Had it happen again, but this time it was on one of the normal battles in there. Just fighting some of those fish creatures.
There's another line to the error that I didn't write in my last post: undefined method 'item' for nil:NilClass
The Magi Chronicles [Back to ACE!]
● ARCHIVED · READ-ONLY
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I tested it a few more times and still can't seem to get this error. I looked through the script and I don't see anything that could cause it. when I play test it in the editor I do get script errors when I attempt to press F8 more than once during a battle. but it displays a different error. I ask all others testing the game to please let me know if you encounter the same issue.
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I tried it one more time and managed to make it through it this time. I'm not really sure what the difference was, I did not do anything at all differently than I had been. Except maybe that I was tapping enter a little more leisurely. Did make it all the way through the credits this time. One thing I do have a question about.
SpoilerIn Ondine's Temple, after killing the Octopus and getting the item that lets you breathe underwater and walk around in it, I went down to the next floor and found out that apparently those heavy doors move when underwater. So I assumed that meant the one on the floor above was the same way. So I went all the way back up, filled the room full of water, and then tried to go back down. Same message I got when I tried to go down the first time, nothing had changed now that I should be able to walk through it. Is there a way to get through that door? Is it some other way than filling the room with water again? -
Here's a fast bug report of this new version (there's also a crash):
SpoilerDaryl can walk on the trees here.

I assume that this happened because you showed a picture of the trees in another map and forgot to hide it.

Same thing happened here.

As you can see, I can open this door but I can't enter in the house.

Ladychair (creeeepy).

It's a bit weird to be able to see the upper wall tiles in the right side of the map.

Guards: Why we're forced to stay here? This Council is full of sadists, ugh...our helmets are burning!

This is the crash (missing image file), it happens when I try to talk with the girl at the fruit stand in West Elendyne.

I also noticed that I can't seem to make Ashlynn to gain SP in battle (doesn't matter how hard I try, she doesn't gain them at all).Sometimes however when I'm not in battle it says that her SP are at 100.

I assume that you used "Khas Awesome Light Effects" script in the Gamoa Cave, that's why it lags like hell bro...even on my PC (which isn't that old), I suggest to change that script with something else.
Despite these problems it was pretty good (as always), I like how you changed the skill animations, added the custom music and the new locations. The battles are still balanced well, your friend did a good job on that.
I would be more detailed in my report but I'm a bit sleepy now.
Anyway it's always a pleasure to play this game (like it's a pleasure to play Silver Town), I like both the games a lot. :D
PS: The Dark Lord's theme is amazing. -
Dalph,
Just to be clear Ashlynn is designed differently. She doesn't work the same way as Corran, who gains SP when he does damage or takes damage. Instead she gains SP over time. The regeneration rate is set to 20% meaning she should get 20% of her SP bar every time her turn ends. However, In game she doesn't seem to be getting the SP every turn like she should be. It works fine in the battle test but in game it is taking 3 or 4 turns for her to get it. It was working just fine before our latest release. So we'll need to go look into it. If you have any ideas let us know. We are at a bit of a loss as to why this is happening.
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@Saberwolfcdw:
Maybe in this last update you added a new script that overwrites the function of regenerating SP (TP) at the end of the turn? This doesn't explain why it works fine in the battle test though...and why it works fine for you, because she doesn't regenerate them at all for me. I fought a battle for 20 turns and she didn't even gain a single SP, quite frankly it's weird...I don't get it either. She starts the battles with totally random SP and ends up having the same amount of them, unless I'm lucky to have enough of them and so I can use a skill. -
@Dalph
We found it! So, we were referencing a variable in the Gamoa mines that was used in the charge battle script. So if you never went to Gamoa Mines it wouldn't ever happen. But, It was adding to the turn time and destroying the math. SO that was the issue! Thanks for the detailed bug report btw!
@FleetingInfinity
That is something we have yet to complete for the Temple. Thanks for playing the demo and finishing it AND reporting all of your issues. Big help! -
Quick update!
We've been working on some recent issues discovered by a few of you following the game and I want to say again, THANK YOU. We have had wonderful support from all of our followers, it's been a huge help in the development of the game.
We are also working on some new areas. Spoilers below.
We've decided that most of the beginning of the game is not changing now, so as a gift to those who have played the demo SEVERAL times, we've discussed adding a save file or two to our next demo releases that will allow those peoples to begin playing further in the game so they can get to playing the new content faster. Let us know if that's something you would want!Spoiler
So this is the WIP of the map design for the entrance to the Temple on the "Island to the North"
It's going to be an icy/snowy area obviously, there will be a couple of maps required to pass before getting here. I hope to have foot prints in the snow as the character walk, which I found a very useful script for that by Galv.

This is a sneak peek inside the temple, still a WIP but you might notice a couple of ice blocks.. this is a sliding block puzzle. I'm purposefully cutting it off in the screen shot but the puzzle is complete and Saberwolfcdw and I had a good time making it. We hope you'll have a good time solving it ;)

Gamoa Mines has been a bit of a challenge for us to have it run smoothly while still using Khas Awesome Lighting. Our solution to this problem has been fewer torches. We've drastically changed how many there are and it's greatly improved the performance of the map, there is only a small amount of lag that we get in there with lower end PC, tho on my main PC I don't get any lag.

