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Qazm

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A member registered Aug 06, 2021 · View creator page →

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Yes, same problem that DillPexe had. Head back to the cliffside where you first gain control of Grove at the very beginning of the game and from there you can head southwards.

This may be slightly unclear in the flowchart. In the part titled “Post-Game 0.12” here, there are two possible paths and you must take both (in either order)!

That means you should head south-west from the Quiet Meadow for now.

Thanks 😊

Feels free to check the code, it’s actually pretty readable. Some things I did aren’t entirely ideal though, like how I used shearing on the connections so much.

I’m sorry to disappoint, but: ShareX to make screenshots and Visual Studio Code as text editor.

I wrote some CSS rules to do semi-automatic layout for me, and the content is written directly as HTML.
The layout is largely grid-based, but intentionally overflows containers in order to enable further relative positioning.

To my knowledge, there is no software tool that can make this sort of layout automatically for you.
I’ll ask around a bit, though. There’s a chance some visual tool exists that’s good for making this sort of thing manually.

Hey! Sure, I’m just @qazm on there. I may respond with a delay sometimes, but generally within a day.

(For anyone else reading this: please tell me why you’re contacting me and if I know you from somewhere in the first message. I’m not opposed to DMs from strangers, but the experience may be disappointing for you if you don’t frontload that info.)

They can be found in one of the houses near the collapsed bridge, before entering the cave. (I think you can go back to find them until you rescue the blacksmith, at which point they return to the Quiet Meadow on their own.)

I finally managed to catch up… This is good. Very good.

The level of strangeness feels right in a way that’s difficult for me to put into words, but I can say that it doesn’t feel arbitrary. You’ve found a good balance between explaining things and presenting them as they are for the reader to interpret or remember for later.

I think that, from a technical/skill point of view, the recent days are done a bit better than the first ones, but the difference isn’t so large that it would be jarring.

If you’d like your sprite workflow to be more efficient, you could look into Layered Images. That would avoid having to export each possible combination individually. I’m not really clear on how they work, though, or if there are any reasons you might want to avoid using them.

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Yes, once you fully catch up with the current story, you can visit the gallery on that save. The game will directly tell you how to find it once you reach that point.

Gallery unlocks are shared between saves, so if you missed anything, you can do it on an earlier save and it will unlock immediately.
(There are hints in the gallery.)

I wouldn’t recommend going for the porn out of context, as much of it doesn’t make as much sense (read: isn’t as hot) when removed from the story.

You already went all the way east and got the scene where you can’t go further, right? Try to cross the glowing sigil that you went past on the way there, where the large green slime puddle is.

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Please check the ‘Windows’ symbol for the download when you edit the project page here on itch. That way, the game can be installed through the itch.io app (which makes it a lot easier to play on Linux through Proton).

Looking forward to discovering the update.

Edit: Though, it seems Proton is unable to run games made with this engine. (Selecting the correct platform would still be useful.)

I’ll have to wait until I have access to a Windows PC again next week, then.

Check the item descriptions in your key item inventory; these should say where to deliver them.

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That was very fun! I think I got nearly everything, but I don’t see outfit #3 for Varahn or Jasper in the bestiary.

There are a few places I got slightly out of bounds, but the only one I got stuck in was the gate after Banshee’s trial, since I managed to walk out by clicking and couldn’t get back in.

A slightly spoilery request regarding the gallery after the break:
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Since the “Helping out Beagle” scene variants are mutually exclusive, could you extend them in the gallery to include the dialogue that follows? I’d like to see how Jasper would act after that misadventure.

The -pc version is playable natively on Linux too (since it has the .sh launcher), but it currently has to be extracted manually there.

If you also select Linux for it like so, it’ll be installable using the itch.io app (which makes that a lot easier on touchscreen devices): both Windows and Linux selected

In any case, at first glance this looks interesting, so I’ll try to give it a read soon.

The first should be part of the main story, but it may depend on whether you go north or south first once you get the titanium.

For the second, lose to a Primal Jungle Slug.

It's possible that one of the other plugins interferes with it.

Also, make sure to save the file and then restart the game! I sometimes forget to.

You also have added it in line 24 accidentally here. It likely won't work if you add it more than once.

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The plugin also needs to be enabled in plugins.js, usually by the game's creator using the editor.

You can paste the following line into that file to enable it for (most) existing RPG Maker MV and MZ games though, after pasting Qz_AutoAdvance.js into js/plugins/:

{"name":"Qz_AutoAdvance","status":true,"description":"","parameters":{}},

(Towards the end of the $plugins array, among the other plugins. It should be clear once you open it with a plaintext editor.)

Pretty clean, I like the use of symbolic calculations here!

What I don't understand (likely because I don't know Python) is the difference between the following lines:

Wrong = lambda x: False
Right = lambda x: lambda: True

Why is Wrong only a single layer of lambda while Right has/is two?

On that note, Keiichi Arawi has a YouTube channel with a few more recent animation shorts, for those who haven't seen those yet.

I'm currently reconsidering whether the format is sustainable, since I most likely won't be able to update the chart before the next GROVE update arrives.

