So visual size is only tied to % full instead of overall capacity? That’s super disappointing.
#F4C430
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Hey thanks for trying to help but i found the problem. My image was 256x256 so i thought to change it to 1000x1000 just in case. Sure enough it displays in the character window now. Unfortunately the scaling and positioning is all wrong because the top-left corner is offscreen and the bottom-right corner just touches her shoulder. It’s just a placeholder image but that means i need to figure out scaling and offset for it to work.
I don’t have access to Discord so please don’t ask me to put my question there.
How can i make a clothing mod that adds a new clothing piece to the game? I looked at the example_enemy mod in the repo but that doesn’t help with clothes.
I can get the item to be listed in the “Change Outfit” menu items using “AddModel” but there’s no graphic. What am i doing wrong?
init.ks:
'use strict';
AddModel({
Name: "NewItem",
TopLevel: true,
Categories: ["Hats"],
Folder: "NewItem",
Layers: ToLayerMap([
{ Name: "NewItem", Layer: "Hat", Pri: 70,
HideWhenOverridden: true,
Invariant: true,
},
])
});
new_item.zip/
├─ Models/
│ ├─ NewItem/
│ │ ├─ NewItem.png
├─ init.ks
Just because you don’t like the artstyle, don’t assume everyone else feels the same. Vosmug’s art is one of the key selling points and plenty of us love it.
There’s still an early-build demo available here https://vosmug2.wordpress.com/2020/09/19/lunar-crisis-demo-update-0-2/
It runs fine on Linux using wine. Try the demo to test compatibility: https://vosmug2.wordpress.com/1276-2/
I don’t have a Deck but the game runs fine on Linux using wine. Vosmug has a demo on the WordPress site you can use to test compatibility: https://vosmug2.wordpress.com/1276-2/
I like the idea but i wish the controls were a bit better. For example in minigames like pong where you need to move the character, it would be better if the character followed the mouse automatically instead of clicking to move.
Also, rather than doing “speed up,” i would prefer a general increase in difficulty that’s appropriate for the minigame. For example the rabbit jump should add another obstacle.
Again, i like the idea, i think it’s a good start. I would consider buying a paid version on here if you offered it since i won’t use Patreon or any other subscription-based services. I can’t promise anything because of my budget restrictions though.
I didn’t play the first game so i’m new to the series and i’m playing the demo. I find it very disappointing that game overs exist in a game featuring bondage and DID. I hate save-scumming but that’s what i have to resort to because of your design.
Some other feedback from the demo:
- It would be useful to see all the enemies’ HP in battle at all times.
- Setting the frequency of voices in battle doesn’t seem to work. I ended up putting the volume to 0% for that.
- Volume levels should increment by a smaller number than 20%.
- I can’t decrease volume, i can only increase it until it wraps back to 0%.
- The transparency at the bottom of the portraits is inconsistent. It’s weird that i can see through Seles’ waist above the dialog boxes.
- There are places in the map that look like they go somewhere but they don’t. You should block those off. An example is at the South of the first mine. It looks like it goes somewhere but nothing happens, not even a message.
- There’s a lot of places on the maps that look like they are accessible, but they’re not and it’s confusing. An example is the campfire you see at the beginning of the Miu forest.
- Using directions as the escape QTE is a bit irritating because if i press UP/DOWN just as the timer expires, it changes the binding i have selected.
I think your asking price is pretty high compared to other games i’ve purchased so i have higher expectations. Sorry if it sounds like i’m nitpicking, that’s just my opinion.
I just tried the Linux demo and i had to update the NW.js for it to work. This means that the NW.js for Linux in your RPG Maker Engine is outdated. It would be great if you updated it so that us Linux users don’t need to do the extra steps of updating it ourselves.
For any Linux end-users trying to get this to work:
- Go here and download the Stable Linux 64-bit NORMAL.
- Extract it somewhere meaningful to you (this will become your game directory).
- Copy or symlink
nw.pak
,package.json
, and thewww
directory into the new extracted nwjs folder from step 2. - Rename
nw
toGame
so that you remember what to run, and then runGame
to start the game.
I tried it again and it’s running much better now, no idea why. Maybe i had something else opened in another browser window or maybe it was just my perception of the gameplay (very likely). Or it could be the browser itself (Firefox) not working well with this game. My computer is plenty fast enough.