Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.
Ok, I'm definitely going to have to upload a new version to fix that.
I recently sent back and shrank all interior maps that were too big. (I'm sure this is a problem with interior maps for all people new to RPG maker. They just look too empty.) I thought I caught and fixed all the transfer events. I obviously missed that one and it's transferring you to the old location when that map was bigger.
Just download the new version, transfer your save files over from the old version, and then delete the old version. The save files should be compatible.
Please continue to post any other game ending bugs you come across. And if you don't find anymore, please post again when you're done with Act II and include the time on you game clock again. (Most people take 7-12 hours on Act I. I'm not too sure about Act II.) It's hard for me to judge exactly how long the game is when I play because I know where everything is and where to go next.
Okay here we go again... this last bug was just a stupid mistake. That fog isn't even used. I recently deleted 3MB worth of graphics that I accumulated over the years, but never used. (Honestly, I'm surprised that this fog was the first one that broke the game.) Anyway, that fog wasn't used, but it was still on the tileset. Simple fix.
Also, with some help from Juan J. Sánchez from the support forum, this version includes a much needed update to the Paperdoll:
Before & After:
(Favorite foods for each character are now easily visible.)
edit!
With further help from ZenVirZan:
Notes:
-Endrick / BEO's status screen only displays the skills "Chivalry, Focus, and Tactics"
-For formatting purposes, I'm not going to display all 6 skills. (Since all other characters only have 3.)
-Taming and Bonding are removed (for obvious reasons).
-BEO's Eating skill is still present, but it's no longer displayed. BEO still have a chance for double Tactics gains if you have one of his favorite foods in your backpack, but only his Tactics skill is shown.
Also:
-The "Ultima Skills" option from the main menu is now replaced by "~Note to Self~"
-Removed the "Note to Self" item from the game.
the Barter Town rune that takes the party to Dungeon Covetous, which ends the game.
I'm definitely looking forward to the next installment. ^_^
I didn't come across any game ending bugs, but here are a few things I noticed.
1. I can't seem to fish anymore. The last time I fished was in the Ant Tunnel, but I can't seem to fish at Barter Town or the Hedge Maze.
2. The Communicate skill slows down that party's speed when the current party is on the same map as the other party.
3. Was I supposed to permanently lose items after having everything taken away? I couldn't seem to recover everything at the caravan. I was missing lots of books, consumables and some equipment. I did get quite a bit back though.
4. It seems that in Act III, Jack's Magery dropped down to 16. I'm not sure why it did this. I gave him a Power Scoll of Magery bringing it up to 36, but it went back to 16 again. He still kept his spells though. It did start rising again and is now up to 91.
5. The Disguise skill turns the character graphic to Chad instead of Robyn when turning off the disguise even when Chad isn't leading the party.
Yup. The **thanks for playing** message intentionally plays when you try to gate off the Covetous recall rune in Barter Town. When you re-enter Dungeon Covetous. The idea was that the first dungeon is actually the final dungeon and when you return, another Earthquake occurs, re-opening the entrance (at Old Man McCall's house).
So the next thing on my list to finish is the final dungeon and the ending of the game. Only after that will I finish the rest of the optional content like the Orc Fort, Dungeon Doom, and the Lost City of Wind.
Bugs:
-Fishing in Barter Town or Hedgemaze, maybe I just didn't finish the common events for those areas. Those were the last areas I worked on. Basically every pond needs the events to swap in the Fishing skill, swap out the Fishing skill, the little water drop, the sea serpent graphic, and I have to add the X, Y coordinates for all locations where fishing is possible. I probably just didn't add them in yet.
-Communicate causes lag, I keep on forgetting to fix this. Moving the other party's graphic to the correct X, Y coordinate on the map is just 1 too 2 many Parallel events for the map to handle and I need to lighten the load a little.
-Permanently losing items, yes, the original idea was to permanently lose most of your items and only receive the high end items. So it was by design... I'm not sure if it will piss people off too much or not. Basically, the idea was that by the time you finish the Luna area, you will have become incredibly wealthy. You would have no much gold that you could re-buy 99 of every book and every consumable if you wanted to and still (potentially) have hundreds of thousands, if no millions, of gold left over. By the time you leave Luna, gold in the game just really doesn't matter. This is part of the reason there are so many vendors in Luna. --But I should probably add more warning. As it stands now, only the single Fortune Teller on top of Mt. Sho gives you warning that you should sell off all your items immediately.