Last but not least I updated the order gauge Icons.
And if you haven't seen yet, we got our game up on RMN. If you have an account there, show us your support and share us with others. Thanks everyone, more updates will come in the near future!
OH and we updated our banner too. Do you like? -
I like the new banner, glad to see you're continuing to work on the game. I'm looking forward to the next demo. It does not really take all that long to get to that point in the game, but if you are not really changing much early on a save file might be really helpful in order to allow for easier testing of the areas that have not been play-tested yet.
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enjoying the game so far,ill be leaving my huge amoung of feedback on RMN i prefer that site personally :3
for now theres just some glitches :3 -
@FleetingInfinity Thanks! The next demo will probably be fixes for the most part, and a little bit of the areas that I teased in the previous post. We will probably provide just 1 save as an option to skip the early parts of the game. Thanks for your continued support! :D
@Shyoko Saw it, Read it, Loved it! thanks again. Always a pleasure seeing familiar faces! -
Another quick update.
We also have fixed a lot of bugs pointed out by shayoko, FleetingInfinity and Dalph! (Edit: how could I forget Dalph! I'm almost as evil as him)SpoilerSaberwolf and I have been hard at work on our game and have a couple things to show you all!
First of all we redesigned the title screen a bit to make it more lively. We are also working on the "temple to the north".
There will be a puzzle in there having to do with platforms (much like Tower of Venus) but it's timed and has a little more complicated mechanics.
Anyway, here is a video showing off a couple of those things.
We hope to have another demo out in the next couple weeks or so. Thanks again to all you crazy awesome people out there! -
It's better to forget bad things bro, and I'm a bad thing ofc...the baddest thing of the whole website.(Edit: how could I forget Dalph! I'm almost as evil as him)
Nice update btw, I'm looking forward for the new demo (as always). :D -
Finally started playin the game, and it's pretty good so far (just got to the Tower of Venus). Some things:
I shall continue playing.SpoilerIgnite is amazing. -
Another quick update for you guys and gals!
We've updated our production logo to say Wood Mann Games and changed the design. We felt it more appropriate AND we like the ring of WMG.
We've also been hard at work on the new areas that will be in the next demo... still. I know we showed you a bit of the mechanics of the puzzle we were working on. Now, we want to tease what the *close to* done version is like, or at least the first part of it. And what to expect when you complete it. The dialogue is NOT final it is just a place holder. This is a SPOILER. So, if you do not wish to have anything spoiled, don't say we didn't warn you!
The video is in the spoiler.
@Mushinroja
Thanks for starting! I hope to see more from you! Sorry I haven't got more feedback to your game yet... been a bit busy, you know how it goes! :D Thanks again! -
this game have...a cat!?
U_U the vampcat totally approve this game! -
The new logo looks nice! I like what you did with the natural feel of the design for the structure, and the text. Not a fan of the circle with text in it, but the "Games" detail isn't that important. Had I put myself to it, I'd have used the structure to spell out the A or the arch of the M in Games to bring it all together.
The puzzle does seem nice, but may I make a suggestion? Since it is a nature chamber, and the motif is green would you consider making the bright yellow into a bright green hue instead?
It looks like the Tower of Venus will see some major love soon.
I'll be returning to my play through shortly before work. Since Ash isn't functioning as intended in this version do you recommend stopping after the airship crash and waiting on the next build? -
thanks Paladinthug. I was actually thinking about the yellow platform the other day and I probably will end up changing it.
Where you stop is up to you but since it's so close to the end of the demo and it was a script issue it'll be fixed either way you just wouldn't get to use her like normal until a new version comes out. And you wouldn't have to replay it either. We may have a new version on the horizon, tho. Your play through has been super helpful so thanks again! -
As we draw ever closer to another demo release we of course are continuing progress on our game.
I'm not going to lie we did take a short break in production.
So, I don't have much to show you, but here is a little face set I've been working on.
Anyway, I hope everyone is doing well! Stay tuned in the coming week for further updates and as always, THANKS, for the continued support. This game would be nothing with out YOU!Spoiler
WIP
Edit:
Oh and for paladinthug, I changed the platforms in the Nature Temple/Chamber to a more green hue.
Spoiler
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Looks way better to me. I'm looking forward to continuing my play through after work tonight. I wanted to be able to record the footage and commentary so you would have more use out of the feedback rather than speed through things.
It's very flattering to see you so responsive to the advice and commentary you get from the project. Looking at your thread was something I did to help build up my impression of an audience and how a dev should respond on site. So you've been rather like a mentor to me in that regard.
Chel looks great, and King Tidus's eyes look a bit unfocused. Have you thought about adding a parallax background underneath the puzzle to avoid the empty black?
Taking that break is necessary to development.