Original Source
- Original title: Ready to Rumble: A Plugin for Controller Vibration
- Original author: ZeroBreak
- Original date: April 22, 2021
- Source thread: https://forums.rpgmakerweb.com/threads/ready-to-rumble-a-plugin-for-controller-vibration.135759/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)
Summary
Ready to Rumble version 2.6 Created by ZeroBreak with consultation from OS87 and Waterguy. Credit ZeroBreak in any released games. Free to use under the terms of the MIT license. About the plugin A lot of games these days offer a rumble mode that activates in response to certain game events (an explosion set off during a major plot twist, getting knocked out during a fight, or simply taking a hard fall to the ground) and this plugin has been designed to bring that experience to RPG Maker.
Archived First Post
Created by ZeroBreak with consultation from OS87 and Waterguy. Credit ZeroBreak in any released games. Free to use under the terms of the MIT license.
About the plugin
A lot of games these days offer a rumble mode that activates in response to certain game events (an explosion set off during a major plot twist, getting knocked out during a fight, or simply taking a hard fall to the ground) and this plugin has been designed to bring that experience to RPG Maker.
Release history:
v1.0: Initial RTM
v1.1: Unanticipated bugfix
v1.2: Added control switch assignment to change rumble mode status
v1.3: Small change to accommodate the possibility of a crash when a gamepad is disconnected. Also set the maximum supported values to eliminate possibility of the effect not working if set too high or too low.
v1.4: Replaces control switch with option menu function, and directs the effect to the most recenty-used gamepad. A very special thanks to YoraeRasante for this update.
v1.5: Added verification to detect the availability of a supported gamepad. As of this update, the functions will not be available if gamepad detection fails.
v1.6: Changed to a commercial, non-redistribution license.
v2.0: Added code and instructions for the Universal Windows interface, as well as for mobile device rumble. Additionally, the commercial license now uses a "pay your way" model; you can download without charge from any of my authorized storefronts, or pay as you believe the plugin is worth.
v2.1: Changed the plugin status to an MZ plugin due to compatibility verification. Also changed the mobile device rumble detection method due to unexpected issues with the prior method. You can still use the plugin with MV through special procedures.
v2.2: Changed the order of the verifications so that the status of the rumble setting is more accurately detected and removed the WinUI2 (formerly Universal Windows) setup instructions due to the required switch from the existing MSHTML-based derivatives to the open Chromium framework in the WebView2 interface.
v2.3: Added configuration code for the persistence of preference.
v2.4: Licensing changed to conform to the MIT License, and commercial licensing requirements are removed in conjunction with this change.
v2.5: Added code to ignore rumble calls if input is from a mouse or keyboard.
v2.6: Removed mobile device rumble due to security policy incompatibilities in the latest available versions of the WebKit and Chromium engines.
Using the plugin
To activate the rumble feature in a given event or scene, use the following script call:
Rumble(strong,weak,time)
Strong is the maximum velocity of the effect's magnitude.
Weak is the exact opposite: the weak end of the effect.
Time is defined in milliseconds, so 1000::1 and 5000 is 5 seconds. (Get it?)
Note that neither weak nor strong can go over 1.0, and that magnitude values of 0.1 are completely ignored (and for obvious reasons). Also, the values for weak and strong can be reversed and still work properly.
For example:
Rumble(1,1,1000)
Rumble(0.4,0.2,500)
Rumble(0.3,0.6,5000)
Q&A
What reasoning does the NW.JS update provide as part of the install process?
If you're on 64-bit, you can take advantage of improved access to your system resources beyond the 3GB combined access limit, making for improved game performance. Also, it is required on MV in order to guarantee the complete availability of the gamepad servicing libraries for NW.JS that allow for the plugin to work properly.Is RPG Maker MZ supported?
Yes. RPG Maker MZ has been tested and is fully compatible. Note that because MZ is newer than MV, you will not need to patch MZ to use the plugin.What should I say if my customers are complaining of rumble malfunctioning?
Provided the gamepad has a rumble feature there shouldn't be an issue. But in rare cases, making a change to the rumble option while the gamepad is connected may desync the rumble feature. If this occurs, simply unplug and reconnect your gamepad to cycle access to the rumble interface.Download Now
Get it on itch.io
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Created by ZeroBreak with consultation from OS87 and Waterguy. Credit ZeroBreak in any released games. Free to use under the terms of the MIT license. About the plugin A lot of games these days offer a rumble mode that activates in response to certain game events (an explosion set off during a major plot twist, getting knocked out during a fight, or simply taking a hard fall to the ground) and this plugin has been designed to bring that experience...
Creator Claims / Removal
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