RPG Maker MV/MZ: Understrike
Features
- Customize projectile paths in plugin parameters
- Set specific effects for each projectile
- Can spawn Understrike enemies which can use projectiles.
- Setup obstacles for the player to jump on or hide behind
- Projectiles have contact settings (Can hit only moving player, stationary player or always)
- Can setup polygon collider for obstacles/projectiles
- Can change gravity direction
- Can set length of each mode
- Can set area of each mode
- Can set shield
Above is an example graphic of what type and size of graphic to use for the system. For polygons, 9 points of the player graphic is used to check for collisions and as such, the smaller the graphic, the more precise the collision. It is possible to change the player's graphic per game mode via player setup:
- Base Graphic is used if there is no mode setup for it in the Extra Setup parameter
- Acceleration is the rate at which speed builds per frame
- Burst Acceleration is the initial speed burst at start of movement.
- Max Move Speed is the highest move speed available
Extra setup is used to setup the fun stuff:
You can setup various modes in the extra setup for any different gameplay style for the player.
- Mode Name: Unique name to identify player configuration for this mode
- Player Graphic: Player graphic to use
- Player Blend: Force a player blend color shift for this mode (Good if using the same graphics)
- Gravity is the strength of movement applied every frame if no collision with obstacle or boundary in the set direction.
- Invert controls will change how directional input is interpreted.
- Shoot Angle is read in PI Radians where Math.PI * 2 is a full circle.
- Shoot Projectile is the projectile that will be used by the player.
- Snap Type will lock the snap movement in X-Y or all axis.
- Snap Distance is the distance in pixels the player will move.
- Snap Range is the max snap distance from origin the player can move.
Please note: The mini-game will not begin unless the skill/item is setup for it in the plugin parameters:
For example, in this case, for skill 20 which in RPG Maker MZ is Bodyslam, you can setup different modes (which will be picked and used randomly)
Name helps for the game designer to identify the mode being used and adjust data accordingly.
Move Area Rectangle setups up custom data for the movement area and boundary.
Duration is how long the game will last.
Player data allows for setting up the different control styles such as snap movement, shooter mode or shield mode. Currently only the player spawn within the move area is functional.
Projectile and Obstacle configuration allows for creating multiple spawners.
- Name: Not very important
- Graphic: Used for projectile dimension calculation (For projectile => obstacle collision, a 5 point collision check is done in which the vertices and the center is used)
- Spawn X and Y determine where the projectile starts on the scene not within the boundary
- Angle will determine the projectile facing direction on spawn. It is interpreted in radians where approx 6.28 is a full circle
- Time is the frame count in which the spawning begins.
- Rate is the cooldown time in between spawns.
- Speed relates to how fast the projectile is moving.
- Duration is the lifetime of each projectile.
- Collider types are: rect, circ and poly. Poly requires setting up the Poly Collider Array
- Contact type can be none, normal, stationary, moving
- If contact death is enable, the projectile is destroyed on contact
- Invincibility provides i-frames on contact
- Move Types can be: Normal, Homing or custom
Normal movement moves the projectile forward in the initial angle.
Homing will turn the projectile towards the player.
Custom is user defined based on Move Configuration.
Above are various projectile graphics you can use in your game. The area is calculated from the image and as such it is recommended not to use a projectile image with a lot of blank space.
Purchase
In order to download this tool you must purchase it at or above the minimum price of $25 USD. You will get access to the following files:
Development log
- v1.0.4 - Obstacle Crash64 days ago
- v1.0.3 - Bullet linear moveJul 25, 2024
- v1.0.2 - Game Area ColorsJun 29, 2024
- v1.0.1 - Spawn Data fixMar 31, 2024
- v1.0.0 - Major ChangesMar 23, 2024
- WARNING: Significant changes to plugin parametersMar 14, 2024
- v2.0 - Codebase AdjustmentFeb 28, 2024
- v1.9 - New Move TypesFeb 23, 2024