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Machiavel

32
Posts
2
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30
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A member registered Jun 30, 2022 · View creator page →

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(2 edits)

Ok :) I’ll keep watching in case of. If at some point you want to fully translate it, you can use DeepL to ease the process, it’s quite effective.

Any hope to see an english version someday?

I had to check to remember why I’m following 🤣🤣 Good to know you’re still on it 😃 and wish you the best for nursing school ☺️👍

Much better now 😋

U serious?

For some reason, controls don't work on Joiplay, stuck on title screen because of that, which is weird, usually this engine works fine

Ah, hence the ressemblance. Thanks

Hmmm... Were you inspired by the visual novel Death Mark? The doll picture and the game title gives me a huge déjà vu feeling

Have nice vacations 😋

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The basis of the world you're building is interesting, but the game is too barebones for now to have any real opinion. That said, here's a few things you might want to think on.

Characters tells you to go see some people but never guide you to where those people are. "Go see the counselor". Ok, where is the office? "Go see the counselor, his office is in the east wing" would be better.

When talking to the counselor the first time, make him say his name. When we're asked to go to Nan later, player have no clue who is Nan for now.

After being registered in the battle league, I had a bug when returning from the farm, it dropped me behind the school building in the front courtyard map. Had to no-clip to exit here.

I see the Big city have numerous districts. You should make each on its own map, and use your bus system to cap player progression, making the city map more digest and less bloated. Let's say, each school rep tier, you gain access to a new bus line, that can bring you to a new district. That way you also have the time to fine tune each district's map design between updates instead of having to work on all at once.

Current city map design is meh. Too big, too empty, too symetric. Look up some cities on Google Map and take inspiration from them, to have a more "organic" city map.

Haven't tested much the fights. Chose an Athlete, got the spear from the Guy in the classroom, unlocked the Target Practice in Zone skills by levelling, target practice doesn't work (stays gray in the battle menu).

I think that's all for now. It's mostly propositions of course, i'm not flaming you here.  Mostly reporting what I think your focus should be for the next. I'll keep an eye on your game and I hope you'll keep working on it. Good Luck !

Ok nice. Thanks for letting me now.

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I can test it if you want, just upload it and I'll give it a shot. You can just upload the new version of the bgm, I knox how to copy-paste

(8 edits)

I couldn't reach any cave, I have encounters while exploring the surface and since it crash after the encounter I can't finish exploring. Maybe if I try enough I can have an exploring run without encounters and be able to try the caves 🤔 got nothing better to do rn, I'll give it a shot.

EDIT 1

So I gave it a shot and managed to reach the caves. Same problem. Crash after a battle.

I dis another test, saving on the surface and in the caves. The crash appears too when loading those saves. I guess it's related to maps initialization, something between load/initialize functions and around the loading of Error

audio/bgm/ambinet/126637486-supernatural-perception-binaur.ogg

So to summarize. Going on the surface or going in the caves works. Crash happen when loading on those areas or after a battle in them. Sometimes, because of the freezes, the above can't load properly. Sometimes the "Retry" buttons works, if there's not too much freezes, but it still crash. To me, all of this indicates a loading/initialization process bottleneck on maps, the fail to load of the bgm is probably a symptom of it. One solution could be to fully preload all audio at game launch, to free some processing at maps loading, or try to find tricks to load things separately instead of all at once.

I'm gonna fiddle with Joiplay options now.

EDIT 2

I can confirm changing everything in Joiplay's settings doesn't change anything, neither does using the Game.exe or the index.html.

EDIT 3

I fiddled with plugins, and nothing changes for the crash. That said, disabling ShoraLightning greatly improves FPS in the cave (as expected) but obviously removes the dark tone and torchlight. You might want to look for another and maybe better optimized plugin for that, or use parallax mapping for the dark tone.

I don't think I can help more in the current situation unfortunately :/

try fiddling with Joiplay's HTML settings for the black screen, it's usually because of nwjsapi and/or webgl there. And make sure you're uptodate (cf my other post)

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Tried with latest Joiplay and latest rpgmaker plugin (available here, google play store version is AWFULLY outdated compared to what they have on their patreon. And no need to pledge to download.)

The game works quite correctly I think, but the problem is after you get a fight while landed, it systematically crash while trying to load ambiant-surreal-binaur.ogg or something like that. I guess it has to do with unloading the fight and then loading this music, it must bloat the phones CPU queue. I tried to fiddle with rpgmaker options in Joiplay but it doesn't really change anything.

EDIT :

Tried again after posting the above, this time it managed to load the music but got freezes and crash. I think it's truely thé aftermath of a battle that have issues. Victory screen works fine, but after closing it and going back to exploration choices, it hangs, try to work, hangs again, and crash.

