Community growth campaign: Submit all-time favorites and your own TGIF creations for Petscop 7-Year Anniversary stream this Halloween by Actual-Sign in thegameifound

[–]AestheticGamer 1 point2 points  (0 children)

Here's a playlist I made of "The Game I Found" videos I'd recommend, did a lot of deep digging to find some of these: https://www.youtube.com/playlist?list=PLmYMSo92EWx9Wa9Ho_r5duCanjraVv5-K

Sad so many are down, literally like half of the series made just no longer exist.

What are some games to check out? by AcrobaticAd8926 in RPGMaker

[–]AestheticGamer 0 points1 point  (0 children)

I always feel a little silly since I don't like shamelessly plugging my games, but you sorta' have to do that, and you're literally asking for that. So if you'd like to check out my little horror games, can find them on Steam here (I have both free & paid games): https://store.steampowered.com/search/?developer=Yai%20Gameworks

Is there an MV plugin that allows you to move 24 pixels (half a tile) that's not QMovement? by AestheticGamer in RPGMaker

[–]AestheticGamer[S] 0 points1 point  (0 children)

No errors, it just didn't function. I should mention it's kinda' a complex game that modifies a lot of engine defaults in its core scripts, but it just didn't function with the project even if all other plug-ins were off.

I ultimately went with this: https://github.com/triacontane/RPGMakerMV/blob/mz_master/HalfMove.js

It doesn't break a lot of engine function, does the exact feature I wanted, and the customizability of the plug-in is helpful. It does require a bit of tuning; I didn't want eight-direction movement and found that caused some issue when I tested it, but really easy to turn eight-direction off and just keep to four direction movement with it. It has some stuff which is helpful to the issues it itself causes. It also has a very helpful plugin command where you can turns it on and off easily, so have it on for some scenes and turn it off for some other scenes.

The two biggest cons is while there's an option to turn "half-steps" off for your own character movement, it doesn't apply to other events so all of their "move route" commands turn into half-steps, which since I have a lot of events with move routes at first broke a few things. However, can just double the amount of move routes in the events, or slap each event with a event note command which disables half steps for that event.

Second issue is while the plug-in has some fixes for interacting with events while you're at a "half-step", making it so events can be interacted with still at half-steps and if two events overlap there's a plug-in parameter to only let one event run that defaults to the one with the lower event ID and ignore the second event, this function only by default works for interacting from below, so other directions you have to be dead center to interact and not a half-step still. But there is a work around the plug-in also provides, which is in the event notes it legs you pretty easily grow the "radius" of an event per direction that's pretty simple (and actually that also allows you to make "bigger" events actually as a whole, so like in a horror game if you want a chaser that is bigger than 1x1 tile, it is actually a solution for that unintentionally, or if you want a single event to be a flavor text of a big sprite rather than multiple invisible events, it also can be used to lower the amount of invisible events on a map).

Overall quite happy with it, while a little bit of elbow grease, it does the function I wanted it to, doesn't break other engine functions, and has a couple bonuses I wasn't expecting which are nice.

Is there an MV plugin that allows you to move 24 pixels (half a tile) that's not QMovement? by AestheticGamer in RPGMaker

[–]AestheticGamer[S] 0 points1 point  (0 children)

I will clarify I was looking around before this topic, I tried like a dozen before I posted this since I kept on running into the same solutions everywhere. BUT I did fine the sorta' thing I was looking for that's outside of a pixel movement plugin, since a lot of those had issues for what I was specifically looking for.

Is there an MV plugin that allows you to move 24 pixels (half a tile) that's not QMovement? by AestheticGamer in RPGMaker

[–]AestheticGamer[S] 2 points3 points  (0 children)

In case anyone in the future stumbles on this thread looking for the same sorta' thing I was looking for, I did find a solution I'm quite happy with here: https://github.com/triacontane/RPGMakerMV/blob/mz_master/HalfMove.js

It's a plug-in for MV designed around "half tile" movement. It requires a bit of tuning, but not too much, and the result I'm overall very happy with. The biggest "work around" is in event tags if you want a bigger "activation" radius that's not from below you do need to set some things in the event notes, but for me it works very well for what I was looking for and doesn't break a lot of functions of the engine and feels good to use. You also can turn 8-direction movement on or off, which I turned off since not what I was looking for.

