Had a few players take it for a spin now and no one has had performance trouble with this version. Very nice!
ManaBrent
Creator of
Recent community posts
Oh whoops, shop core was a typo (shop on the brain from the second link), save core is what I intended to put there. Sorry about that.
I'm really enjoying the plugin so far, currently using it for dynamic equipment, controlling character expression through switches during cutscenes, and a parallel process for making eyes blink.
I have run into one more piece of trouble, a couple of times the game has run into an error and crashed. I've taken a screenshot of the console when it happened.
I'm having trouble reproducing it reliably, currently my best lead is it happening when a section of tiles is changed using Shaz Tile Changer. Though it's not happening every time, only occassionally. Another detail is that immediately before one of these crashes, a dynamic layer change seems to fail (for example, swapping a piece of equipment but the character sprite doesn't reflect this) and moments later the crash occurs, which as far as I can tell so far seems to happen at the point where the Tile Changer plugin does its thing.
A more vague detail that might help point towards something. I'd managed to catch a save right before one of these and could reproduce it every time i loaded. Disabling the Tile Changer plugin stopped the issue, but when I reenabled it the crash no longer occurred on loading that save.
Thanks again!
And the plugins I'm using are Yanfly Save Core and BM MV Shop
Hello I'm back lol.
I have a question about actors drawn in windows. In the caution section you warn that 'Window_Base.prototype.drawActorCharacter' won't be affected. But what is the valid method to draw them? I have a couple of plugins that use drawActorCharacter and I'm not sure what I should be aiming to replace that with.
Copying and pasting targets does work thank you. I do like your idea of target groups though, that would save time if additional targets need to be added later on.
I also wanted to ask if there is a way currently to offset a layer from the target? I thought I found a way but it offset the whole character rather than the layer (which is still cool and useful). If not that's okay, I can increase the base sprite height if needed.
Thanks for taking the time to give feedback, and for playing the game!
I have a design philosophy where I want to encourage the player to experiment with the tools they have available. But there are tutorials at the start to explain spirit form and how to use it to interface with the puzzles, interacting with the first set of puzzles in normal form triggers them. If you didn't encounter those then that's a problem I need to solve. I can picture a scenario where the player uses the abilities from the menu before learning the shortcut keys, which would bypass the explanations so I'm making notes on changes to address that.
All the interiors are indeed 3d (using mode 7), but only one is a labyrinth and there's only 1 ostrich in there. The features about it you describe are all intentional to make it uncomfortable, liminal, and a bit spooky. I take inspiration from ps2 era horror for those decisions.
Thanks for taking the time to play the game and provide feedback.
I've taken some of your suggestions on board and implemented them, will update the game with them after the contest ends.
- Added HP display during HP cost windows.
- Fixed an issue with the bird movement logic that could cause lag for some (this is more common when the cpu is under stress, such as when streaming so I didn't see it in my own testing unfortunately).
- Changed Health Orb and Essence Orb graphics to be distinct.
- Reduced amount of Ostriches.
- Added an additional place to recover health on the first map.
- Added a clearer explanation of how to engage with the fire puzzles.
I don't entirely agree with your criticism of the fire not being in a controlled environment the first time, because the first one is in a safe location down the bottom. I designed the starting area with intention to teach the player how to rez someone straight away, then the player walks into a health orb and sees that they recover, then both puzzles down there prompt and explain the spirit form with no enemies present. But I do agree that what essence is and how it works with the fire should be more clear, so I've changed the explanation to be better. As well as updating those graphics to be more clear.
Again thanks for playing, I appreciate the critique and suggestions.
Sorry to hear you had lag trouble, I haven't experienced that on my end. But I know sometimes games made in MV will run using integrated GPU instead of the primary graphics card and that can effect performance, especially on resolutions higher than 1080p. Unfortunately I don't know a way to tell the engine not to do that by default, but there's a guide on the forums here that has a method for NVIDIA users to direct a game to use the correct card.