Simpler battle interface revamp

I bought and added two premium plugins to the project: Side Status Battle UI and Weakness Display.

Together, they simplify the game’s battle interface. The re-positioned windows keep the player’s focus closer to the relevant actors.

  • Actor’s actions appear right next to their sprite.
  • Actor’s health and mana is located just to the right of them.

Targeting an actor will cause their status window to slide forward slightly. By a happy coincidence, their character portrait in the timeline display also bobs upward. It makes the interface feel cohesive.

But it’s not flawless. As you can see, when the 4th party member chooses their action, their status is partially obscured.

An enemy’s name, health, and status ailments are shown when you target them.

The plugin also adds new functionality, showing an icon for each of the enemy’s potential weaknesses. Strike the weakness, and it’s revealed so you can remember for next time. Without this type of interface, enemy weaknesses are not signaled clearly enough to be viable.

Unique sprites for each job class

The amazing sprite artist finalbossblues released a side-view battler pack in the Time Fantasy style.

Using this art pack as the base, I grafted my characters existing faces onto other costumes. Each character now has a unique Adventurer outfit. There’s also a shared outfit for each branch of the job tree: Magic-users, Healers, Fighters, and Thieves. That’s 8 different outfits across 4 different characters, and it adds a ton of unique flavour to the game.

Even with a pre-existing base, it’s a time consuming process to create each sprite set.

I decided to give each outfit a pop of red as its primary colour, to keep continuity across the playable characters.

New font



Menu interface showing tall pixel font

SH Pinscher replaces Minecraftia as the game’s main font. This is mostly due to questions about Minecraftia’s legalities. But it also comes with much wider support for symbols (useful for arrows) and is generally more stylish.

Adding Pixelate Filter to RPG Maker MV 1.3.4

Pixels are cool if you’re a nerd.

I was using a plugin that created a pixelated effect on demand. But after updates to RPG Maker MV (and the Pixi library it’s based on), the plugin broke. When the original plugin writer updated the plugin, they removed the pixelate functionality altogether.

So I went on a search to bring back my crunchy pixels.

A good alternative

I discovered this wonderful library of filters for Pixi v4.

Once again, the pixelate functionality was broken. But Github user jeff-gold-marblemedia posted a quick fix.

Bringing that fix into the main code, and then pairing down the features I didn’t need, I ended up with a handy plugin.

The code

* @plugindesc v1.0.6 Pixelate filter for Pixi v4.
* @author pixi-filters
* @help
* pixi-filters
* Developers can make use of the filter like so:
* var filter = new PIXI.filters.PixelateFilter();
* filter.pixelSize = 50;

* pixi-filters - v1.0.6
* Compiled Wed Aug 31 2016 08:40:25 GMT-0400 (EDT)
* pixi-filters is licensed under the MIT License.
(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.filters = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({8:[function(require,module,exports){ // @see /** * This filter applies a pixelate effect making display objects appear 'blocky'. * * @class * @extends PIXI.AbstractFilter * @memberof PIXI.filters */ function PixelateFilter() {, // vertex shader "#define GLSLIFY 1
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;

varying vec2 vTextureCoord;

void main(void)
 gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
 vTextureCoord = aTextureCoord;
}", // fragment shader "#define GLSLIFY 1
varying vec2 vTextureCoord;

uniform vec4 filterArea;
uniform float pixelSize;
uniform sampler2D uSampler;

vec2 mapCoord( vec2 coord )
 coord *= filterArea.xy;
 coord +=;

 return coord;

vec2 unmapCoord( vec2 coord )
 coord -=;
 coord /= filterArea.xy;

 return coord;

vec2 pixelate(vec2 coord, vec2 size)
 return floor( coord / size ) * size;

vec2 getMod(vec2 coord, vec2 size)
 return mod( coord , size) / size;

float character(float n, vec2 p)
 p = floor(p*vec2(4.0, -4.0) + 2.5);
 if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
 if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;
 return 0.0;

void main()
 vec2 coord = mapCoord(vTextureCoord);

