u/Tamschi_

Dynamic Pictures now has a [CGMZ] Clickable Pictures integration (and layer mods, those also for MV)
▲ 12 r/RPGMakerMZ+1 crossposts

Dynamic Pictures now has a [CGMZ] Clickable Pictures integration (and layer mods, those also for MV)

My Dynamic Pictures plugin now has an optional integration with Casper Gaming's Clickable Pictures.

It's optional since you really only need it if you'd like to use the image-change function of both on the same Picture at once, or would like to have Dynamic Pictures otherwise react to the hover or pressed state (by detecting the changed base layer). They don't conflict otherwise.

The layer mods that I previewed here have also been released for around three months. I forgot to announce that.
In the screenshot, I have an image called "mask-break" that's a transparency mask, and I'm adding it here with the destination-in layer mod to mask the unmodified button image from [CGMZ] Clickable Pictures. In addition to composite operations, you can also adjust opacity, position and scale of added layers this way. You can stencil the same bitmap in multiple places that way (while layers that are exactly the same are deduplicated automatically).

Layer mods can also be clipped and crop, and this works with the empty image too, so you can add just :10,20:25x30:clip:crop as layer to crop the image to where it intersects the (10,20; 35,50) rectangle, for example. (If you don't add :clip, the canvas is first expanded to fit the rectangle.)

Release notes:

A subset of layer mods is also available in Dynamic Characters and Dynamic Faces.

u/Tamschi_ — 13 days ago

About the ratings spam against my plugins

I didn't want to make a big deal out of this, in part because it's a hassle, but since they're going after my reputation now, I'll have to contextualise this publicly. Proof: 1 2 3 4 5 6

This incident started a few days ago after I pointed out clear signs of AI-output in one of their tools here in this subreddit. You may know that I occasionally do small code reviews and sometimes they're very critical or point out disclosure issues. Usually the response is quite positive, as you can see.

However, in this case they deleted the announcement post and replaced the file with a (superficially) scrubbed edit shortly after, which, aside from the manual no-ai tag on Itch, made it very clear to me that this was intentionally mislabelled. I'll respect their license and not post the diff, but you can verify this yourself if you still have the earlier version and compare it to the now-current one. You can identify them by the respective sha256sums of ProjectSearch.html:

  • before: bcf26f13e4ecf43ca7b438ba072e4dd1df6a11c81b4a57cd532c509904ba9590 (downloaded 4 days ago)
  • after: 01d41d97d26ef1aa2de34cc72fc8ed6de570730582bce3b7034eb002db1a69aa (uploaded 3 days ago)

The download page on Itch for this tool also indicates when the current version was uploaded. ("24 May 2026 @ 01:32 UTC" if you hover over the upload date. My original Reddit comment was created and last edited around half a day before that, also visible if you hover.)

On a personal note: That was disappointing! As I said previously, I don't categorically mind the use of AI to generate code, but I value clarity and honesty.
And to be clear, I still think that the quality of RedGlitch_Studios's published items themselves is completely fine. I'm quite certain that they have prior software development experience at least in some way, and they have good plugin ideas too so far.

I eventually decided to also delete my Itch recommendation and rating of their earlier performance monitor and to distance myself on my positive comment there because subjectively the association felt too icky to me. (I fully expected them to delete that comment. That's fine, it's their page and it certainly didn't look good. I decided to leave it there because it had useful info, but in retrospect I probably should have just deleted it.) I did not create negative reviews or anything like that.

Just in case, here's all I had added to the comment:

Edit 2026-05-24: The above still stands, but I’d like to clarify that I no longer endorse this plugin creator. I’ve removed my rating and recommendations entry accordingly.

Unfortunately that wasn't the end of it and I woke up to this ratings spam, so we're here.
Please do not go after them personally or their work. This post here is to contextualise the bad ratings on my plugins, since yesterday I still had a perfect five-star track record (which I admittedly was quite proud of).

I'll try to get these removed through Itch support since the abuse of the system should be clear enough in this case. I assume that will take a while, though.
If you'd like to help out, go to Itch and leave ratings on the plugins you use. Maybe make it a habit to look at your review queue there once in a while.

I'm usually not pushy about this, but with enough honest reviews, the impact here would have been a ~.3 shift that I could ignore. (I'm asking this in general, not just for myself, because I think most plugins could use more reviews. And it's honestly just really nice to receive them.)


(I usually edit my posts a bit to clarify or fix typos, but since this is a tricky subject I'll try to keep it as-is. Check the comments in case there's something I need to add.)

u/Tamschi_ — 3 months ago

I don't think this is used very often anymore in games, but it's part of the old "fixed function"-ish canvas API that's available on all Bitmap objects in MV and MZ, which means it doesn't require WebGL mode and can still create interesting and useful effects.

It's not great for continuous animation, but on the other hand, there's no runtime cost at all while the Picture doesn't change, so it should be fine to use dozens of layers per Picture.

This will be part of my paid "Dynamic …" plugins, so I'll make a proper announcement/promotional post once I've published a tutorial or updated online demo for this.

u/Tamschi_ — 4 months ago

I just listened to this and I think it's very relevant to some plugin development best practices, especially if the upcoming RPG Maker happens to be JS-based again but on a recent runtime version. (V8 is the JS engine indirectly used by RM.)

They talk a bit about how to avoid collisions when extending existing classes (property key prefixes work too, though), about what sort of code is going to perform well and at the end about what AI currently can't do well enough in a software engineering and library development context.

(The latter probably isn't as critical for very small plugins, but it's relevant for larger and more complex systems.)

It's about an hour, but at a comfortable pace if you're somewhat familiar with JavaScript.

se-radio.net
u/Tamschi_ — 4 months ago