For those who don't know what exactly my project is, here I introduce to you my game project I wanted to made since 2010. It was actually my 2nd project I attempted to made. My first project was just a test project to learn how to use RPG Maker. While in the second project, I aimed to make a big project. I even made my original soundtracks since I was music composer then. Until I realized that I was too naive. I was not a skilled developer. And this project ended up hiatus for a long time.
In my 3rd project, I scrapped some systems in order to simplify the system so that I could make the game. But it's still to complex for me and ended up as canceled. While in my 4th game I wasnt expecting that it would be a complete game. Yes, it's sample game for my TSBS namely Eremidia Dungeon: Skyward Temple.
Anyway? what kind of project is this?
Just a standard JRPG like where the plot is linear. Nothing more, but you know, I have a lot of urge to make this game.
Did you know, Nella Shadowind? The NPC who appear in my TSBS version 1.4 demo and the one who appeared in left side in my Theolized RGSS3 logo. Yes, she is the main heroine.
The story took place in an island called Alumnea. Separated from the mainland (which is Eremidia). There is a fairy tale where long time ago, Alumnea had been filled by winged human. However, they were gone for some reasons, to the sky island called Skynesia. A lot of people think it only as a fairy tale and never believe it. But some people do believe.
Once upon a time, Alumnea had been surprised by the appearance of a mysterious girl that resemble to the people in the fairy tale. A girl who had wing in her back. She had been woken up from a long sleep in one of the Alumnea Ruins. She realized that she was in very different place. People here, had no wings like she had. And she had been chased by a lot of people due her uniqueness. Until she met an ordinary person, namely Andy Landwalker.
Andy who believe in the fairy tale was very surprised. And the girl in front of him provide a clear evidence that the fairy tale is really true. And the next question is "is the Skynesia, the floating sky island really exist?". Hence their Journey to Skynesia begin.
Andy Landwalker (17-18 years old)
An ordinary young boy who try to live by his own. It had been a tradition to people of Alumnea that when a boy already in 16-17 years old, they should get the job. Unfortunatelly, Andy almost had no skill to serve people like being shop keeper or errand boy. The only skill he had (or at least where he is quite proficient) is to survive in wild nature and hunting.
Role : Agile actor. Perform action faster
Nella Shadowind (315 15-16 years)
A mysterious girl who resembles as people in fairy tale. She had been woken up from a long time sleep. There is no record to her life. Even just why she had been slept for a long time. Her magic is unique compared to the Alumneans since she could use the magic just by the bare hand. And she could materialize the Alma (the terms of Mana in my world concept) into touchable thing where nobody could do that.
Role : Supportive actor. Perform stat booster and healing
Cecilia Fortuna (18-19 years old)
An apprentice mage from Alumnea Magic Academy. Also the skilled mage in destruction magics. Her favorite spells are fire related spells. She is the only child in Fortuna Family.
Role : Damage dealer / Spell nuker
Claude Ironshift (looks like 20's years old)
A man with armor on his body. He is a soldier who accidentally join the party just because he had the same destination.
Role : Tank. Very durable among the party members
Current Progress :
Story : 15% (I got a lot of revisions)
Systems : 5% (This was my 3rd attempt to revive the project. I rebuild the system from scratch again)
Musics : 50% (Most of musics I already made long time ago)
Graphics : 5% (I'm not spriter / graphics designer)
Main theme (I made this music in 2010)
Boss Battle Theme. Remixed by my friend
Battle system. I'm going to use ATB system and interruption. Still prototyping ...
Credit so far:
- TheoAllen (original concept, composer, scripter)
- Oscar (story / plot writer)
- F# (composer)
- shikami (conceptor)
Quite cliche eh?
No wonder, I made the concept when I was a teenager
Hi folks, sorry if I bring (probably) a bad news.
I'm college student, and now I'm getting closer to the end of the year (did I even pick the right word?).
