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Crissa

56
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A member registered Sep 22, 2023

Recent community posts

Does not open on MacOS 14 Sonoma

I haven’t tried yet. But I’ve been fairly successful getting things to run, I’m currently playing restoration of aphrodisia on it ^-^

Well, that’s a little hard on a touch mouse, but I’ll try.

Yeah, poison has a similar problem.

Maybe a way to batch-remove cards like at the relics?

And yeah, I can also just play on my steam deck.

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Oh, yeah, nothing I know aside from compiling it on a Mac. Unity got alot worse over the last decade, and not making that leap about ten years ago was one of them.

I do play these games on a Mac, and I only have one it might run on. I have a G4 with 10.4; an Intel duo with 10.6 - they would be too old for unity’s compile; and my Intel i7 that retired just a couple years ago runs 10.12 I think and is too new. And so my M1 with Sonoma is just right out. I have a broken Intel duo that it might run on, but that was one where they’d tried to go with a plastic backplane and it cracked.

Sorry! I love how the game has developed, though. The rebalancing in the last web version actually made some choices alot harder - the healing cards and defbuff cleaners were quite cool. Although once you’re in another chapter you have too many cards to try to gather enough to change your combos to dragon burn, for instance.

Your MacOS package won’t run on any Mac newer than OSX 10.10 or 10.11, if you’re using the compiler from Unity. They haven’t kept up in like, a decade.

The error I get on Sonoma 14.6.1 isn’t a security error, but a blanket it can’t be run.

It’s cute and all, but I’ve tried switching the mouse up but the click the heart mini game doesn’t seem to work for me. I can get some to pop, but at a certain point, it just stops clicking.

The difficulty can go right up against a cliff, when you lose adventurers. Too bad it’s so difficult just to let some time pass in-game, or to heal. It makes it kind of better to avoid any possibility of curses, just to forward the game a little, which… I kinda hate. I want to see them corrupted or win, not just get soft-locked by the same debuff popup over and over.

“please upload a screenshot”

Bugs happen, especially when trying to guess screen sizes and font sizes.

Adult games are very hard to qualify in the iOS market.

Did the chickens move? Where the heck are the chickens suma city wants?

Oh, well, you did make the night more intense in 7, so I figured it was worth mentioning.

  • the mine experiences a day/night cycle despite being underground.
  • the lantern doesn’t help again; the darkness is just too dark. Expected result: can at least see colors in lit area.

Patch 0.7.28 has files dated in 2013 which makes a simple copy -update fail to select the new files since the new files are twelve years ‘older’

(3 edits)
  • –Is it intended for there not to be any male werewolf around the starting town or in the mine?– (Fixed in .28)
  • The body size attribute doesn’t seem to be used by the small hole in the mine (I have size 1, 2, 3 party members; previously dwarf, though. (still present in .28)
  • werewolf potion increases size?

Facial scars in character creation are applied and can’t be removed in the character creator, so you end up with a face full of them.

Unfortunately Proton closes out without saying why. So debugging it is a pain… I’ll have games work great for awhile and then fail a check.

Can this normally run without RPGMaker installed? If so, Proton should be able to run it.

Yeah. Okay!

I’m getting a hard crash with … Script ‘:Growth1’ line 165: NoMethodError occurred. undefined method ‘+’ for nil:NilClass

Is this compatible with any build of Proton? Other RPGMaker games run on Proton 9.0.4… Hard to get error messages out of the Steam Deck, so I’m not sure why it’s not launching. Does it not have the RTP setting correctly?

This is a fascinating zone, with loads of monsters but triggering them is baffling. Definitely needs more clues for the section with the portals.

After working on some VR projects, I know it’s tough to keep them running. Still, if you post something, gave you a follow.

You can get back, the path back to Resta is still open. You can also go to the far end through the dark forest to the city of demons ^-^

Oh, cool! So through the barrier north of the abandoned city, I’m guessing.

Yeah, I can’t wait to see what you do with taming. And the new-ish temp TFs are great! I’d love to see ones which turn your crew into monsters or neutral critters ala final fantasy (frogs, etc) but they could also get longer ones so like, pack animals. Heck, a big enough bonus to carry capacity and I’d keep a pack critter in my party! (Or I suppose, breed them).

Anyhow, eager to see what’s in the next episode.

I’ve eliminated the roots west of Rest-Suwa road (it would be nice if the maps showed the road after you completed the bosses) and made it to the abandoned city. The quest still doesn’t show completed… are there more bulbs deeper in the forest or are they unfinished?

Yeah, this game has grown so far! I’d say the intro is a little too long, the steps to get into Suwa are herculean compared to anything afterwards. Some games would’ve ended after the effort to get to Suwa!

Definitely needs more display of the hidden settings (like size, sense abilities) and graphic changes that might be hard to see (color, cleanliness, bodypart size) and tell whether a modification will do anything or not.

Lastly… Time. If you’re tracking time for food, why not make days equal to one or two thousand food units? Right now you can wander so long in the woods with barely any time passing. Most games make time pass too quickly, but I’d say this is time passing too slowly.

It’s make the generations come into play faster, too.

Oh!

How about having a return to city ability instead as an item? It’s so easy to forget. Maybe the city hands you one, if you don’t have one, on arrival? I do like the Slimes Request basically pays for it, early game. But it’s alot of clicks that makes the game more difficult.

The one thing that’s missing from Etrian Odyssey I’d like here is notations on the maps! You have such complex maps it’s easy to get lost.

There’s alot of maps: Being able to see maps in the library! Trying to remember where things are gets complex.

There’s alot of enemies: Being able to look at enemies data cards in the library. Might even say which maps you’ve encountered them.

Cleanliness is kind of frustrating? I have trouble seeing the mess and figuring out how to clean it up… maybe a bath could be built? Some sort of status that shows what is and isn’t clean? Other ways to clean up, like at the water’s edge?

The new all attack/all guard is great!

…I still wish there was a default action or sequence for each character. Transformed characters always need to up to skill, click on skill; and they don’t use it on ‘all attack’. It would be nice if Alrunes used their roots, werewolves used double attack, etc, as their ‘attack’.

Repeat last turn would simplify some of the big monster fights.

I got this on the version from two weeks ago; Errors 5 and 34. Did not stop the game.

Where is the collar? I’ve checked the first town and the mine and the witch’s house…

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Nothing happens!

I have been hitting my head against this all day.

But it seems that what’s happening is that when I update the game files, then it stops working. I’m guessing it’s some unfinished security setting in Steam, because if I delete the steam entry (and exit, reboot, go back to desktop, make a new game entry, reboot) - then it works.

What a pain! Not your fault, either.

What makes this more a pain is that [mv -u] and dolphin + overwrite older files wasn’t working because instead of overwriting files it was overwriting folders. So I had alot of false starts. Good ol’ [cp -R] worked fine.

I had it running on 4.58 and now I can’t seem to get it to work on Steam Deck.

I’m not getting any error messages, which is making this really hard to diagnose. What steps am I missing?

My old install doesn’t run, either. Did I lose some command line instructions? How do I know if I’m missing a file?

Argh.

Worked fine on my Steam Deck!

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I have several macs, but none working in the sweet spot of 10.10 with intel i5 compatibility, which this framework would require. It was deprecated in 10.11 or 10.12, and my last intelmac made it to 10.12.

The error I’m getting while trying to run it on Mac is consistent with a deprecated framework that’s not supported on modern Macs. It never gets to the point of hitting the security wall.

Probably should put that in your readme. I came to point out that cocoa was deprecated quite some time ago… There’s no current Macs that can run this. I have several macs and none are running the very narrow band this prefers.