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Understood. Sorry for the false alarm. That's what I get for trying to implement a new plugin as fast as possible while my main focus is elsewhere. Thanks for the help.
EDIT: Yeah, actually looking through the code now, and the mistake I made was obvious. It works perfectly now. Sorry again...
While compiling my game ahead of its release tomorrow, I encountered a problem that may not have been tested for yet. When trying to run the compressed/compiled game (so, without the PBS files and with the data files built in), I get an error message telling me that Innate_Sets is not present in...
I'm using v21.1. I did add the animation call manually, as I had some changes in UI_Evolution that I've made, but nothing that should affect this script, from what I can tell. Perhaps this was my mistake, all I did was move over the "@sprites["rsprite2"].pbPlayIntroAnimation" line into the...
Potential glitch to bring to your attention. I implemented the evolution screen animation into an unedited evolution screen script as instructed, and when the Pokémon plays the animation after evolution, it will revert to its previous form for the animation.
I'm releasing my project tomorrow and was trying to have everything ready to go by yesterday, but I'm still making sure to grab this and implement it. This is great for someone like me, who has a lot of custom Pokémon and wasn't willing to make full animations for every one of them, but still...
I've got a handful of small updates to share.
As of today, we're a measly three weeks until the release of Sol Version's beta/demo. I am pleased to announce that I have completed all necessary development before it's release. I still have some polish and other preparation work ahead of the...
Not a major update, but I did want to share that last week I posted a sprite animation for my Cosmic Quest fan fiction. While this is not directly related to Sol Version, it was created using Sol Version's engine, assets, and some existing maps, so it might still be worth taking a look at if you...
I wanted to report a minor glitch I've been experiencing since updating to the current version the other day. It seems that if I open my menu within the first few seconds of starting the game, then the game will pause the party preview sprites will appear, but the rest of the UI will be missing...
I wanted to report that I got pretty much the same error as this after recently updating to the most current version. The mid-battle script worked fine before the update, but now there's a problem. The issue comes into play when a battle is set to have a message appear every time after a certain...
I use HMs for their original purpose as roadblocks, so yes, there are times where they're required to progress forward. The further you get in the game, they more they become optional, especially for the early game HMs, but there's at least one required usage of each HM. Sorry if you don't like...
We're only four months away from the beta/demo release of Sol Version! I've been celebrating 2025 as the Year of Tenno in honor of the upcoming release, as well as the upcoming end of my Cosmic Quest story. One of the ways I'm celebrating is with a series of articles detailing the various...
That is exactly the issue I was having. I was exporting as an OGG, but with 48 kHz as well. Thanks for responding. Somehow, in all my searching for a fix for the problem, the 44.1 kHz thing never came up.
I was wondering if anyone here could help me out with some problems I had looping my own music that isn't included in the resource.
Based on tutorials I've found online and by reverse-engineering the tracks provided in the resource, I've attempted to loop my own music from sources not covered...
Since you're trying to make this plugin compatible with the Gen IX Plugin, I wanted to bring up a compatibility issue I came across. It seems that both plugins are using their own version of "ability_triggered?" that do not align in usage.
Here's the version found in the AAM Battler script...
A problem I've been having with fogs is that I have two connected maps which should both have the same fog, but depending on how how I set up the events, I either get a second fog overlaid with the first when the second map loads in, or I have to deal with event triggers that cause there to be a...