That means, it getting more 'worse'. No, not my grades. My grades are normal. But, you know, I might get a lot of assignments like paper reviews, researches, and many more. I will likely need to struggle more to keep my grades up
That said, I'm not even sure if I could keep in touch to RPG Maker as much as before. Also I'm not even sure if I have time to create new scripts and support them.
But don't worry, I wont abandon RPG Maker, just yet. I have no reason to do it at the moment. It was part of life.
If I have a little spare time, I may use it either to provide support to my battle system, or working on my (dream) game project, or moderating this forum.
Hope you understand.
Hiya folks. Some of you might have noticed that I'm making in game TSBS editor.
The idea came up when I watch DrDhoom Match 3 Stage Editor
And then I thought, it would be cool if I made sequence editor for my battle system. Hence the ambition begin
I havent made any video yet.
Note: This is not final nor complete version! It's not even usable yet.
I appreciate any feedback. But if you're going to ask me "Why it doesnt work". I will likely to answer "Because I haven't made it yet." Also, based on my test, the FPS is slightly dropped. Around 55 at the minimum.
Additional Credits :
Near Fantastica, SephirothSpawn, Amaranth Games, Shaz (Mouse script)
CP Keyboard Input
Gab fullscreen / Resolution Breaker
estriole (Keyboard input inspiration)
Just throwing out my idea here. I've been discussed with DoubleX at TSBS topic in RPG Maker Web about the combination attack. A lot of people bugging me to put this kind of feature in next update. Alright, so here is my idea. I will explain it in user perspective.
To do the combo attack, you need to select the same skill in different battler. I think that's is the easiest way. And also you can do something like this.
Actor A uses skill X
Actor B uses skill Y
It's not combination attack, then actor A will perform action sequence XYZ
Actor A uses skill X
Actor B uses skill X
It's combination attack. Then ...
Actor A will perform action sequence ASD
Actor B will perform action sequence QWE
The setting would me like this
<combo: skill_id, ActionKey>
When the same skill is used by two (or maybe more. This seems need an extra config) battlers, they could perform a combo action.Or, if you want to do something like this. I would change the skill notetag into.
When all the skills with the same id are used, then combination attack will be performed.
In case if I forget how combo attack looks like, I could open this topic instead of going through my TSBS topic pages.
Also, I'm not promosing yet, but I'm excited to make the UI version of my battle system. So that you could test the sequence and edit them in game.
Another progress report! Now you can determine how far the skill range is
A little showcase
However, since the attack range is a bit tricky to setup if you're going to make your own. I already provided some preset setup. Also, you might start to suggest "Hey, it's better to show some indicator to show how far the skill range is". I do have plan. Though, it need an external resource I need to make. So, I will do that later
Hey folks! I made a new progress. I succeed to make you could change the grid target on the fly. Let say you target a grid and then you could damage the grid next to it. Such as linear targeting. It wasn't so hard. But deciding how the config should be is the hardest part. I didnt remember how many times I rewrote the script config so that I could make it more versatile. Anyway, here is the preview
Here how I decided to make the config. Of course I use TSBS as the base
Some explanation :
:grid_save is where you could save the grid and you could restore the original grid target anytime
:grid_add is to expand the grid. There're some methods you could use. Here I use :linear method to expand the grid. Put the directional button in . The directional button is same as the numpad where 2 is same as down, 8 is up, 4 is left, and 6 is for right. Since the target is in troop grid, then the horizontal direction is reversed (4 = right, 6 = left).
:grid_rem is to reduce the grid target. The new target grid will also target the previous target. So I substract the grid target with previous grid target just to make it wont get damage twice.
:grid_setup is to setup how the animation / skill / etc acts. I haven't really thought anything. But will likely add more.
That's all for now.
And as for side note, I was listening to this music while doing some experiment and bug hunting
Two months ago, I made a concept about my own grid battle system.
