This is from the General Gaming Chat thread.
Myrph wrote:Okay, first thing I've discovered is that there is at least one audio file missing, named "22 Cave where the demon lives.ogg". Might just have slipped through the net during the packaging of the installer, and there is a easy fix for people anyone who has already downloaded the game, which is to just duplicate one of the audio files in the BGM folder and rename it to the name of the missing file.
Whoops! I actually had a lot more more music in the BGM file that I got rid of to try and reduce the file size. I forgot I actually used the music from some DLC.
[
Here] is the missing file. Just slip it in the BGM folder.
Myrph wrote:Second thing is I've encountered an issue with an event failing to resolve. wherein the character becomes stuck after interacting with a fire in the pits. From having a look at the event itself, it seems the issue arises when the player approaches the event from the wrong direction (ie, looping round from behind it after destroying the rock obstacle) as the event is set to move the player upwards away from the fire, which is fine if the player approaches it from above, but cannot occur if the character is directly below the fire, as the fire is then in the way of the intended movement direction, thus causing the game to become unresponsive. The easiest fix, and one which probably does what you intended the action to do is to use the movement '1 Step Backward', was that will simply move the player one step away from the event block, rather than in a fixed direction.
Thanks. Didn't think of people who would try and go back the way they game. Should be easy fix.
Myrph wrote:One visual tweak as well for the door entry to the pit, you want to have black tiles on the map behind the event, rather than wall tiles, and the motion for a door opening is 'Turn Left' > 'Turn Right' > 'Turn Up'.
Thanks. Again, should be an easy fix.
Myrph wrote:The only other 'fix' I've made thus far, is to adjust the initial intro event so that if you select Yes at the debug mode selection dialogue, it also triggers a switch that is checked at the beginning of each dialogue and only plays them if debug mode is not active, just so that when I was jumping in to test things, I didn't have to sit through that whole section each time, but that's more of a personal thing. One thing that did throw up, however is your common event was set up as a parallel process triggering when Switch 01 was active, so when I set Switch 01 as my debug switch, I got stuck in a loop where my character was continuously being transferred to Debugia. As you've set it up such that the event is called when the Debugia Medallion is used, you don't need the event to be constantly running in parallel waiting for that switch to be turned on, so you can set that as 'None' in place of its trigger.
The 'debug mode' was simply to give away the medallion. And thanks for pointing out the Parallel Process. I had actually been using the event for something else that I got rid off and must of forgot to switch the event trigger back.
Myrph wrote:As a couple of nitpicky things, there are a few spelling/grammatical errors in some of the dialogues, and for future releases I'd make sure you use royalty free, public domain or copyleft music, so you don't inadvertantly do anything illegal by distributing copyrighted music on the internet, albeit innocuously.
Yes! I defiantly need people to be nit-picky about this. I do struggle with my spelling so I would appreciate any that people found.
And I know the issue about not having royalty free music, but considering I don't really intend to sell this, nor do I think this is going to become a huge phenomenon, I'm willing to take the risk. If it does become a phenomenon, then I may invest time in my own music, but as it is now, I really don't see the point in changing it.
Myrph wrote:Edit - Just found another bug with the class change system, where if you increase your character level in debugia, then immediately change class, you will kill yourself, as the system reduces your max and current HP level, and when it does that if you've insufficient HP when that happens, it will reduce your HP to 0 and when you exit the menu screen, you'll immediately game over. Not sure what can be done about that as I suspect its a bug in the script rather than anything you've specifically done.
Urrggh. The problem is that your level is tied to your class, so if you change class your level will go back to 1. However, I think I could probably find a solution to this. I probably just have to put in a line to make yourself have at least 1hp when switching.
This is because I'm designing it so that you're able to focus on a certain style (warrior, mage, thief) or be broad and use all three. Therefore I want to be able to switch between classes.
Myrph wrote:Also, I totally forgot to comment on the game itself. As you said originally, what is there is pretty scant, but I like the general idea of what you're aiming for and I reckon you could flesh it out into something fairly entertaining! Certainly something a bit different from the usual RPG fare!
Thank you. Now that I know people will be actually interested in it I'll definitely work on it more.
Myrph wrote:Also this would probably work well in its own thread, rather than derailing the general chat thread, since it seems we've got a few people interested in it now!
Good idea.