This is awesome!
Lazy Dev Games
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Weird! I'll try and replicate. I don't recall running into issues heading west from that zone but the usual culprit is the "exit arrow" coordinates and script get jumbled with the player details. If I'm right this should be easy to fix.
Will probably get an update out addressing everything you've shared in a day or two.
Really appreciate the QA; I've played through the game so it *is* possible to beat, but the extra eyes are very helpful for paths / approaches I didn't take or explore enough. Thought I found most of the bugs but hard to squeeze more playthrough into 3 weeks of dev time haha!
Awesome, thanks for the details. I think I should be able to address most of these easily.
1) Likely just didn't set an actor's sprite sheet.
2) That's a bummer; that's honestly a downgrade of a reward for finding that secret! I must have forgotten to swap the actual reward after copy+pasting the chest/script.
3) Should be easy to adjust the timing.
4) The magic spells will only fill the next most available slot and you can learn them out of order, but that made the logic tree pretty long, so I most likely just forgot to have the scenario where you have learned flame first but no others forget to erase the frost text too. Seems like the buttons work correctly since you can't select it, just a visual glitch (and spoiler that Frost is a spell :P )
You'll need to make sure the position references for various events are updated whenever you change the background's dimensions! In this case, if you expanded the scene to 192x176, your Replace Tile At Position events are now offset, so you're replacing all the tiles that match the new positions (in this case, it looks like it's grabbing a blank white tile).
Based on what you called out for the junk tiles, I messed around with an updated battle scene of 176x160 (putting a 1 8x8 tile black border around the scene) and the set the camera position (and updated my event position references), and it doesn't seem to use garbage tiles when shaking the screen anymore. It's a good call out, so I'll update the backgrounds for future Quests (I also want to clean up the text box borders so this is a good opportunity for an update).
Let me know if that works!
Interesting! Would be curious to see that kind of build some time.
The goal of this project is to be an entry level project that gets a new user / first RPG dev into a system with the basic tools available. We’ll be using fairly limited GBVM (just enough to get a feel) and ideally no plugins (to minimize complexity but also keep it evergreen in case plugins become incompatible).
Hopefully, the systems gets a user’s gears turning so that they can find ways to expand or streamline the system as they go!
The mechanics behind stats/classes/spells were based on Basic Fantasy. Since it was made for a game jam, I decided to use something open source as a way to keep things familiar for players and have a semblance of balance.