But since I thought this would have a lot of work to do, I decided to take a long break before continuing the system
And I only managed to make AoE selection testing
Time passed, I almost completely forgot about this stuff. After did a long procrastinate during the day just to think what should I do, I remembered that I have this grid system. Then I take a look at the code and I completely have no idea what I've done. So many messed up script code everywhere. After did some clean up at the code, then I put a little stuff. Move character to another grid
I know, it might be nothing special. I just celebrate it for myself lol. There're a lot of things to do such as limiting how far the character could move, spent the action point when move, etc. But at least, I made the base.
As for the turn system. Free turn battle seems to be the good choice, ATB is the second one. But I have no idea how to use default turn system with this grid system together.
You know, in ED Skyward Temple, the only character that has no cutin portrait was Emille Lunar. And some people bugging me for the official portrait for Lunar as well. Well, since I'm going to update the game, I will also update the game contents.
Let just skip that, here is the teaser for Emille Lunar artwork that will be included in next version of the game
It also featuring how I did the shading. Yes, I'm mouse user. Actually, I have graphic tablet, but for some reasons I resist to use.
Ok, folks! I've made up my mind that I'm going to update my game, Skyward Temple. I'm aware it has a lot of design flaws ever since I watched most of people did Let's Play video. Some people complaint about the exploration, some didn't know some essential features like Free Turn Battle. They just command the actor without selecting who will gonna do the first action.
First update list. This is my top priority
An additional help window to show the skill details (and even for the normal attack). Some people I saw they didn't know what the skill element and type. Picking the right element to attack the enemy is important here.
Second update list. A battle tip for Free Turn Battle
Just added a little help tell you that you could select the actor which is going to do the first action. Some people really missed this feature. Ok, that's could partially my fault since I never told the player
Third update list. Encounter rebalance
Even I use evented encounter, there's a chance that you might be surprise attacked. When your party surprised, they could do one hit kill to your actor. In hard mode, you could instantly gameover without doing anything because the enemies were so overpowered. That's not fair, I'm aware. Now, I added a little bonus when your party surprised. They automatically switch to defend mode so they took a half damage while the enemies surprise them. Fair enough?
Also, I saw some people were annoyed with the map encounters. They were so fast, hard to avoid, yet many. As the developer, I could escaped easily since I know well the dungeon map. But it isn't for the player. I decided to make them slower
Fourth update list. TSBS version 1.4 stable update
Yes, it will still be the sample game for my battle system. I will release the stable version of the TSBS together with the sample game. Though, this game won't do a showcase what's new in the newest version of TSBS (like battle camera or such). I just updated the battle system.
That's all folks!
- Lunar is a he, not a she
- If you wonder why the Stella's hat looks like a mage hat, here is her full portrait
Hi folks, two months ago, I wrote the TSBS Dev Journal #17 and said something about my TSBS great supporter, Ryuz Andhika who already retired from RM worlds. Around some weeks ago, I can't remember when, as a contribution for Indonesian RPG Maker communities, he shared his TSBS animation samples since he doesn't have a plan to use it anymore. However, the animation sequences were made from the very early version of TSBS, it was version 1.0. Of course it won't be usable in the latest version since changed some action setup.
About hours ago, I got a chance to modify his animation sequences to make it compatible with the latest version. Here is how it looks like
If you want the sample demo, you could click this link
Mediafire mirror link will come up later. I have not-so-good internet connection right now.
If anyone remember who made the animation graphics please tell, both of me and him doesn't recall who had made the animation graphics. Not use if it was mr.bubble or timmah
Hi folks! Finally, I got a chance to update the wiki for TSBS. Today, I made the wiki about how to make animated enemy. Check the new wiki here https://github.com/theoallen/TSBS/wiki/How-to-Make-Animated-Enemy
Hi, VXANetizen, today I just want to annouce one of my greatest evil plans ever.
Most of you may want to see grid battle system script. Though there is no script for that.
What is the grid system anyway? It's more like Megaman Battle Network if you ever played (I never played actually lol)
I will take some references from these
Eremidia: Dungeon! by richter_h
Cruna Aktrid by wltr3565
New Batte Engine : Grid by Spectre
Battle Formation by Punisher699
To make it to be a versatile battle system, I believe it could take one or two years of research, especially if you want it to be compatible with most of the scripts. That said, I will begin my experiment just like back then when I develop the Theolized SBS at the first time. Overwrite anything and ignore compatibility, because thinking of compatibility may inhibit you from many things.
