I actually managed to get it working. It was the weirdest thing. I ended up launching it directly from steam, rather than just trying to open the project file directly and it worked.
Hello, I was wondering if there were any plans to make it so the qte's can activate a switch or variable within this plugin. I'm trying to do a weird rhythm game with multiple different songs. Like if I could add to a variable with each button, that'd be perfect!
There is already a switch activation when QTE is successful and as such is setup in the demo project available for download. When the switch is enabled, you can set certain events to run just like you would in normal event conditional branch setup
MZ, can I do there only One Graphic for the Bar or multiply, like Bar A, Bar B, Bar C and so forth? For example BAR A=Red with Stripes, Bar B= Green, and Bar C= Orange with a Grey Gradient...
Bought the plugin because I really like the idea. Yet the MV demo project does not work. It says "Type Error cannot read the property of 'undefined'" as soon as I interact with any of the two events on the map...
Bought and really enjoyed it. One problem. I wanted to use it during a battle, but it doesn't come up. Is it possible? Or will it only work outside of the battle scene?
I bought the other one and I'm looking into it. It doesn't look like it has what I need.
Basically, I would like to call a Quick Time Event during the battle, but I can't bind it to a skill, because I will set different total number of buttons in the QTE based on the status of a switch in the game.And then it is perfect to me if the plugin turns a switch on and off.
Or can I do it with the other plugin?
Any chance that you update one of the two plugins with a plugin command to call a QTE during battle?
This plugin is super! Can we use the timed attack (your other plugin) in map like this plugin? I'd like have different "Quick Time event". Thank you for your answer and Sorry for my bad english
Hello! Thanks for the interest, I'll update the plugin when I get some time available. Due to its popularity, I'll definitely be prioritizing it after some key updates to my other stuff
Thank you! If I try and use an image for the buttons that is larger than the ones you have supplied they overlap each other. Is there something I am doing wrong?
hey, love the plugin, however, is it possible to add functionality for it to be used in battle as well as on map?
also, in MZ, there’s an issue with the images loading when the game encrypts images. its fixable by pasting png’s of the originals into the encrypted folder, but thought I’d let you know.
Yeah. So when booting up the game, it just can't find the file. Clicking through the buttons as it tries to load eventually loads up the game, but not sure what would happen when the event actually appears.
Tested it. It would seem that the mini-preloader setup for the buttons does not work too well from current call location. The plugin works fine otherwise.
Hello, new dev here. this might be obvious but is there a way to have the qtes themselves trigger/control variables/switches? I'm using mz to make rhythmic qtes and if you miss you die...or something.
Thank you for replying! I used a transparent image, but there seems to be some countdown numbers above the button graphics. I don't want players to know how much time is left. Is it possible to make these numbers invisible?
Hi I wanted to let you know that for the MV version of this, there's some visual issues? Unsure if there's supposed to be a timer on the gauge like below.
And for some reason, after the first time doing a qte, the gauge shows up above the buttons.
As of the current version, it is but the setup is more complex than MZ which has the plugin command manager for easy setup. In MV you'll need to use a few plugin commands or script calls before starting the game.
For long sequences it can get very complex very quickly when using MV.
Alright, this seems workable, is it possible to set a fail condition or a time limit? or even an energy gauge that goes down as you press/fail to press buttons?
Weird question! Also I'm so SO sorry for asking you so much stuff but to learn how to use the plugin well I have to... And I want to use the plugins well.
Can this be used to create quicktime events for TBS attacks?
QTE will tell the event interpreter to "Wait" whilst the QTE is running. This is basically the same as an event running as is the case for normal events so yes you can use QTE during the TBS but for TBS attacks, you will need scene motions or map motions extensions for the relevant scenes.
Interesting. I've been thinking to make some QTE action sequences for a long time, just like FFVI, but I haven't learned how to do it yet. This probably can save me a lot time. I'll try this after finishing what I'm doing.
← Return to tool
Comments
Log in with itch.io to leave a comment.
Tried downloading the project file for MV and it seems to be giving some sort of "Undefined" object error.
Can you post the console report? Press F8/F12 to open it and make sure to select console tab
I actually managed to get it working. It was the weirdest thing. I ended up launching it directly from steam, rather than just trying to open the project file directly and it worked.
LIke project version difference? That's strange but all the best
Hello, I was wondering if there were any plans to make it so the qte's can activate a switch or variable within this plugin. I'm trying to do a weird rhythm game with multiple different songs. Like if I could add to a variable with each button, that'd be perfect!
There is already a switch activation when QTE is successful and as such is setup in the demo project available for download. When the switch is enabled, you can set certain events to run just like you would in normal event conditional branch setup
Sorry, I'm still new to this. Where do I find the demo?
Download the project folder: "QTE.zip "
Hey how about to give the option to change the bar color within the plugin parameters, so that you can make differend bars for differend QTEs :)
You can already do this during setup
Have I missed an Update?
MZ users can conveniently do this via the plugin commands. MV users will have to do an assortment of script calls.