No problem. And yes, Joiplay is getting popular among Android users for its compatibility, options, support of rpgm/HTML, open-sourcing and ease to use. That said, it's also possible Joiplay don't correctly support some Yanfly plugins or my phone not being powerful enough. The lags I have might not be your fault. I would suggest you to focus on completing your game and optimize it for pc, and then, for Android. Wish you the best 👍

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Tried the game on Android using Joiplay. The game seems really cool, but I couldn't get very far because fights where monsters are duplicated (like spiders on the south coast) are lagging as hell on Joiplay ( no matter Joiplay settings, clearly a problem with how duplicated monsters are called or handled on battlescreens) Doesn't seem to occur when monsters in the fight are differents (like 1 spider and 1 sandcrab). That said, I'll give a real try at the game once I have a ccomputer, because it looks promising and interesting and deserves to be added on m'y watchlist 🙂

But is it pronounced rup-hand or rufand ? 😋

Hey Vlad. I know gamedev can be a lonely work, so I just wanted to drop by and say "Hi, I haven't forgot your game, wish you the best!" 👍

😜

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Interesting. Obviously inspired by smt (in theme and difficulty). Nice graphics, sounds and music. I'd play a full version.

One thing though, dunno if it's because i played on Joiplay, but the game was really long to start, like a minute or so before the title screen appears. Might need to double check that or at least add a loading bar.

Sur ce, je vais aller jeter un oeil à ton autre jeu, Fearscape.

I finished part 1, I think I saw everything. If you want an exhaustive list of glitches (there's not that much tbh, and major gamebreaking bugs are already reported), just let me know and I'll work on it. I also have a few suggestions but I'll keep them for myslef until you reach the polishing phase.

I particularly liked what happened when you trust her 👍 it's a nice idea, and it's cool you ask the player to save beforehand. Really curious to know what happens next and I hope to learn about Klari's background like you did for Geneva's. Also,  if someone asks you, your game works on Joiplay (Android app to play rpgmaker games), just so you know. I wish you all you need to keep working on it 🙂

Sure, I don't want to break your workflow, I just note them to you because they softlock the player, so they'll be priorities when you will debug. Just note them somewhere until then 😋

A third one. Again in the temple quarter, when lectured about Voel, after the blue haired girl comes in the scene, no more dialogue and no controls either.

Then again, i'm not blaming or mocking, on the contrary. A few years ago, I tried myslef in rpgmaker (mv) and I know how easy it is to feel lost or forget a single \n or player.control=1 or stuff like that when building events.  Don't feel pressured, work at your pace. 👍 I'll beta test 😋

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i had did that quest, except i didn't went to the cemetary after. Just did, and well done! I like the fact that Mathilda also have a line there (considering it could be Seen before having her). Would be fun if going back to the pawn shop would end in Geneva poorly trying to apologize. xD

 To be honest though, I went to the cemetary once on arriving the city, and since there was nothing, i just supposed the story would bring me there at some point, if it wasn't for you telling me I could have completely missed that. Maybe you should add something in the pawn shop lady dialogue to hint the player to go to the cemetary after giving the Sword back.

On another note, after farming to buy everything i wanted before going to the outpost to show the captain letter, my characters were around lvl 18-19. Mathilda is lvl 10 when we free her from the prison, so you might want to find a way for her to be automatically adjusted to the average party level (if vxace have something for it)

(Edit a few hours later)

Also noted 2 gamebreaking bugs. If you go back to the prologue worldmap, you can't return in the main area worldmap, stuck in the fortress after the bridge where you met klari.

When you arrive on top of the temple from the feral beast's waystone, there's a small scene where you get lectured about not being on the temple roof. You forgot to bring back player control after the dialogue and therefore no key work, can't move or bring menu.

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I honestly got hooked up in the World you're building. I really Hope you manage to complete and polish it, it's a great start!

I'm not very far in the story (met the duke of kresk and did a few secondary quests involving a dwarf, a witch, and a singer) and my next session will be farming the ice cave to buy the mithril stuff and a few other things.

So far I really liked the dialogues and the exposition of the lore (like the kid in the temple explaining the gods) and progression seems to have a nice pace.

Keep it up, once you'll have polished it (fixing bugged tiles/sprites/portraits, make the npcs walking here and there, finalizing interiors in the residential houses of kresk and stuff like that) it'll be a product you can be proud of. Cheers!

Just saying, the version here is 10 updates behind the version hosted on the blog http://the-last-sovereign.blogspot.com/

In the room with the beds, there is a chest top right of the screen. Check it from all sides and you'll get the Key you need, if you have read all the diaries. It's a bit obscure to figure out.