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AceOfAces

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A member registered Jan 02, 2016 · View creator page →

Creator of

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Hello!

I'm pushing out a hotfix for it. It will be available soon.

No problem.

Hello, thatcombatwombat!
The game launches via the Dragonhouse.Gamebootstrapper.exe file.

Hello!

  • At the moment, I can't replicate the issue that would cause the tool to miss the package.json file. There might be an issue with the path to the output folder that could throw off the tool.
  • Huh... The compression option skips the dragonbones folder by mistake. Fixing it now.
  • I can't say for certain what could go wrong with the game not booting properly, since something could have gone wrong. Which version of RPG Maker are you using? What options were you using?

While I'm looking into the issues, please send in the logs that the tool creates. You can use the Migration and Diagnostics Assistant (it's in the Downloads page) and click on Extract Logs. Compress the logs into a zip file and send them to me, either via Discord (aceofaces) or via email (studioace [at] outlook [dot] com [dot] gr).

(1 edit)

Found the issue: The Cook Tool didn't put the files on the correct folder.

Pushing out a hotfix.

OK. So it should be at a version that can launch properly. It's weird that a cache makes the tool see the json file. Looking into it.

(2 edits)

Is the Game present in the Task Manager? If it is, there might be a bug that persisted in newer versions of the tool (since version R5.02 had a typo in the cache settings and it was fixed in version R5.03 Update 1). If possible, reset the default settings and attempt to build a version of the game.

For recipe files, it's an easy fix: Open the Project Settings -> "Compiler and Packer" -> Halva Settings -> Relative cache location. Remove the first / character (it should something like path/to/location, not /path/to/location).

This could also happen if you are using version 0.29.4 of NW.js. That version doesn't seem to work properly with Halva.

Pushed out the fix.

Hello!

I've found the issue: The tool doesn't properly detect the package.json file, even if the file is now present. I'm working on a hotfix for it. Until I upload it, you can work around this by selecting the project again.

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Well...Ended up making a universal plugin that fixes the save issue. If you have time, take a look at it.

(1 edit)

Ahoy!

Currently, I don't have a Mac that would allow me to build a MacOS version. I have implemented code that is specific to Mac, but it needs additional changes so it can work fully in MacOS.

As for the save issue, I know a plugin that works with more platforms (sans web and mobile), but I cannot find the site that has it. I have the a backup of the plugin here: https://pastebin.com/ZGTmPAt9

EDIT: Uh... I noticed that this is for MV, not MZ. Not sure if there's a version for MZ, but there might be one, somewhere.

Hello, Orachi.
This is due to a quirk of the engine. Normally, the game saves on the save folder that is in the game's files. But, if the compression is set to Zip (package.nw), nwjs temporarily unpacks the files and deletes them when the game closes (which deletes the save files as well). To fix this quirk, you'll need to use a plugin that changes the save location.

[MV/MZ]: MVMZ-Advanced_ChangeSaveLocation/Advanced_ChangeSaveLocation.js at main · BossRpg/MVMZ-Advanced_ChangeSaveLocation (github.com)

Hello, Redux_Soul!
This tool compiles the source code to binary that nwjs understands and packs the files into an archive (or packages), if you wish. While the tool itself brings pretty good protection, dedicated folks that know how to disassemble games will figure out how to break it open. There is not silver bullet that can make games crack proof. Still, if you want to protect it as best as possible, you can;t go wrong with it.

Hello,

Depending on your settings, you should be able to still support mods. If the game's files are simply packed, it's pretty easy to add this via a mod launcher. If the source code is compiled, modifications to the mod plugin and providing a tool to prepare the mod is required. I'd be happy to provide some custom tooling for you.

Looking at the plugin, lines 909 and 914 in Eli_Book.js cause the bug (in the initParameters() method).

Yep. The JSON file in the plugin.

At the moment, the only workaround is removing the JSON and replacing it with variables.

(1 edit)

Hello!

After some diagnosis, I found what was causing an issue that I encountered with the 5.x version of this plugin (at least on MV): If the plugin is compiled to binary (either by using the included nwjc tool or my own compiler), the JSON file in the script is either malformed or broken. This would crash the game.

Patching out the JSON file would fix this.

Glad to hear that you enjoyed it.

A small note regarding the screenshots. Sadly, itch hides the images when I set the game page as an HTML5 game page. They do exist, but they only appear when hovering the mouse in the game's entry when navigating through itch. I'll see what I can do.

