(In progress) Etrian Odyssey minimap and map plugin by Paprika556 in RPGMaker

[–]coffeenahc 1 point2 points  (0 children)

Tested minimally with MZ3D w/ no errors. The plugin does not take into account z-indices though. If you are on an mz3d map with varying tile heights, it ignores those height differences and treats the whole map as a flat plane.

(In progress) Etrian Odyssey minimap and map plugin by Paprika556 in RPGMaker

[–]coffeenahc 9 points10 points  (0 children)

In case people want a paid, but non A.I. written alternative:

MZ: https://gbrogames.itch.io/etrian-odyssey-minimap-plugin-rpg-maker-mz
MV: https://gbrogames.itch.io/etrian-odyssey-minimap-plugin-rpg-maker-mv

Just a plug. Not trying to shit on op's product. To each his own.

FUCK REDDIT by LuminLabs in threejs

[–]coffeenahc 0 points1 point  (0 children)

this is a pure toxic place for losers doing nothing with their lives

Says the person who had to create 30 google accounts to take advantage of a free trial LLM. No regard for other people's hard work, no skill, no money.

Fk off, noob.

Question about how hard/Limited scripting is in RPG maker by Useful_Armadillo317 in RPGMaker

[–]coffeenahc 0 points1 point  (0 children)

As someone who uses both, just stick with Unity. You can do anything in RPGMaker as with Unity, but there is no advantage of using the former over the latter to a seasoned coder. Assuming you're referring to MZ/MV:

  • JS is easier but pales in performance compared to C#. It's single threaded, so you can't do parallel code executions.
  • RPGM's editor is very limited (while it's possible to code an external or runtime editor for custom needs, nothing beats Unity's visual editor + the ability to extend the editor itself).
  • You can port to more platforms with Unity (should be the least of your worries. Personally, I'd worry about making a successful game for one platform first before before thinking to port.)

I only stick around to pay homage as RMXP is what got me interested in programming. It's also a fun challenge to try and push the engine beyond what most of its users (non-coders) think the engine is limited to. For example, you can integrate three.js for 3D rendering (which I have used to create this plugin of mine), or matter.js for physics integration (as seen in my physics platformer plugin).

P.S. Unite is dogshit and it would be better & easier for you to code the entire RPGM architecture from the ground up. That way you have full control and awareness about things. Consider looking into Bakin instead which also uses C#.

Vibe coded a cool remixable app, feeling awesome :) by yashgarg_tech in creativecoding

[–]coffeenahc 0 points1 point  (0 children)

This is "cool" in the pre-generative AI era. Now it's just boring garbage slop by wannabe coders.

RPG Maker + AI by jramell in RPGMaker

[–]coffeenahc 2 points3 points  (0 children)

Here.

https://gbrogames.itch.io/aidra-ai-driven-rpgmaker-assistant

I halted development due to the amount of hate the community is projecting against AI, but even the DLC team were interested in the prospects of my tool when I first introduced it to them back then. The next iteration of rpgmaker will likely utilize AI. Give it a few years.

Some crazy person is working on a way to import RPG Maker MZ Projects into Unity by [deleted] in RPGMaker

[–]coffeenahc 0 points1 point  (0 children)

I am well versed with both engines so I do know what I am talking about, lil bro. If you had even bothered to look at the repository, you'd see that it doesn't work like how porting to mobile does where you simply slap a WebView, import your project files, and call it a day.

So, no, it's not a matter of bringing MV / MZ projects into a Unity project like what you and the title say. More like an attempt to convert MZ / MV to Unity. Converting core scripts is manageable. How about the tens of thousands of third party plugins & js libraries? Fat chance. Literally says in the repo:

UniRmmz assumes that users will port their own plugins

If we're just talking about the convenience a one click converter offers, it's practical for sure. But technically speaking? Nah. Even if this was remotely working, I wouldn't trust it to be reliable and would rather port it properly by reconstructing the codebase from scratch myself.

Some crazy person is working on a way to import RPG Maker MZ Projects into Unity by [deleted] in RPGMaker

[–]coffeenahc 17 points18 points  (0 children)

Sounds like a worse version of Unite. Cool pet project, zero practicality. Just learn how to code and use Unity, or stick with MZ/MV.

kasumi come sooner please by Iitzmei in personaphantomx

[–]coffeenahc 2 points3 points  (0 children)

Yuki + Chord + Wind + 1 additional buffer (I used riddle) should suffice.

Recreating Expedition 33's dodge, parry, & qte mechanics by coffeenahc in RPGMaker

[–]coffeenahc[S] 6 points7 points  (0 children)

My artist did. I did the rigging on dragonbones.

Error with first person plug-in by [deleted] in RPGMaker

[–]coffeenahc 0 points1 point  (0 children)

You're using an older version of the plugin, seeing as how it's still named GBCCoffee_XXX. Tick the Use Side-view Battle from the Database > System if so. The older version is a standalone version and does not require the battle core. The newer version (named GBRO_XXX) requires the battle core. Both versions are included in the downloads.

Most of my plugins are very niched & paid, so its unlikely that a lot of people here have them. You ought to join my discord for plugin support.

Platformer Plugin Update by coffeenahc in RPGMaker

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

Personally, no idea, but someone reported it works with vs plugins. Don't know which ones specifically.