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Artillex

15
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A member registered Aug 19, 2018

Recent community posts

There are 4 variants of the canon ending though so 6.

I actively avoid smut fanfic but even I would read this just to get more of these characters.

The dev answered this below: there are 4 variants of the canon ending, + two alternate endings for players who do unexpected things (like somehow manage to defeat the hero endlessly, or refuse to fight him altogether)

So that's what she does when she's not painting her mace with the blood of would be heroes or sitting menacingly on the immutable throne. 

She just has a straight up darkness rave all by her lonesome.

Okay, so I have gotten all of the endings then.  I had done 6, (beat the hero, ignore the hero, and two different versions of the yes and no endings) and I was convinced there might be another I missed. 

Fantastic job on this game. I loved all of them.  And I consider this a masterpiece.

Everyone liked that

I've gotten 5 so far.

There are at least 5

(1 edit)

This is such a beautiful and inspiring game.  I love the narrative, I love the different endings (I've gotten all 6)  

Some are bitter, some are bittersweet.   All are beautiful.

The only thing I don't like about this game is that there isn't more of it. 

I need more.  You're an amazing storyteller.  Please continue. 

Spoilers ahead for readers who haven't played yet:

I really hoped for some kind of ending where the queen would change and be able to resurrect.  The "would you show me how to do it? how to rise from the ashes?" line got my hopes up for that.  I suppose the "rest easy, linger on in the mark you have left on me" ending, and the "Perhaps you've already changed... rest easy, you can let go" endings are as close as we get.  

Unless you plan to make a sequel where she resurrects afterall, learning from the hero, and joins the hero on a quest to breathe new life into the world after they taught one another how to change and grow (please I would pay so much money for this).

(3 edits)

There are literally 6 endings I have gotten through a combination of different dialogue choices and different fighting styles. 

I've found more than what the "All endings" videos on youtube show.

You can actually beat the hero and make him give up, you can refuse to fight the hero completely, you can be unyielding and cruel in your dialogue then soften your tone at the end, you can be soft in your dialogue at first and then decide not to yield in the end.  

You can *almost* make the hero give up, and then let him defeat you.

They all give different endings and there are different variations of the "yes" and "no" options at the end depending on how you played. 

[EDIT] I had only gotten 5, but I got the 6th now and the dev confirmed that's all there is.

The issue doesn't replicate in a small sample project I just created for it.   We have a very large 3D project with a lot of moving parts and I'm sure it is something in our code or one of the other extensions we use clashing with it.  I can give you access to our repository so that you can take a look.  Will that work?

Any other ideas what might be causing this?  Does the fix that is due in the next version just work in the case of using those variables? or does it fix this issue in general?

No, I don't use those anywhere in the project.

(1 edit)

Hey YAL,  love the extension, big help for my workflow.  Recently started trying to use it for rooms instead of just code, but I can't seem to get it working.  I'm using the latest version of GMLive, with the lastest IDE; 2.3.2.560, Runtime 2.3.2.426.  I followed the documentation closely, setting up the blank object and blank room and all the rest of the steps.   I immediately get this error stack when the game launches; 

___________________________________________

############################################################################################

FATAL ERROR in Room Creation Code for room rm_blank

Variable <unknown_object>.__enumParams__(103481, -2147483648) cannot be resolved.

 at gml_Script_gml_std_haxe_enum_tools_setTo (line 86) -               var l_vp=l_v.__enumParams__;

############################################################################################

gml_Script_gml_std_haxe_enum_tools_setTo (line 86)

gml_Script_gml_seek_idents_proc (line 1063) -                      gml_std_haxe_enum_tools_setTo(l_q,gml_seek_eval_value_to_node(gml_const_val.h_get(l_s),l_d));

gml_Script_gml_node_tools_seek (line 2164) -                      l_r=l_c(l_l_a,l_st)||l_c(l_l_b,l_st);

gml_Script_gml_seek_idents_proc (line 1095) -        return gml_node_tools_seek(l_q,l_st,gml_program_seek_func);

gml_Script_gml_node_tools_seek (line 2150) -                             if(l_c(l_w[l_i],l_st))break;

gml_Script_gml_seek_idents_proc (line 1095) -        return gml_node_tools_seek(l_q,l_st,gml_program_seek_func);

gml_Script_anon_gml_program_gml_GlobalScript_GMLive_program_2551_gml_program_gml_GlobalScript_GMLive_program (line 93) -                      if(l_scrNode!=undefined&&l_f(l_scrNode,l_w))break; else l_i++;

gml_Script_anon_gml_program_gml_GlobalScript_GMLive_program_3150_gml_program_gml_GlobalScript_GMLive_program (line 104) -               if(self.h_seek(gml_seek_idents_proc,true))return true;

gml_Script_gml_program (line 252) -        if(self.h_check()){

gml_Script_live_room_loader_run_cc (line 9)

gml_Script_live_room_loader_run_yy_inst_cc (line 43) -               if(l_rcc!=undefined&&l_rcc!="")live_room_loader_run_cc(l_rcc,l_rname+":Properties");

gml_Script_live_room_loader_run_impl2 (line 248) -               live_room_loader_run_yy_inst_cc(ds_map_find_value(live_room_loader_inst_map_gml,l_id),l_qinst);

gml_Script_live_room_start (line 314) -               live_room_loader_run_impl2(l_rm2);

gml_Room_rm_blank_Create (line 1) - live_room_start();



.... Any ideas what might be causing this or how to fix it?

I'm getting this exact same error stack, but it's triggered by instance_destroy.  Using 1.0.38 with GMS 2.3.1.53