard. He is also larger than most of the other slimes. -Darkstarmatryx
Many of you have asked what are some more ways we can use this plugin. That’s a very good question because there’s a lot of things you can do with this plugin. However, instead of giving the answers to every single example, it may be better for me to give you the actual Eval codes themselves and the description so you can figure out the things you can do with it, instead. There will be a “possible use” example listed just to give you an idea how things may be used. Hopefully, upon reading the descriptions for each one, you may come up with some ideas or answers to what you are looking for!
Hey everyone! This weekend we see the release for the Son Of Valhalla, as suggested by ACE over at patreon!
A large centaur like creature, half horse, half man, with insane strength and speed, he can jump very high, gallop very fast, and swing an axe faster than you can blink an eye. Huge arms and hands, along with huge legs, he can crush you in a second or trample you if you are down. All adventurers take caution when fighting him. One wrong move could be your last. -ACE