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kitsuneae

7
Posts
2
Topics
A member registered Mar 23, 2021

Recent community posts

The safe way to make bits is gardening. Plant meat to get big meat. Plant big meat to get sirloin. Sell sirloin for 125 bits. Acorns sometimes grow golden acorns worth over 300 bits. 

I agree that there should be less 'misses' when surfing the web. I'm ok with some misses but almost all misses is too much. Codes are not clearly marked as what they are as a reward. That could be fixed, too.

I agree that mons need to live more than 24 hours. 48 would be better. 

If you don't have food or bits, then rations will appear in your inventory. Rations are food. Go to the shop and spend your bits if you have any. 

Exploring doesnt seem to find bits, by the way. It finds codes which are messages. Look for new messages. 

get this error a lot on Android 64 bit version of the game. It appears when logging in fails despite having correct info. Something similar might be causing people to be booted from the game, too. Are you seeing the error, too, or just having trouble connecting? 

Here's the error message: 

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: NetworkUtils.LoginRegisterManager+<Login>d__24.MoveNext () (at <00000000000000000000000000000000>:0)

UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule:Process()

LogType: Exception

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: NetworkUtils.LoginRegisterManager+<Login>d__24.MoveNext () (at <00000000000000000000000000000000>:0)

UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule:Process()

LogType: Exception

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: AntiCheat.DigimonStatsChecksum.ValidateChecksum () (at <00000000000000000000000000000000>:0)

UnityUtils.SaveLoadManager.Save (System.Boolean forcefully) (at <00000000000000000000000000000000>:0)

AndroidUtils.FocusHandler.OnApplicationPause (System.Boolean pauseStatus) (at <00000000000000000000000000000000>:0)

LogType: Exception

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: NetworkUtils.LoginRegisterManager+<Login>d__24.MoveNext () (at <00000000000000000000000000000000>:0)

UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule:Process()

LogType: Exception

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: NetworkUtils.LoginRegisterManager+<Login>d__24.MoveNext () (at <00000000000000000000000000000000>:0)

UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0)

UnityEngine.EventSystems.StandaloneInputModule:Process()

LogType: Exception

Condition: NullReferenceException: Object reference not set to an instance of an object.

StackTrace: AntiCheat.DigimonStatsChecksum.ValidateChecksum () (at <00000000000000000000000000000000>:0)

UnityUtils.SaveLoadManager.Save (System.Boolean forcefully) (at <00000000000000000000000000000000>:0)

AndroidUtils.FocusHandler.OnApplicationPause (System.Boolean pauseStatus) (at <00000000000000000000000000000000>:0)

LogType: Exception

(1 edit)

I'm pretty sure the online only thing is an Anti-cheat measure. I  had an error message come up and anti-cheat was mentioned. The server is too weak to handle the traffic. Things should improve if they can upgrade the server and kill the bugs. 

But I agree. This game needs tooltips or a small manual explaining what does what. It could just cover the shop items and main screen buttons and that would help a lot. 

Thanks for the reply!  It's interesting that trust evolves virus types. In the Vpet virus evolution was random with care mistakes, training, egg type, and win streaks influencing the mon it becomes but not 100% dictating it most of the time. There's always a risk of death from natural causes before it can evolve, too. 

Which items recover trust? 

A  win streak is not very reliable for recovery. Losses  make you lose trust badly and you may have to use expensive bandaids or medicine to heal. In my opinion battle is a big risk with low rewards in regards to recovering trust. 

(2 edits)

I am actually playing with a 20th Anniversary vpet right now. It's honestly basically this unforgiving.

 In the Vpet you need a 90% or better win rate for most top mons and it's random if you win or not. A well trained mon can lose to a low level fighter, killing the streak. You must check at least 3 times a day or get bad results up to a dead mon. And each mon is a new run. No forward progression carries over except for adding mons to the list of mons you have seen. 

Diferences? The trust system is a huge issue. This wasn't in the Vpet! There doesn't seem to be any way to make your mon trust you. Once trust is lost, you are doomed to bad results. Training is a lot more interactive here but it's also a lot harder. Failing training causes trust loss which makes not being able to recover trust a serious problem. 

I haven't tried the Discord for feedback yet so I can't say about it. But, really: Digimon are hard to raise and this game isn't much different from the real ones. If they fix the trust issue and upgrade the server I think it is doing fine. 

My monster is not in a good mood/trust state. How do you improve mood/trust?