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(5 edits)

BUG? "Getting the "beyond here lies" message doesn't encounter cancel, and it follows me into the battle menu, and then says "enemy emerged" as well.

Probably not relevant unless you're gonna use the feature outside of the demo.
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Reentering Quasha Caves at least, regens chests? Not sure if intentional.
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Trying to enter the caves to the right of Quasha (Cevik Heights?) doesn't give a prevention message?
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Dimel Commander:

Black Knight: News of it's defeat > News of its defeat

plauged with witches > plagued with witches
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"Opening a chest should, in fact, perform an encounter cancel."


Yeah, I didn't mean on the 0-frame, just that it encounter-canceled.
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"You can fast-forwarding any in-game text message text by holding CTRL and/or ALT. This method is true across any MZ game I’ve made, more or less. Knowing this should alleviate this issue somewhat for future plays. An alternate solution would be to remove level-up messages entirely, but, I don’t exactly feel good about that alternative?"

I just mash Confirm (X), queuing all the level ups so they don't take up only one line of a box that can hold 4 would be what I expected? Especially since I do want to know who did(n't) level up.
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However, it might also behoove me to remove the Rune slots from the optimize method entirely. Either of these options would mean making exceptions in the code, and I’ve doubts one method would be strictly “easier” to do than the other.

Oh, well, good luck. In-case removing runes from the optimization is easier, it'd be better to do that, because the optimization is less clear with all the spells / techs available?

(+1)

BUG? “Getting the “beyond here lies” message doesn’t encounter cancel, and it follows me into the battle menu, and then says “enemy emerged” as well.

Probably not relevant unless you’re gonna use the feature outside of the demo.

Confirmed. That Common Event was proving a bit problematic to begin with, so, I’ll have to come up with a different solution that would do what I want that event do to.

BUG: Was messing in the Party Formation menu with the first three characters: Use all three, navigate to an empty space, then try to back out and got “Type Error: Cannot read property ‘isHidden’ of undefined”

Confirmed. This should mean including a handler for when the party size is less than the maximum number of slots.

BUG: Holding down when scrolling through the characters list doesn’t update the stats.

Confirmed, but technically not a bug, per say? Still, I could see this as a quality-of-life feature. I’ll look into getting this in there.

BUG: Unites should lock out overlaps, right? My party of: Lester, Massaki, Richard, Nari, Vince, and Sue can do all three of Dark Sun Bandits, Brothers of the Blade, and Returning a Favor / Rivalry?

Depends now what you mean by overlapping in this instance. That party SHOULD have those Unites as available options! For example, if you have Lester select Dark Sun Bandits, the game should go directly to Vince, skipping over Massaki, Richard, and Nari. If you choose Best Friends, it would go to Massaki instead. If you select Family Attack at that point, it should skip both Richard and Nari, and go to Vince.

And using Best Friends, Family Attack, and then selecting Golden Triangle and backing out stops Massaki from selecting any Unites anymore.

This, however, certainly IS a bug! Selecting Family Attack during Massaki’s turn should involve Nari, and therefore, consider her as unavailable for Golden Triangle! Once that bug is squashed, I can look into the other matter. I’m mostly hoping that fixing the first matter will also fix the second, but, we’ll see!

That aside, I still haven’t looked into skipping the Rune slots for Optimize, so, I’ve got my work cut out for me for a while.

Thanks for the clear report! Good luck with coding!