-Jack's skill dropping to 16, this is very strange and I had no idea that this would happen. I can't even think of why this would ever happen off the top of my head. I can't even remember of any event that would "set" Jack's skill to any value (only + or -). So I don't know why it would lose hundreds of points. Hm.....
-Robyn's Disguise bug, I'll have to fix it. As you probably figured it out, when you use the Disguise skill, you're normally controlling Chad, not Robyn.
edit!
Wow... I just loaded up a game near Despise and... I don't know where the lag came from. I've obviously play tested all the maps before I made them live and... even on the smaller maps, there is just massive lag. Not sure what to do... there aren't that many parallel processes on those small maps (like the entrance to the dungeon). I'll have to figure something out. The parallel process is only used to relocate the other party's graphic to the correct location. Maybe I can toggle it off after the event is moved.
EDIT AGAIN: I had to add a bunch of switches to every transfer event and turn some switches OFF on parallel process, but I finally got it to work properly. In Version 1.185 and beyond, this lag issue will be fixed.
1) One last time: What was your time on your game clock?
2)In the final camp scene after Dungeon Despise, are there any questions you have about the story that are left unanswered? I really just want to spill the beans and give all details about everything at that point. (Even though the "story" is incredibly simple and it isn't the focus of the game, I still want to use that point to explain everything there is to explain.)
Thanks for playing.
<3
edit: Do you remember when exactly you first noticed Jack's skill dropping to 16? It confuses me even more that he would keep his spells. His spells should be checked and replaced every single time you cast a spell, buy reagents, find reagents, or use a power scroll (among other things). His spells should adjust constantly to his skill level. Very confused about this bug.
I checked and see that his Jack's magery was 322 when he was in Zento with Special and the Piper at ~19 hours, so it must have dropped after that. Maybe it was around when Jack re-entered that party. Maybe it wasn't set to a certain value, but instead reset back to zero and I only noticed it later. I'm not sure what else might help, but I could always give you my save files if you want to look at them.
I was confused when I lost some of the inventory. I thought I was doing something wrong or missing a caravan, so I redid that section a couple of times trying to find what I was missing. I expected it would be like in Chrono Trigger on board the Blackbird when the party had to find each all their missing inventory in separate chests, but they did get everything back. I think this could frustrate some people, but after I couldn't find them anymore I just shrugged and continued. The only thing I really wish I still had were some of those special fish that boost stats I had saved up.
My game clock time was 30:07:19 at my most recent save.
I'm still unclear on why Abercrombe and Chauncey keep coming back to life, unless perhaps they are also champions like the Pied Piper. At first I thought it was just for comic relief, but maybe that gets cleared up later.
Some other comments while they're fresh in my head.
- Overall, I really like the dungeon designs, particularly the Tower of Lies and the Deceit Dungeon. The last floor with switches of the Tower of Lies is a smidge evil. I let out my share of expletives when I kept falling, but it was all in good fun. ^^
- I wish Throw Paladin did at least as much damage as attacking normally, because I noticed oftentimes it does quite a bit less damage to non-undead and non-demon enemies. It's not so much that I want to do more damage, but I want to level up chivalry by using chivalry skills instead of attacking.
- Poor Jack...poor Jack...and poor Jack.
- There are some spells that I have no idea what they do or how to use them, like Summon Creature and Magic Trap. Lord Book Master is definitely a useful asset to the party with his arsenal of spells, but I'm just not certain what a few of them do. Maybe it's my fault in not figuring it out, or it has yet to be revealed later in the game.
- I picked up on the New Game + feature in game when it was referred to indirectly. It's quite nifty to have this feature, and I'll replay it at some point after it's finished.
- Also, I convinced a friend to play the game when I was showing it to him last night. ^_^
I checked and see that his Jack's magery was 322 when he was in Zento with Special and the Piper at ~19 hours, so it must have dropped after that. Maybe it was around when Jack re-entered that party. Maybe it wasn't set to a certain value, but instead reset back to zero and I only noticed it later. I'm not sure what else might help, but I could always give you my save files if you want to look at them.
I was confused when I lost some of the inventory. I thought I was doing something wrong or missing a caravan, so I redid that section a couple of times trying to find what I was missing. I expected it would be like in Chrono Trigger on board the Blackbird when the party had to find each all their missing inventory in separate chests, but they did get everything back. I think this could frustrate some people, but after I couldn't find them anymore I just shrugged and continued. The only thing I really wish I still had were some of those special fish that boost stats I had saved up.
