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MostUnholySmore

7
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A member registered 16 days ago · View creator page →

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Hello again Kadajah. I was wondering if there's a way to track the players skill points as a variable? I am disabling the ability to open the license board in the menu and instead having it opened exclusively by a specific npc, and I wanted a way for the player to be able to check their skill point amount while on the go. I was thinking I could add "Skill Points: \V[#]" to the actors profile so the skill point # could be viewed in the status screen. 

The visual bug is fixed. In my testing I did have a confusing moment when an item refused to discard but I realized you can only discard items in its original zone (i.e. a sword from the red zone moved to the player inventory won't be discardable until moved back to the red zone, and vice versa). Not a huge deal but I can see it leading the player to a confusing moment like it did for me.

I did notice the item image doesn't follow the highlighted selection area when moving items to and from the red "overflow zone" and the image repeats in its original area a few spaces behind the selection area. But beside from that small visual bug it works perfectly. Thank you so much!

I'm getting a verification error trying to upload screenshots on itchio. I will email you.

Hello I am testing the trail version but when attempting to transfer into the dungeon I get error "An error occurred in the Plugin MK_RNGMaps_Core: The Template "Imperfect Maze" does not exist." followed by in a different format "Error Uncaught Error: An error occurred in the Plugin MK_RNGMaps_Core: The Template "Imperfect Maze" does not exist". Similar message when selecting other templates. Do I need to download the templates separately and where can I find them?

Also items that call common events don't work with REInventory enabled. Is there a way to work around that?

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Hello I was wondering if it's possible to prevent items from being discarded if the players inventory is full when picking up items? Or maybe the way to do it would be a conditional branch script in the Chest event to detect if the inventory is too full?