Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Pera Pisar

46
Posts
2
Topics
1
Following
A member registered Apr 03, 2019 · View creator page →

Recent community posts

(1 edit)

Yes, just like many applications of recent times. Every RPG Maker MV game, many chat clients like Discord and Slack and other applications are running engines that are just running Chromium (no, it's not Google Chrome and there aren't "extensions" for it) in the background. It's why the game's much larger than it would be in older RPG Maker versions, and it's not a great path the industry is following (both space and RAM-wise) but that's just how things are.

Do you run any antivirus programs and could you check whether they quarantined the Game.exe file? That's the usual problem behind files not appearing after being extracted from the archive.

Are you seeing an Escaped_Chasm_Contents folder with Escaped Chasm and Extras folders in it? There should be an executable named "Game"/"Game.exe" in the Escaped Chasm folder and, if there isn't any, it might have gotten removed by an antivirus.

It's an error with the fonts script, but it's not a font error. The error tells you the game is running outside of a nwjs context, and that the itch.io app is probably sandboxing the game inside of a browser. If that's really so, you can try modifying the game files the way it was done for the unofficial "web" port and seeing if it works then.

Which error?

You could also uh, just use something like this to decrypt the image and audio files, place them in their appropriate directories replacing their .rpgmvo/.rpgmvp counterparts, download the RPG Maker MV trial (assuming 30 days is enough for you to translate the game), create a separate project and copy its project file to the base directory of Escaped Chasm's RPG Maker MV project (that is the www directory), open the game with RPG Maker MV and translate it with a nice UI.

If you prefer the JSON approach, though, I would advise at least beautifying the JSON so it's more readable.

You aren't, saving is disabled throughout the game, probably as it's pretty short. The game itself is like 5 minutes long if you follow Temmie's guide for taking the fastest route (from the Extras folder).

What part is the game crashing on for you? If it's on the TV scene, have you tried trying this possible fix or running the unofficial browser "port" of the game?

Escaped Chasm 2 is a joke game so yes, that's supposed to happen.

(2 edits)

Either don't interact with the demon doll near the end of the game or don't reject picking it up. Don't explore where the lonely girl doesn't really want to and escape the chasm when offered the chance.

Temmie also made a guide of all the endings in the additional downloaded files that you could read.

You can change

return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning();

to

return !$gameMap.isEventRunning();

on line 787 of the www/js/rpg_scenes.js file to prevent the game from disabling the main menu. Interestingly, it looks like most of the useless options were removed in Escaped Chasm for some reason.

(1 edit)

I'm not sure if you're aware, but an RPG Maker game's default menu is full of battle and party related options that make no sense for Escaped Chasm to have, as there are no battles and there's only one party member ever. Saving seems to have been intentionally disabled (a run through the game is like max. 20 minutes so I don't really see a great need for it anyways) and shutting down you can already do via regular program controls, so that leaves the options as the only useful menu command.

Could the useless menu buttons be removed? Could the game be made to open the options menu instead of the main menu when X is pressed? Yes and yes, but both require modifying the game scripts which Temmie knows basically nothing about (as she's pointed out before) so it was certainly easier for her to make her test game simply not have a menu. To me, it looked like even less of a default RPG Maker game without it (which is a good thing).

I'm pretty sure your OS should have an option to selectively change an application's volume (Windows Volume Mixer, for example), though I guess not playing the game works too. I agree that the menu being disabled probably isn't the greatest choice, but it definitely was the easiest choice Temmie could have made to prevent a mostly useless component from appearing in-game.

The menu is disabled in-game. I'm pretty sure you get BGM volume settings in the settings menu from the title screen. Another option (that doesn't require restarting your game) is lowering your system volume.

Could you try running it in the unofficial web browser port?

I wonder how didn't I notice that. Anyways, I ran the port offline, hacked into the Bitmap Fonts plugin like this, enabled it and moved the JSON files from the fonts/Bitmap Fonts/GameFont folder to the data folder and the game loaded the bitmap font fine, so you could try doing that.

Also, you should probably add a note about the offline index.html not being able to load files from the file system unless Chrome was launched with a specific flag or unless a local web server was set up. (At least it wasn't able to for me.)

(2 edits)

I posted a fix for the Bitmap Fonts plugin on Linux here, it had to do with case-sensitivity. Not sure if the plugin is web-compatible but as far as I'm seeing it's not using Node APIs so it should be fine with applied patches on the web version as well.

The loading screen was used, it's just that the files loaded too fast locally. I managed to get it to show up after having to preload the bitmap font on Linux.

Nice work!

  1. I doubt Temmie looks around the community part of the itch.io page.
  2. Even if she does, I doubt she'd know how to sign the macOS package.
  3. You can already run applications by unidentified developers by modifying your security options.

There are no save points, actually. It happened to me too. People also talked about this before.

(2 edits)

I agree, but I don't think Temmie monitors the community part of the itch.io page. It would probably be useful to also link her to a tutorial for installing MV plugins as the only custom plugin installed into Escaped Chasm is the Bitmap Fonts plugin Archeia helped her with.

Edit: Apparently some others are also installed (I thought some of them were default), whether with help of Archeia or not I wouldn't know, but I still feel like she wouldn't immediately know how to install it if you just link her to the plugin. :P

Yeah, that's a known bug. You can try this to see if that fixes it.

No, Undertale was made with GameMaker.

(1 edit)

The character "moves a bit after you release the arrow" because movement in RPG Maker isn't pixel movement - you can only move between 32x32px (I forgot this was changed in MV) 48x48px blocks (unless specified otherwise, since RPG Maker MV the block size is configurable).