 // get the rounded color..
 vec2 pixCoord = pixelate(coord, vec2(pixelSize));
 pixCoord = unmapCoord(pixCoord);

 vec4 color = texture2D(uSampler, pixCoord);

 // determine the character to use
 float gray = (color.r + color.g + color.b) / 3.0;

 float n = 65536.0; // .
 if (gray > 0.2) n = 65600.0; // :
 if (gray > 0.3) n = 332772.0; // *
 if (gray > 0.4) n = 15255086.0; // o
 if (gray > 0.5) n = 23385164.0; // &
 if (gray > 0.6) n = 15252014.0; // 8
 if (gray > 0.7) n = 13199452.0; // @
 if (gray > 0.8) n = 11512810.0; // #

 // get the mod..
 vec2 modd = getMod(coord, vec2(pixelSize));

 gl_FragColor = color;

  this.pixelSize = 4;

PixelateFilter.prototype = Object.create(PIXI.Filter.prototype);
PixelateFilter.prototype.constructor = PixelateFilter;
module.exports = PixelateFilter;

Object.defineProperties(PixelateFilter.prototype, {
   * This a point that describes the size of the blocks.
   * x is the width of the block and y is the height.
   * @member {PIXI.Point}
   * @memberof PIXI.filters.PixelateFilter#
  pixelSize: {
    get: function () {
      return this.uniforms.pixelSize;
    set: function (value) {
      this.uniforms.pixelSize = value;

// Require built filters
var filters = {
  PixelateFilter: require('./pixelate/PixelateFilter')

// Assign to filters
Object.assign(PIXI.filters, filters);

// Export for requiring
if (typeof module !== 'undefined' & amp; & amp; module.exports) {
  module.exports = filters;

Using the filter… for nerds

Chances are there’s a bit of vestigial nonsense near the end. My lack of familiarity with the way Pixi/Node works mean that I can’t optimize it much. But it’s working in all my use cases.

Toss this into a Scene_Map method to apply it. Putting it to good use is up to you.

this.pixelateFilter = new PIXI.filters.PixelateFilter();
this.pixelateFilter.pixelSize = 20;
this.children[0].filters = [this.pixelateFilter];

Variety in the weather

Even arid mountain cities get rain.

Pyr is going to have ash falling most of the time. But there’s a 4% chance of a rain happening for a little while.

Screenshot of game character outside in the rain

It’s tough to see the rain in a still image. Take my word for it.

New menu layout


Full EXP and JP:


This new layout is very dense with information. But as someone who has spent many hours grinding in Final Fantasy 5, checking the menu to see my character’s current JP is very convenient.

I’m debating whether or not to keep the larger text for the current HP and MP. Technically it’s not very important to draw the player’s eye to these values, since they are refilled after each battle. I may put this layout into the battle UI, and change this menu to have a current-only value.

Bravely Default menu


Final Fantasy 5 Menu


RPG Maker MV default menu

FCQ menu V1


Bravely Default, and the job-based Final Fantasy series before it, is a big influence on this project. The way their menu organizes information is a lot more elegant than what I have now, so I’m going to have to move in that direction.

FCQ menu V2 (Updated December 2016)

Automating pixel art



Using filters to turn full-colour illustrations into pixel art usually results in a sloppy final product.

But… it’s much less time intensive than drawing each sprite by hand. I’ve iterated on my automated Photoshop action many times, and it really fits the style I’m going for. In lieu of a budget and artists, it’s a good fallback.

I appreciate how the low fidelity of pixel art allows your imagination to fill in the details. Of course, my opinion is overwhelmingly coloured by nostalgia.

Image from RPG Maker MV. A low-resolution version is used for the purposes of education and commentary.

Iterating on the enemy design

Iteration 1


Iteration 2


Notably, the palette has been restricted to match the rest of the game. True black no longer exists.

Shadows have been removed, since they’re difficult to do manage consistently, especially if characters will be floating/jumping.

Iteration 3



Between iterations, the average sprite size became a little larger, then scaled back down again. I’m trying to keep them all relatively the same size. Larger = psychologically more threatening, so I’m saving larger sprites for boss monsters.