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AceOfAces_Mod last won the day on April 10 2022

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About AceOfAces_Mod

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    White Belt .NET Framework Programmer
  • Birthday 02/19/1996

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    Haidari, Greece

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  1. AceOfAces_Mod

    Immortal Sins

    Ahoy! Released a small patch for the game.
  2. AceOfAces_Mod

    Immortal Sins

    Released a patch for the game today, which brings a small update to the launcher (if you are playing the game on Linux, you can skip this one). With this update, the package versioning and the list of file hashes (used to verify that there are no tampered, damaged or missing files that would break the game) are separate from the launcher. When the game starts, it will load them up from a few files. This makes it easier to push out updates to the game (and implement future features as well). Northbridge Changelog: Package version and file hash list are stored in two files. Sped up the launch times for both the Game Master and the launcher. The game version is referenced from a manifest file. Fixed localisation issues. Fixed bugs related to the file checks. Fixed a bug, where resetting the cache (Cache Management -> Reset) would instead start the game. Library updates.
  3. AceOfAces_Mod

    Immortal Sins

    After months of work, I am happy to announce that I have released version D0.40 (codename "Arcane Steel"). This version of the game comes with a ton of quality-of-life changes, re-works, and the overhauled Northbridge Platform. Although, there's still work to be done, the new foundation will allow me to further refine the game. changelog:
  4. Well... Where did the time go?
    I'm alive. Just too busy working on my projects.

    1. Rikifive


      Wish I knew... 😛

      Always good to see familiar names after all this time. 😄

    2. PhoenixSoul


      Where did the time go?
      Nowhere; it doesn't exist. 😏

    3. AceOfAces_Mod
  5. AceOfAces_Mod

    Immortal Sins

    Released Second Edition Beta Version D0.30 Update 3. This update makes some additions and tweaks in preparation for the upcoming guild missions, alongside bringing in the .NET Core 3 version of Northbridge. Changelog: The weaknesses can now be seen during battles. Hunter License can now grant discounts on shops. Balancing changes: Gus can now learn Elemental Shields by stealing the skills from enemies. Elemental shields remove the previous one. Balanced some of the enemies. Added a new dungeon: Tomb of <redacted> (It will be accessible in a later update). Sena’s Adnverturer’s Guild is now available. Performance improvements and visual tweaks. Bug fixes. Vastly improved Northbridge: Moved Northbridge to .NET Core 3: Performance and startup improvements. A copy of .NET Core 3 ships with the game. The game is completely separate from .NET Framework. Improved error handling. Technical improvements. Re-wrote the installer to Advanced Installer. Improved installer size. Added a migration assistant for the Microsoft Store version.
  6. AceOfAces_Mod

    Immortal Sins

    Beta Version D0.30 Update 1 is available on itch.io and Gamejolt (coming soon to Indiexpo as well). This does a big overhaul. CAUTION! Due to an overhaul in the engine, the game will show an error that a file couldn't be loaded, when loading a save from an old version. Trying to retry loading will result in the same error. You have to start from the beginning. Apologies for the inconvenience. Changelog:
  7. https://www.microsoft.com/store/productId/9PP2ZDP99370 Alongside the release of version D1.04, I released the compiler tool on the Microsoft Store.

  8. AceOfAces_Mod

    Immortal Sins

    I've uploaded Beta Build 20181013 to itch.io, Gamejolt and Indiexpo. This is primarily a bug fixing build. This is also the first build available for Linux (as a native app). Game: - Enemies have a slight animation. - Added a bit of code to show the exact part of the code that crashed. - Updated renderer to version 0.33.4. - Slight optimization. - Fixed a bug in Celtia where the characters moved to an unintentional part of the map when the player tried to head to the castle before talking to Gus. Northbridge (Windows only) - Fixed bugs that prevented the Save Manager from working correctly.
  9. vkzLRN5.jpgSo... I recently bought a Poweline Adapter kit. Whenever it's Remote Desktop or uploading files, it's pretty impressive.

  10. https://imgur.com/a/XQeiOdU Some nice improvements, alongside porting it to Linux (at least in Console App form).

  11. AceOfAces_Mod

    RPG Maker MV Cook Tool

    What is this? This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read. How do I use it? First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public. Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows. System Requirements: Windows 7 Service Pack 1 or newer. Microsoft .NET Framework 4.7.2 Any computer that can run RPG Maker MV games, practically speaking. NW.js SDK. You can use any version you want (preferably 0.22.x or newer). FAQ: Can I use it on Linux with WINE (or Proton or <insert a compatibility layer here>)? Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. I am planning to release a Linux version at some point. Can I use it on my current project? The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects). Screenshots: Download: itch.io Gumroad Source Code
  12. 803VVp5.png

    Overlay based lighting + Particles = ?

  13. afzYYqz.png Experimenting with particle effects.

    1. Kayzee


      Hmmm, how exactly are you doing that? Just emitting some puffy smoke particle images that float up and left or something more fancy then that? Hehe, either way maybe you should make it emit sprites from slightly lower, it looks like they appear on top of the chimney rather then from inside. Maybe even fiddle with the bush_depth and bush_opacity attributes on the sprites to make the lower half of the tile get rendered over the sprites or something? I donno.

    2. AceOfAces_Mod


      I am using a plugin that utilizes the Pixi Particles add-on. Then I make a smoke emitter (with a particle editor) and load it to the plugin. It practically works like the 2D particles system on the 3D engines. The plugin needs an event to work as the spawn point. The plugin I use is this: http://pivoo.me/particle-core/

    3. Kayzee


      Hehe, neat, though I don't really use MV myself.

  14. AceOfAces_Mod

    Immortal Sins

    I’ve uploaded a new beta build for Immortal Sins SE. This fixes a small error where the dialogue skip button was mapped to W instead of Q (RB instead of LB on Xbox 360/One controllers). Also, this updates the renderer to version 0.33.3 which fixes a regression with the Gamepad API.
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