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Caberea

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A member registered Dec 09, 2024 · View creator page →

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Part of the reason why they're currently placeholders is those sizes aren't intended to really be hit at this point in time. Have been working on the next update adding in the second prestige layer, which should considerably speed up the progression to allow those sizes to be hit. That being said, I am also considering doing more in betweens regardless. But put those there since I figured it would be good to have the coding for that done first and have placeholder stuff to remind myself to fill it in once they're more achieveable.

See that's the thing, it is running loops, just for some reason those loops keep getting the numbers wrong so I've been trying to just get it to be as close to correct as possible. Going to keep trying to improve on it obviously, I want it to actually be properly functional for all of them, it's just frustratingly difficult to make it cooperate with that. I might have to just redo the entire code for bulk buying since it seems tweaking some stuff to function is somehow breaking it in the other direction.

Sadly the bulk buying in general is just really fucky, sometimes it eats extra points that it shouldn't be eating, other times it creates points out of nowhere or takes less points than it should be. Have been trying to figure out why it does this for ages but despite it running through the process of each purchase the amount of times it should for the check, it still manages to somehow return incorrect values constantly. Will probably leave it in like that until I can get all the bugginess with that fixed just so that people can recover points that the bugs might steal from a player. Turns out bulk purchasing for some reason is really rough to code.

Thanks for finding that stuff, not sure what the digit issue you were mentioning is, but I think I've found what was causing the weapon attack and blacksmith stuff to be wrong and have fixed it. Also, looks like gear scaling with enemy level was impacting things a bit too much, there should now be less of a jump between the area's as a result, to keep gear pacing more consistent.

Gosh thank you. Mobile may be...difficult, there's a build package for it that I could try and do, if that translates the mouse inputs into tapping then it MIGHT work, but it's far more likely to just be broken, but, could give it a shot and see if it works.

So, I might have accidentally found the fix for it. When going about and making the spacing of the stuff all use the new text, I noticed that I'd forgotten to have the item defence call the correct object when it was equal to your current equipments defence, so that's probably where the undefined was coming from, so, it should actually be fixed now too. If it still shows up at any point, grab a screenshot and I'll see what I can do to fix, but hopefully should be good now.

I can't find anything in the code that jumps out to me as being likely to cause it, if you could provide a screenshot for it I might be able to figure out where it's going wrong.

Good news, turns out I've figured out a more proper fix to it all. I have simply made all of the text be the one with the different spacing that is required for the coloured ones...I do not know why it took me so long to figure that out, but having all the spacing more pronounced like that should make sure there's no overlap AND make it look less messed up.

Should have the visibility for this fixed now. Feels like a very ugly bandage solution for it and I wish I could just have the text behave and be where it's supposed to be. Going to keep trying to find a better solution to what I've got now, but have shoved the max HP value down by two lines so, though it will be far away and looking misplaced, it will at least not be randomly overlapping.

Ah, I see, it seems that it's an issue with specifically the html version of it. (For some reason the html version offsets the health bar, no idea why, there's no code telling it to do that.) So I've adjusted the html version's health bar placement so now it shouldn't overlap anymore (hopefully). Have also made note in the code to make sure I adjust it between versions so hopefully I won't forget that little adjustment with future udpates, but at least if I do I now know the fix for it.

Would you be able to post a screenshot or such of it so I know where it's overlapping? (For some reason or another it's not been doing so on my end)

For some reason it seems the greater/less than text seems to operate on an entirely different spacing method than the others (While it does use different draw functions, (it has to in order to do colors), it's weird that it's doing that...) Sadly I can't fix the spacing being all wonky with them, but I've adjust it so that, though it will still look wonky, it should at least not overlap with other text now (For the most part, regrettably this seems to be the best I can get it)

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I think I've finally fixed the weird thing going on with it displacing colored text (Hopefully). If it keeps occuring in the most recent download, colorblind mode will at the very least fix the readability issues, but hopefully it is functioning properly now. (ironic...or...fitting, not sure, that me typing about text being misaligned has somehow caused this text box to misalign here)

Have been trying to work on fixing the item stat text being misaligned, it's been...annoying since sometimes I'll make a minor adjustment to it to try and fix it and suddenly it will be wildly off from where it should be, with me having no idea why it's operating like that. Just realised the problem with the sprite text being there though, I forgot to make sure that the sprite credit text only appears when a sprite is present, will have at the very least that one fixed with the next upload.

That should be fine, I can always adjust stuff on my end to fit, and the height is honestly the major factor in the 150x150, I can see what I can do to make the width work.

It's all good, I intend to make sure each sprite art is credited on the screen for it. And since there's not really multiple monsters on screen at once, that shouldn't cause any issues. 

And it's all fine with the art taking a long while. You make sure that you're taking care of yourself first and foremost. I'm just honored that you've done so much for this, really. Thank you.

Oh yeah, I forgot to ask. How could you like to be credited, and would you like the credit to link anywhere, like to your pixilart account?

Up to you really, I'm just glad to really have anything to go with, and if you ever want me to update one of the sprites you've done if you gone and do a new version of it, just tell me and I'll swap it.

