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After Midnight Games

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A member registered Mar 19, 2018 · View creator page →

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I receive this error whether I use a keystore generated in this program or within Android Studio. It definitely seems like there is something wrong when it comes to using keystores and for now it seems like the best option is to sign the app using a different method instead of directly in your program, which is unfortunate!

Thank you so much for the direct link! It works great now. I wasn't aware there was a package for your MV plugins and I think Google may have still had this plugin's page title stuck with MV in it, so I apologize for the confusion there!

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Perhaps this is because I'm using MV instead of MZ, but I have found a couple bugs.

The first is that the vertical position of the control button cannot be set. It is always stuck to the top of the screen.

The second is that the buttons do not disappear when messages are showing like the option says they should. Instead, they just become unactionable. You can press them and they won't do anything. Even with the option turned off, it seems that the control button doesn't work to hide the controls if messages are currently being displayed, which is unfortunate.

Thanks for making this plugin! I'll shoot you a bit of cash if these two bugs can be fixed because it is pretty much perfect otherwise! I'd also love it if there were an option to lock the position of the buttons within the game window, but it's not a huge deal at all! I might also suggest a way for the buttons to disappear if input from another source is detected, such as if you're using a gamepad or a keyboard.

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Hello, thank you for making this! It's pretty nice, although there is a bit of a bug with using keystore files it seems. My build always fails when I use them.

This might be related, but I cannot seem to update the currently installed app when attempting to install a new version. This means that all save files vanish. Is there something else that I should be doing to make sure this is avoided? I would certainly not want players to lose all of their progress if they update!

If that can be ironed out, it would be great! I'd also love to see an update that hides the Android UI and enforces landscape mode. I'd definitely chuck some money at this project if that could all be implemented because this is SUPER nice! As of right now though, I definitely wouldn't want to use it to ship a game, just use it as more of a "proof of concept" tool!

Sweet! Good to hear that's an option! :D

I haven't purchased the engine (yet) but I was wondering if you could change what colors those lines show up as. I'm colorblind, so it's pretty hard to tell the difference between yellow, green, and orange at a quick glance. It would be awesome if I could change them to different colors. Something like red, yellow, white, blue... for instance.

What would also be really awesome would be the ability to change the style of the lines. Having Walk/Interact lines be solid, Walk lines be dashed, and Interact lines be dotted. Something like that. It would just make it easier to discern the type of line I'm looking at as someone who is color deficient xD

Love what I'm seeing of the engine so far and I can't wait to try it out more and get the full version!

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There is an NPC in Komura named Takao who is in the Training Dojo, and he'll explain some of the game's mechanics to you. I'd recommend talking to him! He'll let you know that you can get a boat in Kowan Town :) Ella in Komura also gives you similar advice :)

Thank you for playing the game!

That's okay, I knew it was a longshot. If I can get it figured out I'll report back here. Seems it is happening on Steam Deck too and I'm really not sure why.

They work on Windows 10 and 11, and also Linux Mint, but not Arch for some reason. It is a Linux build of the game, not running under Wine or anything like that. Is there maybe some sort of dependency that is missing, or does anyone know if maybe the way Arch displays things is incompatible with these filters?

Thank you very much! I'm glad you enjoyed it.

Hey, thank you for the kind words!

Heh heh. Doog.

Good luck to everyone!

If you own MZ, you can use them in MV. You can only use them in RPG Maker though. That's how the license is for the original tiles and these are modifications of them so it also applies.

Awesome! I'm looking forward to it!

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You're insane for making this and the Modern interiors set and continuing to update them free of charge. Absolute madman.

If I may make a suggestion, for something I actually haven't seen in many packs. 16x32 dead trees.

All of the Tiny Tales graphics are 16x16, which can be scaled up to 32x32 or 48x48 with Nearest Neighbor scaling.

Hey there! I was wondering how much of the RTP for MV this could potentially cover? I am thinking of converting my project over to a new tileset, but want to make sure I can get as much of the RTP replaced as possible with what I currently have. How far do you reckon this would be able to go in practice? :)

Hey there, not even close to selling my game yet but I am going to have it free to download, optional payment. I was wondering if it was possible to have a certain amount that people can pay in order to gain access to some extra content. In particular, some DLC, the soundtrack, etc.

I'm just wondering because I'm still trying to exactly decide what my monetization model will be, and this is important info for me to have in order to decide that. If that isn't possible I might have to make a "Gold" edition of the game that requires payment or something, for instance.

Thanks!

Hey Hudell, just wanted to say that in maps that use a lot of tiles that have a priority set with a terrain tag, lag begins building up quite fast. I don't know if you have any plans on fixing this or if it is even possible, but it is pretty annoying! Thankfully I don't have a need for the plugin anymore, but if anyone runs into this problem in the future I figured I'd let you know about it.