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iowacorn

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A member registered Feb 14, 2021 · View creator page →

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Thanks for playing Emsey! I still plan on updating this at some point and will take your experience and Barako's to fix it up a bit. Each character ought to have slightly different stats and maybe one or two spells they learn at some point. I think the RNG ought to balance itself out after a few more floors. I made it so it's really hard not to get healing spells, or healing items, or enough money to buy healing items at least.

I completely forgot how powerful the Magcargo were, very funny with their Lavastorm. What a playthrough! Thanks for actually finishing it. There were a lot of bugs I know, since it was only a month for a full game like that. You forgot to explore the northwestern section of Cerulean Castle, the Old Town, which is where you'd find all kinds of treasure. You were supposed to backtrack to Pewter and Pallet with the MagicKey in order to find the Dragon Balls. There were 2 mini-dungeons and bosses you missed. The final cave was brutal and I didn't playtest shit lol, so the stats given to those last enemies are stupid. If I ever fix the game up I'd adjust stats, fix broken events, and maybe add more hints about where to go.

Thanks for playing Barako and for noticing the switches on that 2nd floor. I had copypasted that stair event from another floor that does require 2 switches and forgot lol. The island floor where you push the colored boulders, you were so close to finishing it! When you push a block to the right Star of David, you have to press the action button ONE more time. I don't know why but it's the only way for the game to take notice of the boulder's XY co-ordinates, which is what confirms you pushed it into the right spot. If you activate the yellow and blue boulders, you open up bridges to get behind the red boulder, so you can push it forward properly. If you mess up you're fucked and that's my bad, I should have added a reset button near the start and will be doing that.

I deliberately left out saving because I want players to "accept their fate", no matter what, and that's why there's randomization, to make playthroughs a little more fun. Walking speed in my old games used to be extremely slow and I realize now it sucked but this is a good medium because I find default RPGMaker speed to be too fast, as a fan of old RPGs, especially NES ones like Dragon Warrior and Final Fantasy (before the run button). And the reason you don't have many spells or ways to differentiate the characters is because the game is only 3 floors right now. If you make it down to floor 10 or 12 or something, you'd have accumulated a lot of spellbooks (in fact, some treasure chests guarantee at least one spell, and you have a huge chance of getting Heal by the first boss) as well as stat seeds (like from Dragon Quest). Random equipment also makes for varied character "builds", so with some diligence you could make proper mages, paladins, etc. I don't know how to add item stealing to RPGMaker sadly so no rogues I guess. But by level 10, with different armor/weapons, deliberate stat boosting, and varied spells the characters can become whatever you want. That's why they start as blank slates.

Also, the wizard guy you talked to raised your party's stats by 5, permanently. He has a 1 in 8 chance of appearing on a floor, just a fun little boost that I remembered from playing Dragon Warrior Monsters. I'll add dialogue to confirm that's what he does so there's no confusion, thanks for helping :)

Thanks for playing another game Barako! And glad you liked it. I hope to continue Scooby's story some day.

Hehe, the jar got you. One of my favorite traps :))) I'll give it a remake... someday. Thanks for playing.

Oh good it worked for you, hope it was fun. I'm going to remake the event scripts anyway, thanks to Barako. You might have had lag in the game due to all the constant variable checks and this way it should go away.

LMAO wow that's simple. It took me hours and hours and hours of painstaking copypasting and manually editing the switches for those parallel events.

Do you have an email, Barako? It's so stupid how itch doesn't have private messages.

Thanks a bunch, I'd really like to know how to do it. I'll even update the game with the new events. I'm pretty dumb when it comes to anything that isn't default on RPGMaker.

I'm not sure how I'd display a number tile without a parallel event, and since there are 46 tiles for blank spaces that means 46 parallel events. Also, the switches A1-A9 for example, require a constantly running "check" right? If it was a one-time event, then if the player makes a mistake they couldn't change their answer. That's why the switches turn off and on, to change the display, and you can change the tile variable. It also just works fine for me and shouldn't be broken. Same with Jimmy's Adventure IV. If you push the barrel into the right spot, you then press Z again and it should disappear and make a confirmation sound effect. The barrels going into the right spots then unlock bridges which require switches to be on. Again it worked a million times for me when I made the game and to this day. If it doesn't work then uh, sorry lol. I appreciate you trying them though, glad you had fun with the sudoku puzzle at least. I'll use an updated version of RPGMaker if you can send me a download link (I've been looking for RPGMaker XP forever and can't find links and don't trust piratebay downloads). I can't pay for it and even if I could I don't want to use Steam or whatever. I hate Steam.

Not sure why it's doing that for you. It just works for me. Each input tile sets a variable, and then an event checks if each variable is equal to the correct number, and when they all are correct it opens up a bridge to the boss. If you put the wrong number into the sudoku tile, there are events that allow you change the display number by turning on and off switches, which allow new input of the variable. I double checked each event and they seem flawless to me unless something is fundamentally flawed with my entire idea in which case lol, I'm screwed. I've tested each puzzle at least 3 or 4 times (especially level 1) without a bug. I even purposefully screwed up a couple random numbers during the input, then changed them to the correct numbers, and it worked, so I really have no clue what's going on. Try it on a different computer maybe, one without any other RPGMaker RTP that might conflict? Just a wild guess. I use Windows 10 and Don Miguel's RPGMaker so maybe since it's an old program your computer doesn't process the events correctly if you're on Windows 11 or Linux.

Glad you liked it. I miss the old Weather Channel a lot and you can find more clips here:

https://twcclassics.com/

Thanks for playing! I hope you enjoyed it so far. I know the bosses are just noodles right now. I am working on that, plus more levels. Have a nice day :)

Thanks aniki!