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Felski

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A member registered Oct 08, 2017 · View creator page →

Creator of

Recent community posts

Hi,

I followed this game for a while now and I have to say the amount of updates is superb. Keep up the good work. I got the time to play today for the first time. I really enjoy the game and like how smooth it feels already.

I'm a bit annoyed that you instantly close the game by pressing ESC. I tend to use it to stop get out of menus in other game and spam it. Would be nice if it would be rebindable.

I also like the art overall. The small tiny sprites look awesome. I'm a bit put off by the different font. Especially the really small one is hard to read sometimes (the one used for quest texts and the time display.

Overall, I really really enjoy playing this game. Keep it up!

Best regards,
Felski

Hi Danny32167,

first of all, thank you for showing interest in my work.  Sadly, I stopped working on Kings of Lionhill and currently have no plans to pick it up again. 

Best regards,
Felski

Hey Myenemy,

I think I figured out the reason for the crash. I just released an update that should get rid of the crash. Alternatively, you could check if you have classes that have trees assigned that don't exists. Remove the skilltree notetags for these classes and the game should start.

Best regards,
Felski

Hi Myenemy,

what version of the plugin and rpg maker do you use?

Best regards,
Felski

I have a few ideas for future plugins that I want to release. Stay tuned.

Hi Gumbanomicon,

thanks for the feedback. I didn't added any functions that you described to the nodes. As of now, you can only activate a node once and then that's it.

I investigated the options to implement such features like multiple activations and different costs etc. All of the things we talked about in other topics. But overall it would be to much of a change of how the plugin works. It would fully prevent backwards compatibility for older trees and be to much work in my opinion. That's why I have decided to not implement it and not follow this path.

Overall I think the plugin is finished, but I will monitor any bug reports and release bug fixes if needed. But I don't think I will work on any new features in the near future.

Best regards,
Felski

Hi Gumbanomicon,

you can only change the initial view by changing the first defined node in the tree.  That is the one that is first selected by the plugin. 

Best regards,
Felski

I actually didn't think of the option to deactivate the node. I'll add this aswell.

Usually when resetting full skilltrees the skills gained by the tree are unlearned. This is used when changing classes for example. Currently I think this would fit this feature, too. What do you think? Should the skills learned by the node also be unlearned?

Hi alevel3mage,

sadly that can't be done at the moment, but I'm currently working on a new update  and part of it is a new plugin command that allows you to unlock a specific node.
Currently I still have to do the more coding heavy parts of the update, but I expect to publish it next week.

Best regards,
Felski

Hi Gumbanomicon,

thanks for bringing that up again. I also forgot about it. I tried to reproduce the bug. I copied a skill in the database and then changed it icon and some parameters and texts. Then I added a node with this new skill to a skilltree. After saving everything and closing and reopening the game the skill icon was shown properly.

It seems that this is more of a RPG Maker issue. Did you restart the game properly after copying the skill? To apply changes to the database you need to properly save the project and then close the game and reopen it by using play test. Can you try that and check if the bug still happens?

Best regards,
Felski

Hi Gumbanomicon,

it seems that my answer came out a bit to rude last time. First of all, I wanted to say thank you for all your questions and feedback. It helps me tremendously when working on the plugin. 

Regarding my last message, I just wanted to say that from my standpoint the feature of multiple node unlocks doesn't outweight the amount of work that needs to be put in. 

It's actually quite hard to make this plugin work in all use cases. Most games might actually prefer more icon based skill trees like League of Legends Masteries, Shadow of War or Assasins Creed skilltrees.  So it might be worth moving the plugin more in this direction. I'm definitely look into such visual options, but at the moment I can't confirm anything.

Best regards,
Felski

Hi Gumbanomicon,

you're right. The answer is actually no. There are two reasons for that:

  • First, it would make this plugin even more complicated and confusing and complex. 
  • Second, as you mentioned, this can already be achieved. Multiple nodes have the same effect and it is no problem to use the same common event for multiple nodes.

For your problem you could create one common event that increases the variable and assign it to multiple nodes. That way it gets increased every time and changing it would be easy, as you just have to change that one common event.

Best regards,
Felski

Hi Gumbanomicon,

you could use a transparent picture of the same size. That should lead to a hidden node. Sadly the arrows would still show up. I will consider adding a real hidden option for the nodes for the next update.

I will also update the texts or maybe create a tutorial or documentation file for the plugin. It seems that there is much to know already.

Best regards,
Felski

Hi Gumbanomicon,

there are different shading for nodes. In the demo active nodes are golden, nodes that you can learn next are green and inactive and hidden nodes are dark greyish. You can change this by changing the window skins graphics in the gamefolder/img/system/techtree/.
Those graphics are basicly window skins like the gamefolder/img/system/Window.png, so you can use any window skin combination you like.