Not gonna lie, the skeleton thing in particular was the very first bit of jokey dialogue for them that came to me and I was so pleased with it. Glad you've been enjoying my senes of humor throughout it, and hoping to have more in time.

Gonna be honest, I hadn't exactly written most of this stuff with the idea of it having an image attached to it. A classic mimic chest would be completely fine for it. The idea of it was simply to invert the whole "Oh yes, this chest is definitely a mimic" but have it still be an enemy. (No need to worry about time or anything. Was busy before, am now sick, so...had a rough time making progress myself.)

It's all good, honestly I'm just really appreciative that you enjoy the game so much, it means a lot to me.

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I don't have anything set up for it to be a purchase option there (Am not sure how to), but I believe I should be able to at least send you a link or such through there for it.

I'd been thinking of the cult follower kind, and honestly, this works great for it. It's somewhat akin to what I'd been thinking in my head when writing it but like, stands out way better honestly.

Darn...I'm not entirely sure then, this was the only thing I've been able to find on where it's stored so if that's not correct I don't know. Sorry.

They should be stored as a vampgame ini folder which I believe it automatically defaults that route to being in appdata.

Oh my gods I completely forgot with everything going on lately. (I keep having suddenly really busy weeks thrown at me out of nowhere). 

So terribly sorry about that (Also, wasn't about to find the username on discord). But I am looking forward to seeing what you've made. I can squish down the dimensions for the sprites in game but I'm currently working with them being 150x150 so that they fit into the whole dialogue box and all. 

While I call them major updates, it's more just, me trying to differentiate them from the little hotfix updates and such that I do when bugs are found or stuff doesn't quite feel right (Balance issues typically). Each update is basically me introducing a new feature, and the paywall is in part there so that I can try and fix bugs on it before the public release, and in part just, well, trying to give people something for supporting me with working on this.

At the very least, I can assure you that I'll never do that kind of terribad thing as described in the latter paragraph there. The moment bugs are found I do the best I can to fix them and get the update out, and I fully intend to keep doing that going forward. Hells, if it means pushing forward a public release of a patreon version because that's where it's fixed, then I'll choose that over having it be broken for people. (Though I should hope that it's never in such a state of disparity between them that it would be a possibility.)

Things have been a bit rough lately with the heat over here (Makes me all lethargic so it's been hard  to focus on the game). But have been steadily making progress on a major quality of life update. Hoping to have it done before two weeks from now, but there's still a lot to do for it so will just have to see.

I'm going to be trying to see if I can add that with the next major update (Since in the game's current state I don't think combat would work on android and the one handed mode the Quality of Life major update adds should provide the last bit needed to fix that.)

I think it should be fixed now. Couldn't find anything wrong with most of the equipment, but the gauntlets weren't correctly checking the cost against your current gold, so that was hopefully where things were going wrong and that's fixed now.

Have added in a little dialogue to notify that this is, in fact, the max size description here. (There are a couple large ones for her presence in town but those are few and far between and more just stuff I intended for later but realized I could put in now)

Huh...Do you recall what you bought from them to have the gold go negative? I'm looking at the code and the code SHOULD be checking "Hey is your gold equal or greater than the cost?" before it lets you purchase that thing, and it minuses that same cost variable that it checks from your gold, so it shouldn't be able to go negative but clearly something's going wrong and I can't figure out what it would be.

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The thumbnail art is by Jimbohusky (I can't find their post for it, but you can find the art here: https://www.furaffinity.net/view/59039505/). I'll see about adding in different dialogue for those sizes if you give her a comparitively huge amount, and as for Sprite work, I'm always glad to accept help on that. I'm just a game designer/programmer (Though I am working to try and do better with art now, bit by bit).

I definitely want to do this. Just am not really sure how to yet. The game saves to an ini file and I was hoping it would read the same file between versions but it seems it doesn't.

That I do. This was just the initial release and I've got plans for plenty of updates to come. (Just haven't been able to work on them yet due to holiday and new years busyness but things are finally starting to settle down a little.)

Ah, I see where I have gone wrong. I...accidentally had the gloves stat checking themself twice (Once against your gloves, then against your leggings) instead of having the leggings checking against your leggings. Should now be fixed, and I'm so glad you've been enjoying the game so much.

Yeah, more hits is better. I did do a quick little fix roughly around when this post was made that should have fixed this display issue. Refresh the page or download the file again and if it's still messing up with this tell me (No idea what would be causing it now though)

OH! Oops, I messed up and was having hits compare itself against time and vice versa. Should be fixed now. Thank you for pointing this out so quick.

The game saves through an ini file which it reads from so that should already be able to happen. (Not sure why it's failing to read it in some cases)

I definitely want to eventually get the stats colour coded for that, but it turns out it's a lot harder than I thought it would be to manage that with gamemaker. I have figured something out but it's going to take way longer to implement than I have before the holidays with how busy things are being so the next update is most likely just going to have a simple (+)/(=)/(-) to show if a stat is worse as a kind of bandaid fix.

The damage per round calculation is a good idea that I'll try and see if I can implement but not entirely sure if I'll be able to manage it before holiday stuff has me too busy to work on it.