Now, I will start with my own idea of the grid system. Probably not the best concept. But at least this is what I have thought. Here are the mockups
Party and Troop has its own grid field
Just like Eremidia: Dungeon! where you can not move into enemy troop grid. It's make the scripting easier I guess than make it free movement.
Grid position determine bonus
Bonus yes, if you're behind the allies, you will get the defend bonus, or at least damage reduction. However, your attack may reduced.
This is the most tricky part. I don't like my grid system to be like Eremidia: Dungeon! where you have attack range and melee units can not attack the enemy that located far away and ended up just guarding all time (it's not fair!). Mine would have free targeting system just like Cruna.
However, I came up into two ideas. I'm not sure which is the best
You can only target the enemies in front of you, or at least in its lane. You can not target the battler that being covered by another battler unless you target them by ranged unit.
You can target everyone, with the damage Bonus / Penalty. Explained in Melee and Ranged mechanic
It's different if I want to make all the battlers can move everywhere just like Spectre's idea. I would implements attack range system. Though it's not an easy task. So, I will save it for later
Melee and ranged mechanic
There're two types of units. Melee and ranged.
Imagine that here is the battlefield
The damage flow goes something like this
Ranged unit have advantage of attacking any enemies since it has no damage penalty
However, if you attack the enemy in front of you using ranged skill, you will get the damage penalty. Or at least, you should behind any melee actor. Same goes with the covered unit. If covered unit use melee attack skill, it will get the attack penalty. It's not if it uses ranged skill.
What if the enemy located on far away?
Well, as long as the enemy is right in front of the melee unit, there is no damage penalty.
As for enemy AI, I don't have any idea yet. It could be tricky part
Progress so far.
I only managed to set the grid coordinate position so far. There is no change position and targeting still use the default one.
After two months of hardwork, now I released the latest TSBS. Check this out here.
Now I can relax, and allow me to take a break for a looong time. You may suggest me a new feature, but I can not guarantee if I will put your suggestion in near future. I have another stuff to do, and another ambition to achieve.
Have fun everyone!
Hi, VXANetizen! It's been a while since the last time I updated the development journal.
I was once took a break about one week, not touching TSBS due to burntout. You know, when I looked back how I made the core implementation of TSBS, I have no idea what I have done lol.
By the way... how is it going?
As I promise, the open beta will come up at the end of this month. And yes, it's the day after tomorrow. So far, the core script is stable, I don't have any plan to update the core implementation and its addons. Even if I have, I will do that on the next update.
On this open beta, I also put the animated battler inside the demo. So you could learn how to make animated enemy
The rest is ... I'm just cleaning up the demo. Translating the addons into English and such. Nothing more.
Wait for it!
Hi VXAN folks! Welcome to the next development journal of TSBS
Yesterday, a member namely R4kshasa asked me if my TSBS could zoom the icon for weapon.
Well, I said clearly no, but I offer and alternative way to show picture as icon instead.
Today... and at this minute, I managed to call 'icon' from file
As you already notice that the icon is slightly bigger than the regular iconset. Yes, it's true since the size is 32 x 32 while the regular iconset is 24 for each icon.
So, how do you gonna call the icon?
First thing that you need to do in weapon notebox, you need to put this notetag <iconfile: file>
Replace the 'file' with the file name of the icon located on Graphics/system, like this
And as for the icon sequence, put the index as -3, put -4 if you want to call the second weapon
Soon.... avalaible on version 1.4
I wonder if the member named R4kshasa itself is from Indonesian, since his name itself means 'Giant' in English >.>
If you wonder where I got the icon, I took it from http://7soul1.deviantart.com/art/Swords-and-daggers-330188683
Hi folks! Welcome to the next development journal of TSBS
Today, I want to share my progress report on making the Open Beta version.
