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Witchgrove Games

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A member registered Oct 08, 2020 · View creator page →

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Hi and thank you for the kind words! So far old saves have worked after every update and I hope that's the case also in the future. I've had only a one report of a broken save during this first year. The good thing is that the mechanics are already implemented, so the future updates are mostly content updates and there shouldn't be any dramatic changes to the mechanics and stuff. I guess it's quite safe to say that the save games will keep working in the future too. :)

I decided to give the latest version another chance and while exporting and some other stuff are still slow, I'm starting to get by with them. I really hope there will be some performance improvements in the future, because this is still a great program.

Now that I've tried the latest version (I've been using 0.11 before) I have to leave some negative feedback.

1. All my shortcuts were gone and it was quite cumbersome to assign them from the scratch.

2. I had a pxo-project with multiple layers and many frames (enemy animations for the game I'm developing) and when I tried to export some of the layers into spritesheets, the whole process was very cumbersome and slow. (My specs Ryzen2600x, RTX2070, 16 gb RAM)

  • Every time I made changes to settings, it took a while for them to happen (every time the program froze for few seconds) and some weird stuff started to happen. For example if I made 6 rows, as soon as I changed some other setting the program changed rows to 12. If I changed it back to six, the program doubled the amount of columns etc. This lead also to that it started to change scaling bigger, for example if I had scaling in 200% it was changed to 400% - the value in the settings stayed at 200%, but the size of the spritesheet was many times bigger (probably because the program doubled the rows/columns by itself).

I got so frustrated that I reverted back to the older version, but now I'm not able to load my pxo-project with it anymore. Now every time I try to load it with the older version, the whole program crashes.

I was finally able to make the spritesheets with the latest version, but it took some time and patience. Apparently if I want to change the amount of columns and rows, I can't write the exact amount using the keyboard. Instead I have to click the increase/decrease arrows and every time I click them, the program freezes for few seconds. So it took quite a while to change rows to 9 from 56 or whatever the amount was.

I love the older versions, because they are fast and easy to use with all the necessary features I need, but this new one is just slow and cumbersome. Definitely not worth the update for me, at least in this state.

Hi! And thank you for the support! I hope you will enjoy your time with the game! :)

No problem, thanks for pointing out the bugged lever in the Traveler's Hall!

And great to hear you enjoy the game!

I'm interested to see how the Game Resolution Plugin will turn out. I tried one resolution change -plugin once, but it didn't work properly with VisuStella's BattleCore's front-view battles. That plugin didn't scale the battle view, so most of the background and enemies were outside the screen on lower resolutions.

No problem! I hope you enjoy your time with the game!

Hi and thank you! There are still placeholders here and there, but I will replace as much as possible along the way, probably those sound effects also at some point. The next update will bring the more visual inventory and 'quick bar' shown in store page screenshots.

Glad to hear you have power back for the Christmas!

This uses MZ3D 8.2.2 and I think the dynamic lighting combined with the day/night cycle is the reason for bad performance. For me adding the dynamic lighting caused a huge performance drop and stuttering.

I've been trying to optimize it (recently today by spending 5 hours tweaking and testing it), but it's a tricky one. Without dynamic lighting I get huge improvement in frame rate.

I hope I will find a way to optimize better, but so far I haven't been very lucky. I have even considered replacing it with basic lighting. We'll just have to wait and see can I get it to work properly.

But I will continue working on it after holidays.

I would be interested to test your mouse plugin and see if it would improve the performance.

Merry Christmas!

Thank You for the support, I hope you enjoy the game and have a wonderful Christmas! :)

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This is a very demanding game for a RPG Maker game when it comes to the hardware. It's not just the MZ3D, but there are things like the day/night cycle which uses lots of resources hardware wise. I wouldn't recommend using laptop unless it's a gaming laptop with at least gtx 1060. If the fps is that low in the town already, it will be much worse once you leave the town.

I don't have any problems with the mouse on my end, but my specs are Ryzen 2600x, RTX 2070 and 16gb ram. Unfortunately, I don't think it's even possible to optimize this game to run on laptops that are not meant for gaming. This is a much more ambitious game than most RPG Maker games and I thought I had put the minimum system requirements to the description, but it seems that I had forgotten (I've now added them).

If you have more powerful laptops, I'd suggest trying them out as there simply is no way I can get this to run properly with those specs you provided - unless I redesign the whole game and split every area of the game in many parts, ditch the day/night cycle etc, which I'm not going to do. There probably will be some optimization along the development and I learn new tricks from time to time, but this has been developed with desktop setups in mind from the beginning as the MZ3D doesn't perform well on mobile platforms.

If you are willing to test it with those other laptops, I'd be interested to know their specs and how the game performs on them.

Thanks for the feedback, I appreciate it!

EDIT: I forgot to mention, that I'd be interested to test your mouse plugin and see if it makes any difference. I've also made some optimization to the day/night cycle in the past few days, but the results so far are not that promising.

Thanks for the feedback! I'd be interested to know your specs. This is quite demanding game and though it started with MV, I'm now using MZ. There's some optimization coming with the next update and I'll try to find more ways to improve the performance along the way. But there's one problem: I'm stuck with a certain version of the MZ3D (v8.3) because newer versions will cause bugs for this project that I haven't been able to fix. Same goes with nwjs (I can't update it beyond 0.5x), but that is probably because of some plugin incompatibility that I have to dig deeper into at some point.

But I'm glad to hear that you like it so far!

Unfortunately not, but numpad offers alternative key mapping where turning is in 4 and 6 keys.

Great to hear, thank you! I hope you enjoy the game!

Just the fixes that I've been waiting for, thanks!

(5 edits)

Hi Cutievirus! First I want to thank you for this wonderful plugin!

However, version 7 seems to have broken camera distance option. I'm using this plugin for making a first person grid-based dungeon crawler. With v0.6.8.2 I was able to move camera to 0.2 in the map notes, which made everything perfect. Now with v7 no matter what value I put there, camera distance is at least 0.5 which causes this weird shake effect every time I turn that I can't get rid of. Also that distance is little bit too much and causes bunch of other problems. Has the camera distance parameters changed?

Edit: I posted a short video clips at your discord's tech-support channel to showcase the problem.

I use premium version.

Edit: Problem solved.