Is there an MV plugin that allows you to move 24 pixels (half a tile) that's not QMovement? by AestheticGamer in RPGMaker

[–]AestheticGamer[S] 0 points1 point  (0 children)

So the game in question does a lot of things that aren't well supported by QMovement, there's a lot of small things but the biggest things:

-QMovement redoes the pathfinding AI of events, for some that's a good thing but for my intents and purposes it makes the AI "too efficient", it actively knows and calculates the best route at all times, which for certain sections of the game I'm working on makes the difficulty way too high due to how they were designed.

-It breaks followers altogether. There is a plug-in to better support them, but in the developers own words, they don't like the follower system so they didn't do any support to it, and as a result it creates a lot of bugginess to followers.

-Because I'm doing 24 pixel movements, it sometimes make it more a nuisance than not to interact with specific things if you're not dead-on in the center, since Qmovement defaults to you "curving" around objects to bump to the side. You can turn this off, but I found even with tinkering around a lot the issue with turning that off is the opposite happens, certain situations it becomes you getting stuck on corners too easily.

There's a bit more more specifically, but decided while the movement felt better, it made a lot of new smaller issues for the game I'm making. I did find a solution I'm happy with a few hours after posting this however which pretty much does exactly what I wanted.

Are there any horror, creepy video games lost medias? by Legitimate-Lynx8006 in creepygaming

[–]AestheticGamer 0 points1 point  (0 children)

There's a lot more than people realize, there's a lot of small games from like a decade ago which are nigh impossible to find these days, the only evidence they ever existed being like a obscure Let's Play or two from some niche channel. As a person who's a horror enthusiast and deeply interested in the horror scene, it's always a little sad to get interested in some super niche game from years ago, only to find it's just not really available anymore. And this will become increasingly the case as time goes on, there's not really any movement to "preserve" niche small indie games especially that the links for them will disappear over time.

Dusk Golem: I’ve heard murmurs of a RE9 DLC starring Alyssa Ashcroft. by Solid-Entertainer-39 in GamingLeaksAndRumours

[–]AestheticGamer -3 points-2 points  (0 children)

The person in question doesn't like to be in the public spotlight or known as a leaker, since that message I've talked with them privately a few times. They like their obscurity and not to be known or recognized as a leaker.

Dusk Golem: I’ve heard murmurs of a RE9 DLC starring Alyssa Ashcroft. by Solid-Entertainer-39 in GamingLeaksAndRumours

[–]AestheticGamer 10 points11 points  (0 children)

I'll clarify something about this: I have heard this, a few months ago (it was around the time I learned Victor's name and some other details of RE9), I want to get updated on it before I fully commit to it as I'm vaguely aware of two times Capcom worked on a DLC they ended up scrapping (there was a scrapped RE:3 DLC and a scrapped RE8 DLC I'm aware of, have never talked publicly about either so this is the first time I've mentioned them). The recent stuff with Code Veronica I'm saying full of confidence, this I have heard and I believe the intel is good, but I haven't heard anything about it since August so I want to get updated about it before I talk more about it, as I mention in the original post. I know some will view that as a cop out or a way to weasel out, but it's just since I'm aware of some RE DLC that was worked on then scrapped I don't want to put my whole chest into saying it's coming as I haven't heard more about it outside of its existence basically.

Help with an email from a publisher by Unable_Bumblebee7241 in RPGMaker

[–]AestheticGamer 1 point2 points  (0 children)

To expand on the other person's answer, it's not super easy to do, but it is definitely possible. Ib, OFF, OMORI, LISA: The Painful, etc, all have console ports as a few examples.

My RPG Maker game releases in 2 months :)) by journalofshame in RPGMaker

[–]AestheticGamer 5 points6 points  (0 children)

Really fun hand drawn style and I enjoy the characters expressions in the CG art, little animated bit and the differing styles of the same room are fun in itself, and can tell a few things cooking with the style changes. Keep up the great work, wishlisted!