Some of you may have been wondering how can you make a bow skill sequence. So, in upcoming demo, I put a sample sequence for bow skills since in my Sampe Game I didnt include the bow attacks
Anyway, here is the video sample
Not that much I can share.
The rest of it, I just clean up some messy database and scripts
Hi VXAN people! First, I'm sorry in advance if I was missing in action recently. My college stuffs just killed most of my time. And now, I'm facing my mid exam. I'm still working on my TSBS so don't worry. Today, I want to share my current progress report.
Open Beta will be avalaible at end of this month (Hopefully)
After taking a closed beta in my local communities and they reported so many bug and I fixed it. Now I decided to prepare the open beta for public. The core system of version 1.4 now stable and the English instruction already tranlated However, some addons like Battle Decoration, Battler summon and such are still in Indonesian. I'm doing my best to build this open beta version
Compatibility with Yami Popup (Also for Luna Engine)
In previous development journal, I already said that I made the patch for the Luna Engine. Though, I don't really like the script patch itself. Hopefully, in this next version you won't need the patch to make mine work with Luna Engine or Yami Popup
Here is the video from Kisaragi Rikko. One of the TSBS Beta Testers
Battle Decor - Field Effect!
Have you thought that some of your character can summon the rain? And when the rain comes, some of enemy stats are down and you get the advantage? Now, I managed to make field effect!
And as a side note
The reason why I was missing in action is because I studied Unity3D. It was one of my college lesson. Later, I have to make the last project on this semester. So, it needs a great understanding of this software. In some part, this software is much easier than RPG Maker VX Ace and it's also FREE! However, it won't be non-programmer friendly since scripting / coding is a must. Not just like RM which can be done easily with pure eventing.
That's all I can tell to you right now.
See you later ...
Hi folks. Welcome to my 27th post of the TSBS development journal.
In this post I will tell you that I made some little progress. Anyway, what's new?
Beta testing phase had begun in my local community. Surprisingly, they reported many bugs. Like the glitch where you can not revive the dead battler member, or even fatal crash due to some typo, lol. So, I decided myself to put the latest version into my sample game, Eremidia Dungeon, Skyward Temple. Well, JUST BY plugged it in and remove the old version I found soooo many issues.
Anyway, Fortunatelly I haven't release this latest version into public. I can not imagine that people will report so many bugs and issues if I didn't debug it myself lol. My next plan is I will release this version 1.4 and keep the previous version 1.3c in case if there is anyone who want to revert it back. The version 1.3c is the stable version where it doesn't have much issue yet it has less features. While the version 1.4 is an experimental version which indeed it has much more features yet it may have compatibility issues as well.
This bug hunting may be the longest testing phase beside the translation into English itself.
Also, for a side note, I will be using version format 1.4.0 instead of using alphabet.
Tone and Color on icon
This was just my random thought. I found this was weird to see the battler icon tone and color didn't follow the battler color. I'm not sure if it's a good idea or not though, I like it anyway. See these screenshots
Planned new features
Adding more spriteset control
Nio kasgami in this post asked me if I could make a better spriteset control since he will be using the larger spriteset. My ideas came up into two ideas. The first one is to put new parameter inside the [:pose]. Like
[:pose, file_index, [row, col], wait],
It's actually can be done by putting "cell(row, col)" though I haven't tested it once again. And probably I will remove it
The second idea is to put an autopose. It just same as play all sprites in frame x. The autopose parameters are
>> file_index : Number of the battler graphics name like Eric_1.png, Eric_2.png, etc ...
>> row / frame : Which frame you want to play?
>> delay : The delay between the sprite animation
This autopose is just a trigger. When you call this command, you need to put wait as a timing.
[:autopose, 1, 1, 15],[:wait, 15 * 3],
The larger number you set the MaxCol in config 1, it will be longer as well. So you need to get the right timing in [:wait] command.
Man... I'm suck and explaining things
Change class change graphics. Change equip, change graphics as well
Another crazy idea is to change the battler graphics depends on the class
As for now, I already made change graphics by state and also exclusive flip graphics.
