A downloadable tool

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Demo video:


Plugin details

  • Add variable-based animated gauges to your game. Each gauge can be comprised of multiple layers of animated/static sprites. 
  • Font values are also completely customizable (font color, family, size, stroke color, stroke thickness, etc.)
  • Supports horizontal (left-to-right & vice versa), as well as vertical (top-to-bottom & vice versa) gauges.
  • Can be added to both map & battle scenes.
  • For both MZ/MV




Terms of Usage (Updated 27/01/2025)

  • If you've acquired this plugin from itch.io FOR FREE, then attribution (credit) to GBRO Games is required
  • If you've PAID/DONATED AT LEAST $5 for this plugin on itch.io, then attribution (credit) is not required.
  • Commercial or non-commercial usage.
  • You may edit the plugin's code however you want, but any acts with the intention of rebranding the plugin, such as changing the plugin filename and the comments at the top of the file that include the plugin description and author information, are forbidden.
  • You may not resell or redistribute this plugin, regardless if you've made changes or not.
  • I am open for commissions should you wish to upgrade the plugin or change parts of it according to your preference. You can contact me at the above link or visit my fiverr page or discord.


How to install

  1. Add the plugin to your 'js/plugins' folder
  2. Activate the plugin in the Plugin Manager 
  3. All UI assets go to the 'img/system' folder



Download

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Click download now to get access to the following files:

Variable Gauge Demo MZ (v.1.0.1).zip 92 MB
Variable Gauge Demo MV (v.1.0.1).zip 380 MB

Comments

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(1 edit)

Hi, thank you for this resource.

I'd like to ask about gauge sprite display when moving in and out of the Menu scene in RPG Maker MZ. In the demo, after exiting the menu, on the upper left corner, you can view the variable gauge graphics initializing themselves. They move to their proper locations after a few frames, each bar taking a frame each to initialize, then move to their location.

Is there a way to avoid this from happening? My concern is that this may unintentionally cause issues towards players with eye sensitivities, as it is flashing imagery.

EDIT: The bars also seem to vanish entirely if initialized with a script call, as opposed to a comment.

(+1)

The gauges don't persist across scenes. When you create a gauge and move to another scene and back to the map, you have to recreate that gauge again. See implementation in common event #1 where it continuously checks if the hp & mp gauges are present in the map scene, if not, then it creates them. These are done automatically with event-tied gauges because it checks for the necessary comment to reconstruct the gauges once the event loads.


I have pushed an update for the position fix (v.1.0.1).

(1 edit)

Apologies for deleting the previous reply; I realized a bit late that this flickering issue still persists in some capacity - fill bars seem to flicker in opacity for 1-2 frames. This issue is viewable in the demo. If you interact with EV030 and take player damage, then enter/exit the menu scene, the Actor Hud green bar shows its max fill before setting to the proper value. 

(+1)

Fixed.

Missing ")" after argument list

MV version, brand new project with no ther plugins.

So I keep getting the error Missing ")" after argument list in my script call. I copied this straight from the help doc in the plugin so I'm not entire sure what's goin on! tbf its been a while since I've touched MV lol 

Injury Level and inj should be wrapped in quotation marks like so:

GBRO.VariableGauge.addGauge("Injury Level", "inj", 1, 10, 0, 0)


Must have forgotten to specify that. My bad.

No problem at all! just tried to fix it and it worked! thanks for the quick response!