(The chart is hand-written in HTML without a visual editor, since I haven't found an editor that can do this. Unfortunately, this approach scales badly to larger charts, and each update also requires what amounts to around five or six complete playthroughs of the game. I don't currently expect to be in a position where either would be feasible for me any time soon.)

Maybe we could crowdsource this somehow? I currently don't have the time or spare energy to organise that, either, but it would be less work per person.

It's a file permission issue. The itch.io app sets this up correctly automatically, but if you use the archive, just run `chmod +x chrome_crashpad_handler` in that folder or make that file executable through its property dialogue.

I'm not sure why Chromium (which is used as runtime here) doesn't handle this automatically, because it very easily could, but alas.

You can unlock the missing entries in another save file.

The unlocks are shared, so if you meet the conditions in a save that's only partway through the game, the entry will still immediately unlock in your complete save.

(Interact with each locked gallery entry if you need hints.)

I'm not entirely sure which point you mean. Is your question about a part that's still charted here, or about content from the newer update?

(I asked for the Windows version to also be tagged for Linux for now, since that makes it much easier to install and it seems to run well with Wine/Proton.)

I tweaked the default settings a bit after recording, so by default the base delay is now 90 (1.5 seconds) and the character delay is 2.5 (2.5 seconds / 60 characters).

The GIF was recorded with base delay 60 (1 second) and character delay 2.0 (2.0 seconds / 60 characters), which is most likely a bit too fast for a comfortable first read.

That's cool! The UI took me a bit, but the mechanics are at a good point of "it's clear if you think about it", imo. I also like the presentation quite a bit.
(However, I am somewhat familiar with the underlying concept.)

Will there be specific goals in the future?

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Aaand there's RMMZ support now. Enjoy!

I got it in a sale a while ago, but didn't have the opportunity to make plugins with commands for it until recently, since it's Windows/Mac only.

I can probably do that now, thinking about it. I'll look into updating this plugin to make it easier to use in MZ.

Sorry for the late reply. You can get the tatters either in the badit hideout if you get captured and then escape, or alternatively you can now get them new the end of the game by synthesizing them.

(Be sure to get the pot from Bizz to enable this!)

Still very busy, but things are looking up a little. Still no ETA as there are a bunch of other things I should do first before tackling this one.

Please also select Linux for the 'pc' build.
(It already includes a .sh, so it'll work.)

Glad to hear that 🙂

If you publish your project later, feel free to comment here with a link to it. I'm curious what this plugin gets used for, somewhat regardless of whether that turns out to be my cup of tea or not.

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Do you see any other errors in the developer console (which you can open with F12)?

Edit: You don't put anything into the libs folder for this, it all goes into the plugins folder. That's most likely the issue.

It's generally under a minute until the next event triggers, and you can still move around unless you cancel the condition somehow (like by breaking out of the cell in the bandit lair).

In the case of the fruit, there is no way to cancel it after eating it, so you can continue to do whatever and it'll take effect after a delay.

Not from me. (The scenes you can find in the gallery are only a very small part of what makes this game great, and are much better when enjoyed in context.)

Just as a heads-up, I'll also delete any comment that links to such a save file here, for these reasons.

Life has been happening 🫠🫠🫠
I'm really sorry about the long delay, but currently I just can't do it. I'd need to invest about two weeks of little else to update this at the current scope, due to how much work validating every distinct possibility and connection is.

I should be able to look into how to do this more efficiently eventually, but there's a good chance I'll at best have to change the format somewhat and combine it with the next game update's updates once that's out. GROVE got considerably less linear even in 0.3 and I'm having trouble seeing how I can make the flowchart work for it in a way that's still useful.

They don't have a specific use currently, though you get a documents case badge if you collect all of them.

You could also get a Discord role that adds a small apple icon next to your name, but that's apparently only a thing for a few weeks after a major update. (The locations changed completely with the release of Dark Places.)

No news, sorry. Caught some virus so I haven't been getting a lot of work done.

Project-wise, I'm currently focusing on game development tools and infrastructure for a bit. Been having a bit of a spark of an idea, but it's a bit odd genre-wise and I haven't seen an engine that'd fit it well. Trying to make sure it turns out useful even in case the game itself is a bust…

Feel free to look at the source code for reference!

This actually isn't made using any specific tool or such, aside from VS Code, and ShareX to make the screenshots more easily. (You can predefine a screen rectangle size to capture in it. I think I scaled these down to half in the flowchart, though, which makes them less blurry on phones.)

It's really just a web page with a bit of CSS and a few spacers to make the automatic layout work, which tends to come out more reasonable than SVG.

The connectors are all manual using relative grid coordinates though, which isn't all that convenient in the long run… Maybe I'll use a little bit of JavaScript to draw them in automatically when I update this 😅

This was a challenge to myself to see if I could make this using HTML and CSS only, without using any JavaScript at all. It turned out well, but I think the game is reaching a size where that approach isn't entirely reasonable anymore.

Just before you use the explosive powder to escape the mines, there's a bat that traps you using metal bars.
Talk to them through the bars and you should be able to get a Game Over that way.