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Tamschi

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A member registered Oct 05, 2015 · View creator page →

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Oh right, one minor addition: The Steam Deck seems to be quite good at running Windows games, but the itch app seems to often not offer that option for installation there. It’d be cool if you could allow that if you detect Proton or such.

Would it be possible to add an option to the itch desktop app to do this automatically? Navigating Desktop-Steam’s file chooser on the Steam Deck is quite a hassle in particular, so even if it was available only on that system, it would help a lot. If you could somehow also automatically configure the library image, that would be incredible.

The itch app itself unfortunately doesn’t work in gaming mode. It would be neat if that was available too, especially if it could then add the games to Steam without going through desktop mode. (Using the same executable detection that starting one normally uses, that is, since not everything has the .itch.toml.)

It mostly works great otherwise, with some mild drawbacks with games not supporting 16:10 or the native resolution directly (which causes borders or rarely some blurriness). Controls (in gaming mode) are less of an issue, usually at least one of the presets already covers them fully.

I made this small RPG Maker MV plugin as supplement for something else, and it seems like it might be useful:

Command Error Backtrace MV

“Command Error Backtrace MV” and the end of a scrollable stack trace. The plugin configuration menu, with the Custom Error Screen parameter being edited in a small modal with more explanation. The customised error screen with a larger, scrollable space given to the error message, which now has its line breaks preserved.

This one’s a freebie, as it’s really just the trace and custom error screen, which weren’t that difficult to make. Please do consider tipping a few dollars if proves useful to you though, even if I’m not comfortable with adding a paywall here. I’d really appreciate it.

The location information is resolved automatically, so you don’t have to do anything special beyond adding this plugin to your project. The plugin itself is web and desktop compatible and will try to use the modern browser clipboard API to copy the error, before falling back to a pre-selected <textarea>.

Here’s a short example trace, copied verbatim from the game window (in testing mode; names are hidden otherwise by default):

Error:
Tried to load undefined parameter 1 without default. (The Common Event was not called as Custom Plugin Command.)
  at Common Event 5 (Deep Error), line 3
  at Troop 4 (Minotaur), Page 1, line 1
(1 edit)

I’m still experimenting with RPG Maker MV and made a plugin instead of a debug tool this time:

Equipment Change Hook MV

Common Event on Equipment Change Hook

Plugin Settings Example Handler

As the name and cover image imply, Equipment Change Hook MV can run a specified Common Event (handler) just after each equipment change (actor slots only). All commands are okay, including further equipment changes.

You also get a range of relevant information through Switches, Variables and JS globals that you can optionally specify in the plugin settings. For example, you can assign the (un)equipping Actor’s ID to a Variable and then use that to update their Status, as shown in the second screenshot (which is blurry here for some reason. It’s not blurry on the plugin page).

The hook triggers both on equipment changes caused by a Command and those made by the player on the Equip screen. You can distinguish one of the parameter pairs. Any other equipment changes should also trigger the hook, as long as they update the equipment like the core engine does.

Please see the plugin page for more details.

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I finally finished my second tool project for RPG Maker, though I actually started work on it quite a bit before my clipboard helper. This is:

Tile Parameters Cartographer for RPG Maker MV

A somewhat retro-looking user interface that allows configuration of which information is rendered.

Various tile parameters and passability information readily visible all at once, with a map image saved by RPG Maker MV used as dimmed backdrop.

This program can be used to visualise all effective tile parameters (so where the player can walk, what’s a Counter or Ladder tile, where boats and ships can navigate or where the airship can’t land, among other information).
It’s pretty speedy and nearly automatic, so once you’ve saved the map images to use as background, it should only take a few clicks and a few seconds to generate all the images even for large projects. It also works without background image(s), but the maps are harder to navigate that way.

The output is always at 1:1 scale and compressed as PNG, so even the largest maps are crisp when you zoom in, without taking up too much disk space. In my tests, the max-size forest dungeon I generated comes out at a bit less than 8 MB with (pixelated) backdrop.

I’ve also added an explanation of how exactly the various tile parameters are combined from different layers, since I had to research it thoroughly to make this program and didn’t see a good tutorial on it elsewhere. That information is freely available on the product page; only the cartographer tool itself costs $15 and is aimed at larger projects where playtesting this thorough is impractical.

(6 edits)

For a single developer, this program likely isn’t all that useful (and can’t replace the default editor). Instead it’s intended for data-sharing without packaging an entire project to copy, for example, a longer event script out of it.
If you’re working on a larger project with multiple authors, you could copy the base project so that everyone has the same existing variables, items, troops and so on, then work on new content in parallel. With this tool, that new content can be shared over email or DM as plaintext and used in RPG Maker MV without transcribing it or editing .json files.

Another use case I thought of is to set up tile flags (Passage, Ladder, …) in advance and provide them alongside tileset images, since that’s time-consuming and can be a bit tricky to get right if someone is unfamiliar with the system. The snippet can then be pasted into the “Tilesets” list in the database editor of any project, with the images already set up correctly also. That said, this particular function isn’t that useful right now, without a tileset remix editor that can preserve the tile flags when combining multiple tilesets into one.
For tileset creators, I currently wouldn’t recommend buying this unless the tileset is large and comes with most pages filled in already. In that case though, it could make the tileset ready to use for game creators within a minute or two, as they’d only have to place the image files in their project and paste the snippet into their tilesets list in the normal database editor (while at least the Free edition is running. Unfortunately I can’t make text snippets that work without the helper).

Hello! I’m excited (and a little anxious) to announce my first commercial release of a self-written program:

Clipboard Helper for RPG Maker MV

Easy & versatile copypaste - Maps, events, enemies, actors, commands, skills, armors, troops, classes, weapons and more! (Showing the context menu copy feature in RPG Maker MV and RPGSNIPPET text with MIME type and JSON data.)

A screenshot of the tool’s Basic edition’s console window, showing a range of usage information and a few status messages.

(The first picture was made by my great friend Dronaroid, who is also publishing on itch.)

This is a utility program that you leave running in the background and don’t interact with directly. (The console window shows some initial info and status messages while you work, but you can just minimise it.)

Instead, it processes the Windows clipboard to let you copy various data directly between RPG Maker MV and any Unicode text editor (or forum, direct messages, …, really anything that can process text should be fine), with nice formatting. Here’s an example:

RPGSNIPPET|application/rpgmv-EventCommand|[{
    "code": 101,
    "indent": 0,
    "parameters": ["", 1, 0, 2]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["Hello!"]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": [""]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["If you can read this text inside RPG Maker, that means"]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["my clipboard helper program is working on your PC."]
  }, {
    "code": 101,
    "indent": 0,
    "parameters": ["", 0, 0, 2]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["Thank you for giving it a chance, and let me know if"]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["you have any suggestions."]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": [""]
  }, {
    "code": 401,
    "indent": 0,
    "parameters": ["- Tamschi"]
  }]|955b59ea|/RPGSNIPPET

I’m not that good at making games myself, so my hope is that my software can help other creators, in this case to more easily work together on larger projects. You could also use it to create your own snippet collection that you can make use of without opening two instances of RPG Maker.

(1 edit)

One more thing: If you can’t afford the Community edition, or if you cannot pay for it, feel free to drop me an email. (You can find my address for example in the license file that comes with the Free edition, right near the top.)