@ShadowDragon oh wow, you are finding all the typos, lol. Very very much appreciated!
I've started reworking the airship battle a little for the next big update, should flow a little faster as I heard this complaint from someone else as well. I'm going to add all the typos to be fixed to my list. I'm surprised so many typos made it through the first round from my closed test. That's the way it goes sometimes. I think I'm going to just extract all the dialogue to put in some external Word program or something.
I'm very appreciative of you taking the time to give such thorough feedback!
MV - Mana Engine (Demo Available)
● ARCHIVED · READ-ONLY
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My English is not the best and sometimes I search it if its correct or not.
but obvious one is found.
sometimes, it's on purpose on how the character speaks which can be on purpose.
so I just give it through, but visual and bug testing is more my expertise :)
but if I find more, I tell you as I continue tomorrow when able to regroup.
but so far I notice, I really like it what you put together, keep up the awesome work.
while I rush a bit through, I can do multiple runs on hard glitching part, things that
can break mechanic's, but the airship fight with shield and shooting is nice,
you cannot use both, but I can try to do that though, but it's specially something
unique, so keep continue it :)
this going to be a cool adventure to explore to learn all mechanics. -
Continue, but mostly text name boxes out of place which is a shame,
but easy fix, I do saw some missing "comma's" during the cutscene of
the camp, but further than that, there is none, just a lot of half name boxes
up and down while regrouping, cutscene and after.
I play later on the hornet nest, story is quite interesting, nice job, specially,
for flash back part, but you could block the path if they want to rush through
by the first campfire site, and also the choices for 1 or another.
but not sure I go to the orphanage or portside, as you cannot do both,
unless saved, but good job making this work so well, as I did check on
the Aurora temple to let the person die and saved, but some text said
the opposite.
the only thing further is the vein going down which is a bit weird as if you walk,
it automatically look above or even move down that way, and make it little smaller
when going down, missing the legs.
but awesome game so far. -
Oh man, thanks for the feedback! That's very helpful, although I'm not sure what you mean by this,
"the only thing further is the vein going down which is a bit weird as if you walk,
it automatically look above or even move down that way, and make it little smaller
when going down, missing the legs."
Could you elaborate? -
the vein you come across you can climb down, that part.
you can play test it, if you stand on the first one I believe that is
further on the ground by 1 tile, it look UP, when walking left or right
and stop there.
if you stand above that one, looking UP, it walk backwards.
I can try to backtrack for a bit to go there and screenshot it for you,
but it's before you saved Brand.
if you have trouble, I backtrack tomorrow and screenshot it for you. -
Oh, the vine. I get it you now. Cool, that's an easy fix. Thanks so much for the detailed feedback!
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in the orphanage, if you walk diagonally, you can see the shadow, or even
the feet (I would personally disable diagonally on this part. if you use galv
diagonally movement to false.
also there is a small typo from luma
Edit:
on the credit scene and continue the game, the small cutscene ended it.
so it was really nice :)
I look forward to it as it is really well done.
I love the cooking scene, but hard to know any recipes or if you leave clues
what 2 ingredient require, at first it was a bit unclear why you couldn't select
an item and you can on the other.
so I think you can alter it below like what to cook on the left (meat, fish) and
right vegetables/spices below it selection box.
I did some crafting on the other one, but healing balsm or something was single
item, not the rest on that list as this seems a bit forcing?
why not the items gain (as it did) and the recipe alone?
it was very well made so far I played it and challenging on the hardest difficulty,
but it was fun, great story, choices with impact to choose which way for different
team skill.
so keep up the nice work, as I might replay it again and try different choices, explore
more, craft all items when able. -
Dang, I was hoping the clipping wasn't too bad. The diagonal movement is provided by Mog's Chrono Engine and best that I can tell, is set at initialization and can't change dynamically. I might be overlooking something though because it's 12,000 lines long.
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all I know galv have this issue and turning it off, you cannot go diagonally
if a corner exist :)
not sure about chrono Engine, if it has the same, try to find similarities on
fixing it, it not, it's okay, it's not a game breaking, but it seems weird, but you can
fix it differently but not a clean way.
that it tile above and place a region or event to block player movement there,
so when it does diagonally, you wont see it, but do this on all the houses
can be a pain and not really clean.
but you may leave it there and set it as a TODO on low priority.
and see if you want to deal with it or not, but totally up to you. -
You should be able to make a quick change to the parameter to deactivate diagonal movement in a script call:Dang, I was hoping the clipping wasn't too bad. The diagonal movement is provided by Mog's Chrono Engine and best that I can tell, is set at initialization and can't change dynamically. I might be overlooking something though because it's 12,000 lines long.
(About line 770 under Plugin Parameters)
JavaScript:Moghunter.parameters['Diagonal Movement'] = 'false'
Maybe a parallel/proximity check or something.
Mog wrote it as a string so it defaults to true or allows you to set it to false without it returning as null, undefined, or 0. You can set it to equal 'true' to activate it again.
This does not solve of problem, of course. It only circumvents the issue so the player doesn't see the clipping of the shadow. Maybe the tile/part of this parallax needs to be above the character? -
Thanks, bass. You come in to save the day again!
It's right where a ceiling, door, and wall come together. I might overhang the overlay a few more pixels, any more and their heads will get clipped off when standing in front of the wall. If I can't get it to look right, I'll try the script call. Stupid tall characters, lol. -
You are welcome!Thanks, bass. You come in to save the day again!
It's right where a ceiling, door, and wall come together. I might overhang the overlay a few more pixels, any more and their heads will get clipped off when standing in front of the wall. If I can't get it to look right, I'll try the script call. Stupid tall characters, lol.
I am not sure on how to handle parallax but I am sure you can change the tile priority of that piece of the parallax somehow based on player's y location. What are you using to handle your parallax mapping?