My game clock time was 30:07:19 at my most recent save.
I'm still unclear on why Abercrombe and Chauncey keep coming back to life, unless perhaps they are also champions like the Pied Piper. At first I thought it was just for comic relief, but maybe that gets cleared up later.
Some other comments while they're fresh in my head.
- Overall, I really like the dungeon designs, particularly the Tower of Lies and the Deceit Dungeon. The last floor with switches of the Tower of Lies is a smidge evil. I let out my share of expletives when I kept falling, but it was all in good fun. ^^
- I wish Throw Paladin did at least as much damage as attacking normally, because I noticed oftentimes it does quite a bit less damage to non-undead and non-demon enemies. It's not so much that I want to do more damage, but I want to level up chivalry by using chivalry skills instead of attacking.
- Poor Jack...poor Jack...and poor Jack.
- There are some spells that I have no idea what they do or how to use them, like Summon Creature and Magic Trap. Lord Book Master is definitely a useful asset to the party with his arsenal of spells, but I'm just not certain what a few of them do. Maybe it's my fault in not figuring it out, or it has yet to be revealed later in the game.
- I picked up on the New Game + feature in game when it was referred to indirectly. It's quite nifty to have this feature, and I'll replay it at some point after it's finished.
- Also, I convinced a friend to play the game when I was showing it to him last night. ^_^
-I'm currently in the middle of slowly replaying the game. I started a couple weeks ago and I haven't done this (from the start) in over a year. Right now I just started Mt. Sho and Jack still has all his skill points, so still confused. But it might be one of those bugs where I always play the game the exact same way every play through and I'm just not doing something you're doing.
-I'll probably either add more warnings about the soon-to-be missing items before they're all taken away, or I'll just give more of them back (especially items like the special fish that you can't buy from the Luna shops).
-I never played on explaining Abecrombe & Chauncey... ever. They were there solely for comedic value. (The idea of it is blatantly taken from Kenny, from South Park.) Their last appearance is during the entrance of Barter Town when they take Special SixtyNyn away on Book Master's order where I get to add in one final, "NOOOOOO!!" I suppose I could add in a few lines for a possible explanation... hm...
-You think the Tower of Lies is evil now? It was originally designed to have 7 levels of basement. That was supposed to be the true reason it's named the "Tower of Lies" in the first place, it's not really a tower at all... at least, it was supposed to be much more than a tower. You were supposed to get all the way to the top and then chase the clown all the way down, crash through the floor, and keep going down, down, and down. I still may add this in the future. I still like the idea. It's just that it takes soooo damn long to do.
---The Tower of Lies easily is the area of the game that took the longest to make. Every single time where you can fall in an individual event that had to be traced down to the correct floor. The green blob monster moves you to random tile and every possible X, Y is plotted individually, determining if you fall or not and how many floors. The panorama was simple enough, but blacking out all the dead space pixel by pixel is kind of a pain. And then there's the rune switches on a timer... anyway. Every floor on that thing was a huge pain in the ass to get done.
-Some spells like Summon Creature and Magic Trap are currently unused. I always wonder what people think about the "magery circles" if they've never played Ultima Online. I literally take every single one of the 64 spells in Ultima Online and put them in the game, whether they fit or not. But for all the spells, if they're not used in or out of battle, I try to feature them during scenes. Or sometimes I'll just reference them in a book.
---Like the Recall spell, for example. You can never cast this spell in the game, but it's still included in the skill menu. Recall is used constantly by non-playable character in cut scenes, but you can never use it.
---Or the Wall of Stone spell. This one is even more obscure because it's only referenced once when you escape the Lemmart House, Book Master turns around, he says the magical incantations, the screen flashes brown, and he mutters something about "holding them off for a while."
---And in some ways, I kind of reason that "Magic Trap" is featured in the game because of all the traps that you have to magically Untrap. Someone had to trap those chests and they probably did it with the Magic Trap spell. <-- I don't know if it's effective.
---Another example is something like Energy Field. You find these blocking paths in the game every once in a while and you can never cast the spell yourself.
-I now count this game as a 20-30 hour game. I completely mis-judged how much time was added to the game in Act III, mostly I think, because of the more open ended game play.
-If your friend ever finishes, I'd love to hear feedback from him/her, either on this forum or on my forum.
