The Free version is working fine on my end! BTW can't wait (but have to wait) to buy the full version, had a BLAST with the free sound patches 💚 keep it up!
SeraphCircle
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I know it's silly and far from the scope of this asset, but it wouldn't hurt to ask: How difficult would it be to build a turn based RPG on top of this? Say Parasite Eve - free movement but you have a bar that fills up and only when that bar is filled you or the enemies can act?
I've tried to do that on my own and I got far but I got stumped trying to do actions with ScriptableObjects. Alas, that was over 4 years ago and with no template.
thank you, im glad you like them! ⭐🎀
So, I use spritesheets for efficiency and because its easier to access and organize them, but its not always. I try to keep all the basic shapes and effects I tend to user recurringly in the Basic spritesheet, although in practice there are many of them I rarely use, while there are others that I use frequently but are separated
In the past, I organized my packs in such a way that they would all use the same shared Texture folder, but now that MZ accepts subfolders and after realizing it would become increasingly difficult to provide support for a multitude of different packs using the same shared sprites, I decided to pack them as standalone packs, which means the same project may have the same texture a few different times through different packs. The textures are so light though, that's hardly gonna matter
But yes, its such a tricky thing to settle on how textures are going to be divided and on how file structuring is gonna work..
Thank you! I hope to continue developing this for a while! I'm open to commissions, it would be a pleasure! If you want to contact me for collaboration work, please send an email to [email protected]
Totally sensible decision and I'd never suggest switching engines, but I do have to say you're missing out on a lot on MZ!
IMO it's a choice between keeping your perfectly well rounded setup that you've already developed on MV (and I know you have a great grip on MV since you've been working on it for years) vs. MZ's SEVEN(!) major updates plus the absolutely crunchy plugin database. Just... Making Action Sequences with the (free!) Visustella Battle Core is soooo much better than notetags on MV, for example -- using both Common Events AND the refurbished Plugin Commands command (lol) is the perfect illustration of MZ's improvements.
But if you already have your MV setup ready, then you can streamline those MV battle sequence stuffs pretty alright.
I just, I can't read a comment like "the improvements don't justify the cost" and not give my 5 cents given the absolute massive list of updates and new stuff it got. I can do so much stuff on MZ, going back to MV kinda gives me the chills tbh 😭
Hey Starmage! Thank you for your patronage, as always! The Deluxe versions of the packs, being content updates that I made post original release through DEGICA / Komodo / Humble Bundle / other publishers, may not be made available outside of itch.io for the time being. That's for a few reasons:
- Each different platform has different restrictions on content, for instance, which has lead me to altering my artwork a couple of times. I don't mind it, but I like having a venue where I'm more free to experiment.
- Additionally, as the packs get released on different storefronts, by different entities, it's difficult to keep updating them as there are multiple parties involved.
- And last but not least, I rarely put up discounts here on itch.io, while it's possible to acquire my packs at a significant discount on other platforms.
These different factors make me consider fair to have some content that is exclusive to itch.io versions of my packs. However, I may reconsider in the future. Consider itch.io being a more direct way of supporting me and my work, and with the ease of me uploading updates (as opposed to the aforementioned multiple parties involved when we talk about any other storefront) should make this worth it.
I'm always open to suggestions, though, however limited in the applications of said suggestions I may be. Thank you once again!
You're looking at the animation at a base rotation, parallel to the camera. Play around with rotation! I mostly use animations at 15 X rotation. Play around and see what you like best, 10~20 X rotation is the ideal range for me. Sometimes a 90 X rotation will give interesting results, especially for frontview battles!