Edit: nevermind, it's not updating the child index and would take way more work to rework everything in for OrangeOverlay. -
Orange Overlay the updated one but without the animated add on. It has switches for all the layers except for the ground. It does a slow fade in out thing when turning them off/on. Probably not fast enough to change dynamically without getting janky
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ight... Big update today. I think I fixed most if not all the issues that ShadowDragon had found plus a close friend of mine IRL had found some things and had a list of notes for me. I was able to hang the overlay layer over a little more so the clipping should be less apparent. Any previous saves will likely be incompatible with the update, so apologies in advance for that.
Open and honest feedback is always welcome!!! I would love to hear what others think so I can make the best possible game that I can.
Itch Download
Changelog-Reduced Attack!! skill's dmg by ~15%
-Reduced Speed Stat on Grassmuncher, Dumpkin, Dimplete Enemies
-Reduced Melee Stat on Dumpkin, Dimplete Enemies
-Slight change to Grassmuncher Enemy Combat Action Patterns
-Added Buffed Ally Stats & Automatic Full Recovery after Battle in Whimpy Difficulty (It was previously removed)
-Slowed Quest Notification and Tutorial Text in "Gab" Windows
-Altered Behaviour of Aero Fighters in Airship Battle Scene - Should chase player from further away
-Lowed Aero Fighters HP - They now die in one hit
-Changed Aero Fighters placement and reworked battle logic so there shouldn't be any waiting or searching for Aero Fighters
-Corrected typo in Candy's description; Cleaned up various other Booster descriptions
-Corrected typo upon first meeting Brand
-Removed Nameplates in Opening Airship battle as it was clipped off anyways
-Corrected Misspelling of Decision in multiple locations
-Corrected typo in activating Rescue Orphans optional objective in Destination Decision Quest
-Fixed Ladder Flag on climbing vines in Greystone Hills
-Repositioned Battlers in Baycliff Rescue Orphans optional objective in Destination Decision Quest
-Extended Overlay Layer on several Interior Maps to reduce unwanted graphical clipping
-Corrected Multiple typos/grammatical errors in Greystone Hills campsite and Temple Flashback
-Added "Speedlines" to some Team Skills
-Added general profiles to allies in Status Menu -> Profile
-Reworked code for Party Follower's lights inside Hornet's Nest to be more smooth and improve performance
-First Larva inside Hornet's Nest jumps towards player after brief cutscene
-Adjusted Escape Gauge and changed wording so Escape instructions are more clear
-Added Fishing Balloon to help further indicate where player can fish
-Various Balancing tweaks to enemy's stats in database -
btw, not reported, but profile on Guy has a list of "test" while others
are blank, those are in the making?
as clipping has basicly nothing to do on walking, more of diagonal issue,
this is the same in galv, but when off, it cannot go diagonal if a tile is
an "X" or event "same as Character" so they walk around as grid movement.
another way is ATT_Turan WallSlide if its compitable if you can turn it off if you
set a simple region (like 166 and diagonal is disabled, so wallSlide jumps in)
and when not, its enabled :)
those are all work arounds as clipping with any diagonal plugins or able
has this issue xD
but I try to replay the game when I got time in this new version and report back.
trying to take everything with me including hard glitching to break the game
if able ^^
keep up the awesome work though =) -
Turan's wallslide doesn't work in my project. Tried it a while back. All the "testing" in their profiles have been replaced in the update. It just gives basic info like height, weight, where they're from etc.
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Wow! So something went terribly wrong with the last update and wouldn't you know it, my game got streamed and well over a hundred people saw it crash multiple times. How embarrassing! But hey, that's early access, and that's also the indie dev life for you. I stayed up late fixing all the easy bugs and playtesting as well as I could to push out a new and fixed version. There was apparently a version control issue and half of the last updates didn't get applied to the correct version. I also have a lot to ponder after the stream. Some design choices may change, some may not. Either way, got the coveted, "not a bad game, not a bad game" for the most part. Also my sprites' running animations got called sexy, so there's also that.:rheh:
So onward with the quest for improvement and to make a great game!
"If you think someone is holding you back, you're right, it's you..."
Changelog-Added Missing picture file: '/pictures/Speedlines.png'
-Added Missing Animation file: '/animations/30FPS_AC2Q025_Blackhole'
-Removed Double Dialogue when finding Nael in Greystone Hills (Again, not sure what happened possible version control issue)
-Fixed 'Ladder'/Climbing Flag in Greystone Hills (Again, not sure what happened possible version control issue)
-Fixed Typo/Spelling error in Baycliff when Luma first meets Brand, 'find'->'fine'
-Fixed Spelling error on Card game tutorial
-Reduced Enemy Stats for: Armor Suit, Legionnaire, Elite Legionnaire, Spearman, Guardsman
-Blacksmith Tutorial now reveals only 'Wooden Training Sword' instead of all Swords while crafting
-Added missing audio "Restore.ogg" -
Started overhaul of the battle command wheel. It fully spins now! Pressing up now automagically goes to attack, right to skills, down is guard, and left is guard. Also made it play the 'buzzer' sound if you press the same direction twice as well as kept mouse support intact.
Starting to understand Javascript better.
Next to redesign the graphics to match and hopefully not be as intrusive. -
I've been upfront that my game is heavily inspired by Chrono Trigger, but I got some criticism that Guy's character design is too close to Crono's. So, I'm trying out different clothing and color scheme for Guy and changing out his Katana for a more European style Arming sword.
I'm just kind of concepting. I'm not really sure which one I like better. I'm really use to seeing his old design so it's hard for me to tell and would like some opinions on what y'all think.
Old PortraitNew Portrait -
Looks awesome! The googles though...
Anyways, it's your design :3