Also, mouse movement is only an addition to movement functionality introduced in RPG Maker MV because RPG Maker MV had to support touchscreen devices, all other RPG Maker versions used arrow movement.

What operative system are you running on and are you using an antivirus that might be interfering with the game?

Your issue mostly sounds like this open NWJS issue. It means that either your AppData directory has modified permissions so that NWJS can't access it, or that another instance of NWJS is running. If it's the first, try running Game.exe as administrator. If that doesn't work, try restarting your computer (I've had issues with invisible NWJS instances in background before...)

If none of that works, you can try starting Game.exe by opening the Command Prompt/PowerShell in the directory with Game.exe and then running the "Game.exe --disable-gpu" command. No guarantee that any of this works, but it might be worth a try.

(1 edit)

As far as I'm aware, RPG Maker MV games (and RPG Maker games in general?) never used WASD controls without additional scripting having to be done to support it.

(1 edit)

I don't think Temmie monitors the community part of the itch.io page, so you'd probably receive a faster response from her if you ask her through Twitter (I wouldn't know the most effective way of contacting her, though).

Yes, the name is in the files. Event name of the angel is SEI, character sprite is $SEI.png and the worst ending screen picture is Sei_Screen.png (or something similar).

After a bit of troubleshooting, it appears that RPG Maker MV still sucks at macOS projects. It attempts to save game data right into the packaged app's files, which is obviously impossible and I have no idea how nobody thought of fixing that yet on Kadokawa's side. Anyways, about fixing the bug when closing the Options menu:

  • Open the downloaded Game package inside the Escaped_Chasm folder with right-click -> Show Contents.
  • Enter the Contents -> Resources -> app.nw folder.
  • In the www -> js -> plugins folder open the MadeWithMv.js file.
  • At the very bottom of the file, put "StorageManager.localFileDirectoryPath=function(){return require('path').join(require('nw.gui').App.dataPath, ' ').trim();};"
  • Save the file.
  • In the package.json file change "name": "KADOKAWA/RPGMV" to "name": "Escaped Chasm".
  • In the package.json file inside the "www" directory change "name": "" to "name": "Escaped Chasm".
  • Save both and launch the game.

I should probably link this here as well: it's already possible to run the game on Linux (and the default RPG Maker MV export won't work due to an error in the bitmap fonts plugin).

(1 edit)

Sent this to Temmie as well, but as she'll probably be trying to export the game for Linux there's a couple of things that won't work properly (based on exporting the game for Linux via RPG Maker MV myself):

  • In the exported version there's an executable named Game that seems to be using an older version of NWJS and crashes when the Start option in the main menu is clicked.
  • There's also a desktop launcher Game.desktop that doesn't seem to be working for me. Instead of the Game executable, it is supposed to launch the nw executable.
  • The nw executable actually works, but fails to load bitmap fonts due to an error in the Bitmap Fonts plugin. If this isn't fixed in Temmie's export, here's how to fix it:
    • Open the www/js/plugins/Bitmap Fonts.js file.
    • Replace ",a=!1){" with ",a){a=a||!1;" to fix incompatibilities with older NWJS versions.
    • Replace "Fonts/Bitmap Fonts/" with "fonts/Bitmap Fonts/" to fix the directory in which the plugin is searching for fonts. The reason this works on other OSes is that their file systems usually aren't case-sensitive, so a "Fonts" directory would be treated the same as a "fonts" directory, unlike on Linux. This also most likely fixes the crash when running the game through Wine.
    • Edit: If you're having issues with the custom font not being shown upon the first load of the game, additionally replace "return a}" with "ImageManager.loadBitmapFontImage('GameFont', t.meta.image.slice(0, -4));return a}".
    • Save the file.

According to this, I don't think it has to do with anything locally:

This error means you don't have permission to download this file from the server.

I'm not sure what's the difference between that and outright throwing a 403 Forbidden error, but I assume it has to do with forbidding mid-download.

Yes, that's Yoki. Both her and Zera appear in Temmie's Dwellers of the Mountain Forest animation (Zera appears at the end, and you can see the character names in the video description).

There's apparently also a character named Sei, the "angel" from the lonely girl's dream and the creature she sees in the worst ending (refusing to pick up the familiar demon doll).

That's weird. "Forbidden" means that itch.io's server is preventing the download. Did you try downloading it again and could you try to download via the itch.io app if re-downloading fails too?

Could you provide any screenshot? Did you extract the downloaded archive and run Game.exe inside of the extracted folder, and not the archive?

Yeah, that seems to be a recurring issue in applications using NWJS. Try downloading the Same Game but with RPGMaker icon version (which was uploaded so antiviruses complain less) and if that doesn't work either try adding an exception to BitDefender.

So, does it work now?

You needed to extract it as that's how archive files work, if that was the question. They are just files and when you run Game.exe from directly from the archive it actually just extracts to a temporary folder on your computer in the background without extracting everything else and then runs, but as none of the other files around it have been extracted it just crashes immediately.

(1 edit)

I think Temmie doesn't watch over this part of itch.io, so you might get an answer by asking her on Twitter instead.

Edit: It's allowed.

Re-packaging the game for Linux worked for me, but due to an error in Bitmap Fonts plugin the custom font won't work. See here if you want to re-package the game yourself as well.

Did you by any chance set Always Dash in your settings to ON? This post mentions how that might be a cause for the TV scene freezing.

I'd say the itch.io app is a rather "normal" way to play games on itch.io... Did it work when you tried it through the app? Do you use any antivirus that might be interfering?

Can you try using the itch.io app to download the game as leafo suggested below?