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FilthyDrawings

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A member registered Mar 06, 2017 · View creator page →

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I probably won't update the pack unless there's an issue with it, but suggestions are always welcome! Even if they don't apply to this pack specifically, I can use it for new asset packs in the future.

Sorry, I don't sell the assets separately, but I just put it on sale for half the price, so it's a good opportunity to acquire it with some additional extra assets! :)

Thank you for the attention to this issue.

- I tried importing the plugin (with all settings on default) to a blank project, and at first it didn't cause any crashes, but it also wasn't showing any bars when inflicting status (like it does in the example project);
- Then, without changing anything in the plugin, I change some parameters in the database system settings (changed party members to only one and battle to time progress (wait);
- After that, the game consistently crashes producing the exact same error, even if I revert the settings back to the original ones.

Some other notes:
- The error never occurs in the Souls Status Bars MZ Demo project;
- Plugin parameters are unchanged, same as the MZ Demo project;
- I'm using the Steam version of MZ

(2 edits)

Sure, this is the error, it doesn't even produce a log since it crashes on launch. 


I bought this plugin, and it seems that you've done some updates, but the only version available for download is the 1.0.0, which not only is from 2023 but it is currently bugged in RPG Maker MZ, producing a TypeError on launch. This is pretty disappointing and I can't seem to find a solution for the problem, since it instantly crashes on launch in my version of RPG Maker, even without any other plugins loaded.

Hey there, thank you for commenting! The full version is out now, on Steam! I'm not sure how overall Linux compatibility is, but I tested on Steam Deck and it works well with Proton.

Hello! I will investigate the issue, are you using a save created on an older version of the game? 

Sincerely, I really wanted to port it to mobile, but unfortunately the chances are pretty low due to certain programming limitations.

Thank you, I'm happy you enjoyed it! I will definitely keep up the work and do my best!!

Thank you very much, I'm glad you enjoyed it! I will keep working on it!

This is just a demo, so yes, there are only two dungeons available on the demo, and there are also a few features that are missing. Currently I'm working on the full version of the game, which will include 12 dungeons in total, along with some other features.

Thanks for reporting, I suppose this is a bug in the web version, right? For some reason the web version has this odd behavior, which is not present in the standalone. It is an issue with the engine, so there's little I can do at the time, unfortunately.  :/

Oops, thank you for reporting, I accidentally broke something in the last update. I'll issue a quick fix soon!

That's strange... The screen should have returned to normal after exiting the game or leaving fullscreen. Try adjusting manually on windows back to the original resolution, I'll look into this issue in the meantime, thanks for reporting.

Thanks! The page should be up in a couple of weeks at max. The game is planned to be released late June! :)

I need to post a new devlog explaining this, but basically I'm preparing for a full version release on Steam (and maybe itch too, later), so to preserve parity with both versions I'll now adopt this versioning method instead of the older one. There are a lot of small bugfixes, besides cosmetic changes, and this is pretty much the same version as the future public demo on  Steam. This is definitely the recommended version of the game for now.

Thank you for your comment, I'm really glad you liked the game!! Comments like these make me even more excited to add features and keep developing this game!

Thank you for your reply, I'm glad you like the game! This issue probably has something to do with your cookies settings. Unfortunately, it is a quirk of the engine that this  and a few other bugs are only present on the browser version, and currently there isn't anything I can do to manage the browser version save files :/ . The downloadable version is far more stable and I strongly recommend it over the browser version.

Thank you for reporting, already fixed for next version, along with some other minor bugs. I'm glad you found the game fun, will keep updating it and working on it in the future, I appreciate the feedback!

I'm glad you're liking it! :)

Thank you for the comment, I hope you're enjoying it!

Nevermind, managed to replicate and possibly fix that, it's fixed for the next version, thank you once again! :)

Thank you for reporting them! The accessories are intentional, other than that they're all bugs. Does the duplicate quests still appear when you reenter the menu after leaving? Will look into all of that!

Thank you for reporting, the current build is a bit outdated, so a few bugs that I've already fixed like this are still present, I should update the demo soon. This version of the game will only contain the first dungeon, while I'm working on the full game that will have 12 dungeons in total.

Oops, seems like I messed up the rounding, will fix it asap. Yeah, the save files are inside the game's folder, iirc it's in Documents>001>Dungeon Mori, but do note that save files may sometimes break or have missing features between versions.

Pretty much, I will update it with bugfixes since these are easy to do and will be carried over to the final version, but I'm working on a complete version with way more content, that yes, will be paid.

Solid idea, I like the autobattler aspect, the music is nice and the character art is cool. I managed to beat the game but I had issues understanding how the sinergies work and what exactly is affected by each upgrade. Overall fun for a jam game, I had fun playing it. :)

I'm still testing a bit to iron out some bugs, but it might be soon. Maybe in the middle of the next week, if everything goes right.

I'll let you in on a secret: this game actually works surprisingly well in Android, I do have a developer build for it, I just didn't release it due to scaling issue on devices with odd resolutions that aren't 16:9.

Hey, thank you for reporting all of these! Currently there's no way to backup saves, in the next version I'll make a downloadable version available since some recurring issues seem to be due to the browser version.

I'm trying to reproduce the poison bug, maybe I accidentally fixed in my current version but I'll keep an eye for that. Antidote bug is fixed for the next version, thank you again for pointing it out, and the status icons seem to be an issue with the browser version too.

Luckily everything should be way more stable in the future non-browser version!

Thank you for reporting it, I don't know how I missed this! Fixed for next version!

We're really glad you appreciate the game that much, and we're glad you had fun with it!

Thank you for informing me. Pets are still bugged, but I've already fixed the issue for the next update. Should take some time since I'm adding content too, but it should work when the update comes.

Oh, I see. I do use Brave too, and there's noticeable performance issues with it when playing web applications, especially games. The alt+tab issue happens even with the standalone game when I test it, so I'm still investigating it, unfortunately, but the lag itself is definitely a chromium thing.

And thank you for your comment, I'm glad you're enjoying it!

Thank you, I'm glad you liked it!

If you're talking about text speed, I can implement more options in that regard to make it instant or almost instant. I appreciate your feedback!

It's a secret ;)

I'm not exactly sure how, but I think if you follow my profile you'll get notified when I post a new dev log! I took a break for a brief time in order to make a quick project for a game jam, but Dungeon Mori is already back in development ;)

Jogo muito bem feito e polido, completei em 3 minutos, mas senti muita falta de algo ensinando o jogador os botões, especialmente o de dash, que tive que ler os controles na página do itch pra sequer saber que era uma opção. Tirando a falta de um tutorial básico de botões, está excelente!

They all attack after your turn and have slightly different stats, some having higher damage, but their true worth is in their different gem slots.
Every pet has 3 different gem slots (you start with a single unlocked and when you level your pet, up to ten, you unlock the other two). These slots differ from pet to pet, and determine which gems you can equip on them.

I'm planning for gem farming as the endgame content, with the arena acting as a boss rush and an easier way to obtain them. With gems you will be able to increase your power even further, with percentage based increases.

Really weird. I thank you for your patience in reporting this and other issues, maybe I'll try building a standalone version outside of the browser so it's able to show crash logs when it freezes.

It starts giving you bonus exp after a certain number of rooms, and it's also based in a percentage of the exp you accumulated.