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BitQuest Studio

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A member registered Dec 06, 2024 · View creator page →

Creator of

Recent community posts

Thanks so much for playing and for the detailed feedback. I will work more on performance optimization and tightening up upgrades!

No need to apologize! And thank you for the feedback. I really appreciate it.

I will think through how I can combat the staleness of the rounds by introducing more unique mechanics every few rounds. I'll also plan on making the upgrades more impactful (and have less of them). 

For the upgrade wheel: that's probably what I've struggled the most with. I'll tinker around with it some more.

Thanks so much for playing and glad you enjoyed it!   

Sorry, could you clarify what you mean?

Yeah, that's fair. I've removed the Idle tag.

The demo now supports saving and loading. There is now a brand new "ending" and an option to continue playing indefinitely. 

Thanks so much! Glad you like it :)

Thank you for playing. It becomes idle once the auto-turrets are unlocked. 

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Happy to report that all three issues have been addressed in new version :)

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The demo now has a more natural and satisfying "ending" and I've also added an option to continue playing!

Thank you for playing and for your feedback! The demo version does not support saving/loading. I've modified the end of demo text to hopefully better reflect that it's the end of the demo. 

The demo is only playable on web at the moment. This is a very early version only meant for me to collect feedback. It will be downloadable soon!

I've updated the demo to significantly reduce tick times!

Interesting. Thanks so much for pointing it out! I'll add it back to my list of bugs to tackle. Really appreciate your feedback!

Thank you for trying. 

For the first error, are you sure your wood quota hadn't been reached?

The second error is something new so I will definitely look at that.

Not at the moment but it's easy enough to add. Can you email me? bitqueststudio at gmail dot com. I can work on a patch and share it with you.

I've added commands to the MZ version to disable/enable HUD and tint.

Glad to hear it!

Can you share your project files with me?
bitqueststudio at gmail dot com

Yes, you can modify the text box size in the parameter!

Yes, all the furniture items you see are events in a template map so you can add anything you want to them!

Thank you for your feedback!

For scrolling, you can just move the mouse cursor to the edge of the map. 

The other bugs are on my patch list already :)

It does not.

Thanks so much for the detailed feedback. A lot of the bugs are already on my patch list and I'm glad there were things you liked!

I hear you on the ESC menu windows. I did think of making everything available on the map but there are some RPG Maker limitations as well as just the sheer number of available windows clogging the map itself.

The progress bar issue is easy enough to fix because all the colors are customizable in the parameters! 

I hope to have an updated game showcasing the improvements available soon-ish!

Thank you again!

Sorry I've been super slammed with work. Are there any specific issues that you have questions about and/or you think the documentation can be improved on?

It’s very unlikely unfortunately. The plugin requires a tremendous amount of work to make it be compatible with the limitations within MV. Those limitations also happen to be at the very core of how this plugin is designed. 

Opacity is customizable in the parameters. The HUD cannot currently be hidden. 

Customizing events and NPCs depending on the time is totally doable and the plugin is designed to accommodate this. The time is saved in a variable so you can do whatever you wish to based on the time.

Yes, I have plans on releasing this for Android!

That’s a little outside the scope of the plugin. I’d recommend setting up a parallel controller event that changes the sprite sheet based on the tile the NPC is on.

Unfortunately, you’d need to reach out to Visustella. They obfuscate their code so I cannot make compatibility patches for their plugins.

Hello,

Unfortunately, Visustella obfuscates their plugins so I cannot really troubleshoot these issues. If I could see their could, I could apply patches but it’s difficult to know how to fix them when I can’t see any of their source code.

Can you email me with how you have it set up and what you’re attempting to do? 

bitqueststudio at gmail dot com.

It should already be compatible with CGMZ Core, Professions, Crafting, and Toast. Casper Gaming has over 300 plugins. If you can be a little more specific about which plugin you’re having compatibility issues with I may be able to help.

I’ll add your suggestion to my notes for a potential update.

Yes, it can do all of that but I just want to clarify that diagonal pathfinding will only happen if you have a plugin like DotMovement. This plugin itself will not implement pixel-based movement for your events. It can only accommodate it.

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You're right. That is missing from the documentation. I'll add it.

In the item’s note section, write <FurnitureTemplateId:X>. Switch X with the event ID in the template map.

Unfortunately, that feature doesn't exist in the plugin. Furniture has to be placed/moved/removed by the player.

Hello, I have two payouts I need assistance with: 194618 and 194326. 

Both payouts are over 14 days old.

Please help!

I will make a video tutorial soon!

In the current version, the plugin uses the window you have set up in RPG Maker and there’s no option to change it.

Of course. Please email me bitqueststudio at gmail dot com.

Yes, of course. 

Unfortunately not. The plugin is intended to trigger tutorials by plugin commands on the map.