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Sirlegna

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A member registered Jul 01, 2020 · View creator page →

Creator of

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After discord discussion with the user, it was revealed that a work around for this is to use:

  • \\n\u003 instead of \n<
  • \u003E instead of >

However, there seems to be an on going problem where the name box will render through the entire victory/experience/reward messages.

I really like the reverse Metroidvania. This could make a really fun speed run with an in-game timer. The character movement was a little too floaty for my preference, but was able to manage it. It was cool how every section was completable just sometimes with a little extra thinking. The level with the wall clings had that weird 90-degree fire which was the hardest in my opinion (gave up fire early). Then the double jump level has some poor collision on the first block after the spike. I got stuck under it without couching. Other than that it was a really nice game.

This is an awesome game! I think making levels to get it slowly increasing the skill level would make this perfect releasable game

Awesome game mechanic. I am actually working on a cooking game for my personal project so very good job simplifying the representation while still having an excellent game feel. I agree with the others that an indicator of which "counters" did what would be very nice. With a bit of polish, I could see this being a fun single-player alternative to games like Overcooked and PlateUp.

Very nice game, I could see a little polish, controller support, and a few varying levels and you got yourself a releasable game.

Really enjoyable as many have said already, the sleep mechanic is a little more unique than shooting and repairing so a better tutorial would be nice.

Thank you very much

Yeah, the hunter-aiming script is honestly a hack. It works but I would have loved to get a little more details. The biggest issue which I didn't realize in Unity until this game jam is Decals (The thing used to make the crosshair) doesn't stop at first render, it will keep rendering for everything in the render box for it.

Yeah, I wish I had a little more time to make a more detailed hunter aiming script.

Thank you for enjoying the feel of the game.

You have one of the most interesting ideas I have played so far.  However, I think it might be a little too ambitious for 48 hours. There are a lot of instructions front-loaded at the player at the beginning and not much play to learn.  This makes the rating system used in the game kinda acting as a black box which is realistic as the game developer does rarely know why the player like or dislikes certain things, however for a game it makes it hard to master.


I could easily see this game being expanded and having a more hands-on version of Game Developer Tycoon. Overall, I like the game but I would have loved to see/play it after a little longer in the "development" oven.

My record is 8 taxis.
Awesome creative concept! Fairly certain there isn't another one in the 7k submissions. Great progression curve with more traffic as the game goes on. The was one small bug or feature I don't understand but sometimes taxis would disappear, unsure if that was because there is a time limit or if the drop-off location spawned on the same location as the taxis were.

Very cool game idea through, I could see this as a simple indie game if you plan to expand this past the game jam. The only change I would do is to make it where the drop and pick up buttons are the same.

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Somewhat challenging but very fun.

For a first game jam game, you really did very well. The only thing I could see to really need improvement is the movement controls but I imagine that is only another 48 hours away. Lovely art style and keep on developing!

Also, the E and P button can be challenging for some players so consider allowing mapping or changing to something that can be played with one hand.

I like the idea. I think the presentation of the game could have done some more polishing, but overall really nice. A quick little improvement if you were to continue would be making it where the starting position could be random so that you cannot just kinda let them just build on top of each other.

High Score: 89

Yeah, sorry. This is primarily to keep the functionality as MOG had it, just fixing underlying bugs when it comes to mobile development.

What licensing is this?

Hey there, I am struggling to get a movie to load up in RPG Maker to begin. Would it be possible for you to send me either the movie you are having issues or a sample one that I can use?

Also, would you be okay with the movie to restart if resize?

I am sorry for the delay. I was on vacation, but I will look into it as soon as I can. Will let you know if I find a fix.

Yeah, that was a very tough balance in making that game. Didn't want the player to have full control over when they fight, but didn't want them to get too bored waiting for the next battle to occur

Thank you for your comment. The idea was you would manipulate the team outside of the battles, and then inside the battles, you see how good your work was.

Two questions, one if you do script call after the add plugin command with the following code

SirL.MPTileBasedScaling.refresh()

Does it work?

The other question is, could you message me on discord at SirLegna#0273 and us schedule a time for me to walk through the issue and see if I can determine a long-term solution?

Have you removed the Tile-base Scaling plugin and see if it is my plugin?

What version of rpg maker mz are you using? 

What plug-in are you using for ads? 

Do you have any method of always triggering the issue?

I will look into it however, due to the obfuscation of Visustella I cannot make promises.

This bug should be resolved now in 1.1.1 of Tile-Based Scaling!

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Will check it out. I am glad you like it minus the bug. Also, if it doesn't work for mobile, please inform me.

Yep, MogHunter recently updated their site. So Here the new link. I will update this page tonight and the plugin with an updated link

https://mogplugins.wordpress.com/terms-of-use/


Thank you

As you may know, there is an on-going effort to port all plugins in the generator to MV. With this anyone who currently working in MV could make a request for a specific plugin to be ported sooner than later. Now some have wished for the Better Script Command plugin to have such port, however it is using MZ specific Plugin Command window to do the magic. Due to MV using a single line for it's plugin command input, it would be far more restrictive than the built in script command. 

There was thoughts of using MV comment command through, however you are limited to 6 lines in comments. Which is far less than the 12 lines in the script command. 

Solutions are still being looked into how to get multi-line script calls in MV, if you have any suggestions and are willing to share please let us know.


Thanks for your understanding and support!

Fixed, now you can have all the triggers with the exception being button events will not re-trigger on or by events since you haven't moved.

Should be fixed now

If you could send me the debug hash, because my debugging can not have the problem reoccur

Fixed and found another one in a different plugin. Just left some old debugging code in :( Sorry

Unsure how come you couldn't play in Chrome. But thank you for liking the puzzles :)

Sorry, it took me so long to rate your game. But still so good!

Thank you

This is a place to report bugs and features for me to look into how to fix them.

SirL_Math community · Created a new topic FAQ

This is a place to read up on any commonly asked questions.