So far, I'm going to made this formula
Now, about the change graphics when changing equip, I have no idea how the battler name format should be. Or is there any better way? Well, maybe I will think that later and you should stay using show icon at the moment. Also, I don't have the resource as the sample. So I can not really tested this out.
That is all the progress report I can tell you right now. See you later in next development journal
Hi folks! Welcome to my 26th development journal!
Some of you may already aware of my battler summon on this development journal.
However, the video showcase was just really prototype. I mean it was not usable at that moment.
Yesterday, I finished my battler summon addon and already tested with various posibility. And I already made the complete documentation about the script. Even though I writo that down in Indonesian.
For video footage, you could see this video
Well, that all the progress I could report right now
See you in my next development journal
Hi folks! Welcome to my 25th post of my development journal
Yesterday, a new crazy idea came up into my mind. Have you ever thought of alarm tone effect? I don't know who to say it in English. But what I mean is the tone is sometimes looks red and sometimes looks normal. It was not an easy job, I need to blend it with the regular tone and such. And I managed to make one. Look at this video
Also, I added new effect. Flashing effect and sound effect!
It adds more atmosphere like you're battling in the middle of the storm.
I'm pretty aware that this kind of effect may render the player into sickness (motion shake, color change, and flashing at the same time, seriously). Please, be understand that this is just a test video showcase.
Now, I'm curious what is the next idea that my brain tell me in future.
And for a side note. I already spread my TSBS v1.4 into my local Indonesian community. Yes, the Indonesian instruction now complete and they're testing it. It's not the final build though, but I give them the first chance, in case if it has bugs.
If you also want to test this out, I can send you by PM.
However, the English instruction is not included yet. So, you need to figure it out by yourself.
Hi Folks! Welcome to my 24th entry of my development journal
Has anyone ever though of custom flip image?
I believe most of scripts are using the mirror function from Sprite class. Which mean, the image will be flipped by script. That is not a problem if it's for simetrical sprite. But how if a character has an eyepatch on his right eye? If you flip the image, his eyepatch will be moved into his left eye. That's odd, isn't?
Very long time ago I requested Any kaduki sprites that has flipped version. And a guy from RPGMakerWeb helped me out. As the result, I made this in this morning
I bet most of spriters want this kind of feature
If you curious how the resource looks like
Basically, you just need to put "_flip" on its name
I should do this yesterday. But it can't be helped, I procrastinate longer than I should have xD
Hi folks! Welcome to 23th development journal of TSBS
Some of you may already aware that I uploaded a new devlog video yesterday. Yes, it was named "TSBS Devlog 1.4 - Battle Cosmetics" before I decided to change the name into "Battle Backdrop Decorations" (in short, you mau called it "Battle Deco", catchy enough I think).
I did this when I really bored and didn't get the internet connection at that moment. Also, it was my THIRD attempt to make Battle Program like Journey Battle System has. At first I wanna make the configuration is same as the Journey Battle System until I found it was really confusing to setup and I decided to make another style of configuration.
If you want to see the video, look at this youtube video
I recorded the video right after I sucessfully make it works. With many pre-configured settings and such. Also, I hadn't show all the features of my "Battle Deco". Well, here is the list.
Shake screen both vertical and horizontal. You may noticed in my previous sailing battle video
Scrolling battle backdrop. As you can see, the cloud is scrolled
Setup position of the battle back. By default, every battleback is placed in center. By using this script, you may adjust the position or even zoom the battleback
Background Sound. You may play BGS in battle.
Background SE. Like play SE within delay time duration at random. It isn't shown in video
Random Flashing effect. Like the lightning effect. It isn't shown in video
Battle Weather. Like snow, rain, storm. I also have a plan to add my own. It won't work well with MOG Weather Ex at the moment. I tried to understand his script but no hope lol.
Battle Tone effect. Changing battle tint screen. It was inspired from the Touhou Tales - A Wandering Spirit Video trailers. I don't know what script she used, but It gives me an inspiration.
