Hello again... Do you know of any plugin for MZ that can do something like a hue-shift effect on text? I'm specifically after the flashy effect that Salik (the guy who used to do the "RPG MAKER NEWS" thing on YouTube) used in this video, starting at about 59:03. If such a thing doesn't currently exist, would it be possible for you to make one?
It is possible, but I will not be able to do it now.
In fact, I already manage to make it once, but I did not have the time to properly implement it as a plugin. But that will probably be part of some paid plugin. Maybe on the Message Actions, or maybe on this pro version, I still don't know. But it is on my to-do list.
Nice! I'm not in a huge hurry for it anyways, but when I saw that effect I had a sudden case of "shiny object syndrome" and wanted to find a way to do it in my own project, lol. I could always just throw some text on a png image, display it as a picture, and then hue shift that... But that's obviously not a very fast or optimized way to go about it. I'll try to remember to keep my eyes out for that feature, though it'll be a bit hard since I don't know what plugin it will get added to... But it's certainly attractive enough that it would be worth paying for.
hello! whenever i add this plugin to my project i keep getting this error "Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The image argument is a canvas element with a width or height of 0."
sorry for the late reply 1-im using mz 2-i was using the pro version 3-the sample project works perfectly fine 4/5-i didn't change anything about the plugin parameters except adding the cyborg font from the sample
Great plugin! After some stumbling around (I think you should link the font setup tutorial in the itch page as well), I got it to work mostly flawless.
Still have some questions though: It looks like windows like MessageWindow don't detect the height of the bitmap font, so currently I have to change that in another plugin, could that be a feature? And does the PRO version's multiple fonts work like FontManager or do I have to use the two plugins together in some way?
With "setup tutorial" I meant posts #16 and #18 on your RPGMakerWeb forum thread. I was admittedly a bit lost with just the help section in the plugin file, I think it could use better wording or just link to another page with images.
Past that, it works very well! Until I get my budget sorted I'll make it do with only one font, but it's certainly a plugin I'd recommend.
Anyone using VisuStella Core Engine 0, you have it if you're using any of their plugins, it's at the top.
You need to go into the plugin settings for Core Engine, change Quality of Life Settings, then scroll down to the bottom to change "Font Width Fix" to "false" and it'll fix the dialogue from jumbling up.
On RPG Maker you can use any font you want by default.
What this plugin does, is let you use a font that works like a sprite sheet. Basically, inside the code, the plugin will map your font like this:
When you press A it will draw the bitmap(image) that corresponds to the letter "A" in your sprite sheet. I never tested Japanese, but the plugin has a free version that you can test. I don't see a reason for it not working, but I don't know how the Japanese alphabet works. So is better if you test on the free version first.
Unfortunately I cannot get any fonts to show up properly outside of your demo. Even when I created a 100% new project and only added the Book plugin plus this one the text appears incorrectly. I'm totally stumped as to why it's working in the demo other than it using an old version of the plugin. Any ideas?
Thank you for reaching out! While I was able to get the font used in your demo to work everywhere, I still cannot get my own font to work. The issue was that the letters.txt file from the demo had an extra character (specifically @) on the end which your default set of Symbol characters that gets auto-filled does not. After I added that it worked like a charm. I'm going to message you on Patreon for a non-public way to share the test project with my font.
Yes, that problem was solved. It was a bad configuration of the bitmap.png file. Due to that, the plugin was not being able to properly calculate the width of each letter.
The problem was the following:
The bitmap was 75 letters. But, the PNG file was with 453 of width. If you do 453/75 = 6,04.
This means that each letter, on the PNG file, is not on its own grid. They must be organized on the PNG file, each of them in their own grid, like a sprite sheet.
It does not matter their position inside the grid. But they must be inside it.
So if you open the PNG file(With an image editor like GIMP or PS) of the bitmap font I did on the sample project, you will see that it does have 97 letters, each of them has its own grid, which is 20 in width. And the PNG file's total width is 1940.
1940/97 = 20
So these numbers must match. And in this case, the calculations were being: 453/75 = 6,04.
So the plugin was not being able to properly calculate the width of each letter, resulting in not managing to space them correctly on the texts.
An example was that the first letter of the PNG file was on a grid of 6,04 width, and that was messing up the calculations:
So you need to open your PNG file and adjust the letters to have their own grids.
You really don't need to add it to all scenes and windows. You only need to do that, if you have multiple bitmaps and want to show a specific one into a scene or window. Otherwise, your game will take the the first bitmap font as default.
But for me to be able to help you more, I will need some screenshots of your plugin parameter. Can you send me that?
Also, did you try make your setup on the demo? The demo has everything already setting up. If you are using the PRO version, you just need to copy and paste the PRO version on the plugin folder of the demo and turn off the free version on the plugin manager.