Really odd. I'm suspecting an issue with the plugin you are using not loading the videos correctly. I'll see what I can do. 

Are the video files in the destination folder? Type this in the File Explorer's navigation bar: %ProgramData\<Dev Name>\<GameName>

Yeah... Turns out that it's a screw-up on the Packer's side. It placed either the package.json or the index.html file being put outside of the destination folder. Gonna push another hotfix soon.

Again, thanks for the feedback.

(1 edit)

Heyo!

Caught what caused the bug. It's due to the packer not reading the package.json right. I have it fixed on my side and I'll push a hotfix soon.

Thank you for the feedback.

It works with any engine.

It's certainly a pretty interesting survival game with very cool puzzles. Admittedly, once I got the broken sword, I was able to plow through them as if they were cardboard. Not bad.

Very odd. I use the same particle emitter on my main game and it didn't break before. Pushed a hotfix for it now.

(1 edit)

Huh... It's rather odd that it doesn't move you as soon as you approach the ladder. I can activate the transfer event fine. I'll re-work the detection a bit and push out a fix ASAP (alongside adding some text for the items that don't have it).
EDIT: Fixed now. Included some improvements as well.

(1 edit)

Weird. I'll push a hotfix for it ASAP.

EDIT: Pushed a hotfix so it doesn't require WebGL. It should work now.

Yup. xD

Hey, PikaMew. Thank you for playing the game.

-The crash you mention is a tad complicated, but to keep it simple, the game was supposed to save on the "Saved Games" folder on the user's folder. But the plugin I used was looking for that folder on the same drive that the game was, the user folder was on the same one as the OS. Sadly, I caught the bug too late and I fixed it a few days ago. Ack!

-The game being too short and easy is mostly me essentially making sure that the game was beatable within the limit. This, regrettably, resulted in a few issues. I've overestimated how much the story would take + some battles so the player was at a reasonable level. I did some wrong assumptions in the progress (along cutting some scenes as well). Should have handled it better.

-Now, I'm not sure why Poison Fang somehow adds and removes the Sickened state, but it could be due to a conflict somewhere. Can't say for sure, but I think I have an idea of what's causing it.

I think that's all of my comments. Thank you for your feedback.

I wanted to love this game, mainly for being a shoot-em-up, but... The game's so janky that after a few minutes I just quit. It's a creative use of the ABS but the game's pretty much a game with ABS. Enemies jump from their position after taking damage, I can't pick items, hit detection is wonky and the timer's... what's the point? It makes sense in the cut-scenes but... what's the point of the timer in game?

*sigh* I wish I could say some positives but aside from he premise there are too many issues with the game I wouldn't recommend it until it's overhauled.

It's a short and sweet puzzle game, with an interesting premise. I liked the setup of the game play. And the puzzle was quite interesting. It was quite short, but that's a nitpick.

OK. That's one of my favourite games in this jam. It's impressive how the mechanics were woven into building out the game. Not only the puzzles were great, the final boss had a bit of a "aha" factor as well. Ya get an A+ from me.

10 outta 10. Will walk into the woods again.

I'd put something serious here but... well... the game's a meme at this point. So... will she make a sequel?

Waz zis? Arcade RPG?

Putting the (metaphorical) serious hat on, this is pretty fun. Short but sweet. Easy to understand but hard to master. The story's cliche but the game play makes up for it. Good job, mate.

Hmm... I have mixed feelings about the project. On the one hand, the runes system is a pretty decent idea. And the story's premise is a bit intriguing. On the other, the game is so... bare bones. The maps are quite lifeless. The look more of a... shall we say, passages rather than something that could be in a tower. The game's pace is way, way too fast. Cut-scenes end abruptly, the introduction of the other teammates is too short and the end boss is like "hey, I can't let you leave until somebody takes my position".

I wish I could say more positive stuff, but in all honesty, that game needed more time in the metaphorical oven. If it's your first game, it's OK. Everyone's first project is flawed. If the story was properly paced, the characters were fleshed out and the battles were more interesting, it would be at least a decent game.

It's a simple game with an interesting mechanic. The madness mechanic is pretty interesting but it's a bit underutilised. The boss was a bit easy to defeat its gimmick since there only one thing that can pretty much defeat him. I'd like to see it better realised.