And the last but not least, the Battle Status Effect! Let me give you an example. When you enter lava dungeon and you don't equip Salamander Ring, you will get slip damage when you engage an encounter. But when you do, your attack will increased. However, it won't affect anything if you out from the dungeon.
Here is the preview of the battle tone effect
That's all folks. See you later in next development journal
Hi folks! It's been a while since the last time I wrote the journal
I bring a sad news that the English translation for the next version won't come out so soon.
There're many reason for this. The first one, I'm burnout....
And the second one, the instruction itself is over 2000. Look at this spoiler if you don't believe. (It's Indonesian btw)
It's kinda pain to manage a huge module script for two languages. You need to double check so you won't miss anything. And as you already know, English is not my primary language. That being said, I may release the next version in Indonesian at first just like before when I posted the script here.
Not to mention, I will also need to update wiki about how to use this latest version. The advanced projectile control feature is not easy to use (or explain lol).
As a closure, I just want to say that I need to take a break for a moment. Doing some little scripts, fixed some reported bugs from my script and such may works. Or maybe should I completely abandon the RPG Maker for 2 weeks and watch random anime?
Anyway, see you later for the next development journal
P.S : I'm not abandoning this battle system. I seriously need to take a break lol
Welcome the the 21st entry of my development journal!
So, what's new?
Some of my friends insist to see the battle camera. Though, seriously, I don't really like it. But, when I do, I also attempted to make an integration with animation. I mean, while the camera is being zoom, the animation will be zoomed as well. Take a look at this video
Honestly, I can't really tell if this integration is a good idea. Or should I leave the animation zooming value in its original value? Or should I make a switchable animation zoom integration? So, I let the script user to choose if the animation need to be scaled or not.
Anyway, It's 2D game engine and if you do the zoom, everything will be pixelated. I would suggest you to NEVER use zooming battle camera.
P.S : There is a glitch in the video I was late to know. I hadn't scaled the animation position. So if you look closely at Freya's Thunder summon, you may get the idea. I already fixed here and that was really not hard fix.
Days ago, Archeia asked me if I could make both mine and Luna Engine works.
Since it had been mentioned in Scripts that aren't currently compatible with Luna.
I managed to make both works. It's not really a hard fix, just a little "misunderstanding" of using the concept of script. They seems messed around with my "private property" and I reverted it back.
What is the issue with the Luna Engine anyway?
From what I've got are :
The action perform won't end. After you perform an attack, there is an infinite loop so enemy will never attack you nor open the actor command.
Weird damage popup animation.
The fix was not that hard. But the debugging part was really nuisance. I commented out all Scene_Battle modification of mine. The Luna Engine worked just fine. There was no said issues. Then I uncomment some of Scene_Battle modification of mine and for some unclear reason, I found the issue was come from wait sequence in win loss checking.
I started to wonder. "So, Luna Engine won't allow me to show victory sequence pose? Let see if I disabled this feature, will this work?". Surprise, it worked! Though, my expression was kinda like
But hey... sh** happened!
Indeed it worked. I noticed there another glitch. The enemy position went wrong due to some unclear reasons. I looked around into various script, (I mean, VARIOUS since there're too damn many). And finally! I found the culprit was the script named "Enemy Offset Addon". It messed with screen_x and screen_y value which those are what I mean my "private property".
It worked yes! Still, it was bugging me why Luna won't allow me to insert victory pose sequence. But on second thought, why just don't re-enable the feature? guess what? it worked as well! So, the great culprit was the "Enemy offset addon" thingy. I didn't even know WHY? But it worked anyway. So, if you're going to buy Luna Engine and want to use mine, make sure you delete / disable the said script.
The second issue was not hard to fix. I just need to rename the method name since it has same method name with my basic module. Here is the patch I made for Luna Engine. It should go under my TSBS implementation and above all TSBS addons.
Also, my TSBS script should go under Luna Engine.
And I'm sorry if I put some venting post ._.
That's all for now. See you later :3