Can you post a picture of the overlapping text in the last node?

Best regards,
Felski

Hi Gumbanomicon,

sorry for coming back at you so late. I've checked your tree, and boy, that thing is massive. Its awesome to see people use this tool to make awesome stuff. Thank you!

Regarding your issue. The parent for Moderate Elixer is Minor Elixer. In the Techtree.json, there are two spaces between Minor and Elixer. That leads to the error. Check line 4221 of the pastebin you posted.  Removing one space fixes the issue. 

Best regards,
Felski

That shouldn't lead to an error. If you're willing to upload the Techtree.json to https://pastebin.com/ and share the link here I can check the tree for you.

Best regards,
Felski

Hi Gumbanomicon,

I'm glad you fixed your issue. There only needs to be a Techtrees.json in the games data folder.

You can use the same tree for multiple actors. Each tree will have its own progression.

Best regards,
Felski

Hi Gumbanomicon,

the error is most common when you reference a parent node that doesn't exist in the tree. Can you check your alchemy skill tree for missspelled parent nodes.

When you talk about hidden switches, do you mean the visibility requirements for tree nodes? Yes, you can use RPG Maker switches as requirements for the tree node to be fully visible. The switches need to be turned ON for the node to be visible. So your idea of turning ON switches once you've learned the node before will work perfectly.

Best regards,

Felski

Hi Gumbanomicon,

I have not implemented any drawing functions for down arrows. You are right, there needs to be atleast one depth between parent and child node for an arrow to appear. The easiest fix would be to move the nodes Hail Storm, Refresh and the other node that starts with "Se" one to the left (increase the depth by 1).

I'm still thinking about adding more drawing possibilities, but that will be a huge task to undertake.

Did you know that you can copy paste your Techtree.json content into the Techtree JSON Output field (it only shows [] when you open the editor). Then click the "Update Form" button above it. This will load your tree for more editing.

Alternatively you could search the Techtree.json itself for the header lines (like "header": "Restore") and then the depth number will be above that.

Best regards,
Felski

Hi Gumbanomicon,

there is no limit for the lanes or depths. You should be able to reach offscreen nodes using arrow keys or the scrollwheel on the mouse.

There is no real text limit, but the text is show in normal width and will automatically wrap around if the edge is reached. This leads to a few instances where the texts might overlap. You can adjust the font size in the plugin parameters (see Font Settings).

Check if the Bone Mail Skill ID is correctly set in the tree. 

In your second picture the head seems kinda full. You can change the amount of trees visible in the plugin parameters (see Header Settings -> Header Columns)

There node shows the description defined in the tree. It then shows a list of the skills you unlock together with the descriptions. This is mostly done so you can put more flavour into the nodes or can be used for nodes that don't actually unlock skills. (Nodes can also change switches or run common events on activation).

I'm happy that you like the plugin. If you have any more questions, feel free to ask them

Best regards,
Felski

Hi Gumbanomicon,

it seems that you wrote Hexagram.png when defining the name of the background image. You just need to write Hexagram. The plugin then automatically loads the .png file.

Just check out the tree with the tree editor or search in the Techtrees.json for "bgimg". You should find something like "bgimg": "Hexagram.png". Just remove the .png and it should work.

Best regards,
Felski

Hey guys, happy to release this change. If you run into any issues, please let me know.

Cheers,
Felski

What plugin does it conflict with? I might be able to fix the conflict.

No, the tree builder is just a tool that lets you create the content of the Techtree.json with an editor. The Techtree.json is used to provide the tree infomations. It goes into the data folder. There should be an example in the demo files.

Hi W.M.K, 

I'm currently at work, but I will look into it further once home.

The error itself suggest, that some Techtree UIDs don't match with the UIDs the actor has assigened to him. Those need to match. Check this and adjust.
The techtree in the demo uses the UIDs HOLY and HEALER. The notetag would be like this then:

<techtree>
HOLY
HEALER
</techtree>

If this still doesn't work, can you replicate the error in a fresh project with just the techtree plugin? 
Can you send me a download link to your project or the Techtree.json?
Are there any other console warnings or messages?

Best regards,
Felski

Hello Colonelaidcamp,

Kings of Lionhill is inspired by other guild games and I aim to provide an engaging and fun experience. I am happy to take as many inspirations from reallife as possible, especially historycal ones, but I will always go for good gameplay rather than cramp in realism. I'm gonna check out this book tho. Sounds awesome for inspriration.

Best regards,
Felski

Hello Rakune,

thanks for the feedback. The first bug is going to be fixed next patch.
What ingame time was it when the 2nd bug happend?

Best regards,
Felski

Thanks for the feedback. The pixelart is done by finalbossblues. You can find his works here: http://timefantasy.net/. I've only created a few additions and edits.

Best regards,

Felski