Which version are you using?
MZ, can I do there only One Graphic for the Bar or multiply, like Bar A, Bar B, Bar C and so forth? For example BAR A=Red with Stripes, Bar B= Green, and Bar C= Orange with a Grey Gradient...
Why do you need multiple gauges?
For example you want one gauge for wood cutting, one for cooking and one for lockpicking ;)
then use three different gauge graphics
Bought the plugin because I really like the idea. Yet the MV demo project does not work. It says "Type Error cannot read the property of 'undefined'" as soon as I interact with any of the two events on the map...
Update for this will be posted tomorrow
Bought and really enjoyed it. One problem. I wanted to use it during a battle, but it doesn't come up. Is it possible? Or will it only work outside of the battle scene?
Thanks
Quick Time Events (this plugin) works for the map, the one for battles is found here and is known as timed attack.
I bought the other one and I'm looking into it. It doesn't look like it has what I need.
Basically, I would like to call a Quick Time Event during the battle, but I can't bind it to a skill, because I will set different total number of buttons in the QTE based on the status of a switch in the game.And then it is perfect to me if the plugin turns a switch on and off.
Or can I do it with the other plugin?
Any chance that you update one of the two plugins with a plugin command to call a QTE during battle?
I'll look into it in the future when I get the opportunity, thanks for the suggestion
This plugin is super! Can we use the timed attack (your other plugin) in map like this plugin? I'd like have different "Quick Time event". Thank you for your answer and Sorry for my bad english
Hello! Thanks for the interest, I'll update the plugin when I get some time available. Due to its popularity, I'll definitely be prioritizing it after some key updates to my other stuff
Ok thank you!
Thank you so much for this plugin! It is brilliant! I just wondered if there is any way to make it appear bigger on the screen?
Thanks for the compliment. You can use aNY image editor such as Photoshop or GIMP to edit or create graphics for the QTE
Thank you! If I try and use an image for the buttons that is larger than the ones you have supplied they overlap each other. Is there something I am doing wrong?
Please see latest update
Wow! Thank you so much!!!
hey, love the plugin, however, is it possible to add functionality for it to be used in battle as well as on map?
also, in MZ, there’s an issue with the images loading when the game encrypts images.
its fixable by pasting png’s of the originals into the encrypted folder, but thought I’d let you know.
Thanks for the appreciation!
What happens with the MZ version exactly? Does the image not load at all? Is this due to the preloader?
Also, yes there is a QTE system for rpg maker called time attack
Yeah. So when booting up the game, it just can't find the file.
Clicking through the buttons as it tries to load eventually loads up the game, but not sure what would happen when the event actually appears.
Tested it. It would seem that the mini-preloader setup for the buttons does not work too well from current call location. The plugin works fine otherwise.
The latest update should patch this.
Hello, new dev here. this might be obvious but is there a way to have the qtes themselves trigger/control variables/switches? I'm using mz to make rhythmic qtes and if you miss you die...or something.
You can use labels and jump to label to create loops.
Is an example QTE setup of such
Hi I really like your work! I was wondering if there is a way to make the timer invisible?
Hello, directly? Not so at the moment. But can I ask why?
Edit:You can just use a transparent image if anything
Thank you for replying! I used a transparent image, but there seems to be some countdown numbers above the button graphics. I don't want players to know how much time is left. Is it possible to make these numbers invisible?
I'll check this out along with the prior option
Hi I wanted to let you know that for the MV version of this, there's some visual issues? Unsure if there's supposed to be a timer on the gauge like below.
And for some reason, after the first time doing a qte, the gauge shows up above the buttons.
Thanks for letting me know!
Hi there, is it possible to put this in a Skill? I tried with a common event, but it doesn't run.
This is for map situations. Timed Attacks will release for MV/MZ after I patch up a few plugins.
I'm getting mixed signals, is this compatible with MV, or? I'd buy it pretty much instantly if it were, but it's kinda unclear.
As of the current version, it is but the setup is more complex than MZ which has the plugin command manager for easy setup. In MV you'll need to use a few plugin commands or script calls before starting the game.
For long sequences it can get very complex very quickly when using MV.
Alright, this seems workable, is it possible to set a fail condition or a time limit? or even an energy gauge that goes down as you press/fail to press buttons?
You can reposition it, use conditional branch with the switch it activates and if you fail you can apply a duration penalty
Thank you, was just asking for my project!
Weird question! Also I'm so SO sorry for asking you so much stuff but to learn how to use the plugin well I have to... And I want to use the plugins well.
Can this be used to create quicktime events for TBS attacks?
QTE will tell the event interpreter to "Wait" whilst the QTE is running. This is basically the same as an event running as is the case for normal events so yes you can use QTE during the TBS but for TBS attacks, you will need scene motions or map motions extensions for the relevant scenes.
Interesting. I've been thinking to make some QTE action sequences for a long time, just like FFVI, but I haven't learned how to do it yet. This probably can save me a lot time. I'll try this after finishing what I'm doing.
Good job!
Thanks!