Also, just added a new mini-game, thanks to a script I found by ForeverZero:
(I know that "Short Spear" looks like an axe. I was just testing things and that item isn't in the game anymore.)
With his script, I added a coliseum style mini-game found in the Luna Bagball Arena. (I was going to do a really bad version of this with events alone.)
-Register to fight in the arena.
-Wager any weapon.
-Depending on the weapon wagered, the script will pit a single person in your party against a specific monster troop.
-Depending on the weapon wagered, the script will reward you with an Arena Coupon of different values.
-Redeem your tickets for gold or prizes. (Prizes not finished yet.)
-Creates another way to make gold in Luna.
-Creates an outlet for Lord Book Master to use his Beasitary skill on every monster in the game.
(Beastiary and Mimic still remain the 2 most unfinished skills in the game. They're on my to-do list.)
I'm definitely looking forward to the next installment. ^_^
I didn't come across any game ending bugs, but here are a few things I noticed.
1. I can't seem to fish anymore. The last time I fished was in the Ant Tunnel, but I can't seem to fish at Barter Town or the Hedge Maze.
2. The Communicate skill slows down that party's speed when the current party is on the same map as the other party.
3. Was I supposed to permanently lose items after having everything taken away? I couldn't seem to recover everything at the caravan. I was missing lots of books, consumables and some equipment. I did get quite a bit back though. 4. It seems that in Act III, Jack's Magery dropped down to 16. I'm not sure why it did this. I gave him a Power Scoll of Magery bringing it up to 36, but it went back to 16 again. He still kept his spells though. It did start rising again and is now up to 91.
5. The Disguise skill turns the character graphic to Chad instead of Robyn when turning off the disguise even when Chad isn't leading the party.
The coliseum looks nifty, but when I went to try it out the a script crashed. This is the last thing I see right before the crash:
This is the error being produced:
Also:
Wow. The Tower of Lies sounds like quite the task. I would have guessed it would have been made with terrain tags and a parallel process variable appointment transfer player or something like that.
The magery circles make a lot more sense now, as I have zero familiarity with Ultima. The gamer side of me was just trying to figure out how I could use them.
And I'm glad you found out what caused Jack's magery skill to fall down. I was really curious about that.
It works fine when I test it and set a new Start Position, get some weapons, and enter the arena. After you posted this, I went into one of my existing saves, went to the arena and I got the same error. Here's what ForeverZero (script author) had to say:
ForeverZer0":3bi1fsjp said:
From the sounds of it, its probably not compatible with old save games that were created before the script was added. When you add a script that adds variables to a class, and then load the old data whose classes do not contain them variables it will crash when they are referenced. You can work around this by including a check when they are called and re-initialize the variables if they are undefined, but I don't do this with my scripts. It means that the variables needs checked every time throughout the course of your game every time they are referenced, which is not very efficient, and the proper fix is to create a new file.
Thinking about finishing the game finally... after 6 1/2 years of development. ^_^
Except for the final dungeon, the whole game is basically done. I'm currently mapping out exactly how the final dungeon will play out. In the mean time, looking for more feedback about the rest of the game. I want to fix some of the little things before I start something new.
Like I said, this game was started over 6 years ago and in that time I've added and taken out many things over the years. I mostly want to know if you found something in game that wasn't explained or if an NPC was explaining something that didn't exist. (And I'm always on the look out for game ending bugs.)
Over the past week or two, I've picked up the game again. I'm so close to finishing. And unlike other times I've said that I wanted to finally finish the game, I've actually put work into it this time.
I'm now done with most of the major mapping and puzzles for the final dungeon. Here are a few pics:
After I'm done with all the transition graphics and some dialogue, I need to populate the area with monsters. After that, comes the a boss-rush type sequence where you defeat a string of previous bosses that you've fought throughout the game. (This sequence also makes sense with the story and it's not here just to pad the game.) And then comes the final boss and ending scene(s).
I have a number of sidequest things and extras I want to add, but I'll leave all that for later. Who knows? After 6 1/2 years, I might actually finish my first RMXP game. :box:
edit: Once I finish the "main dungeon" (before the boss rush), I'll upload an updated game file. That will be version 1.188. :toot:
1 year after you posted this but... I've finally finished.
After 6 1/2 years, I now consider this ~30 hour game "done."
I still have plans to add some side-quests and there is always room for improvement, but you can play the game from start to finish and get the complete story.