You get locked into the final portion of chapter 1 the moment you have the quest item from Riverhead, it's intended for cinematic effect.
The priest at the beginning of that dungeon will fully heal the party indefinitely so you can grind a level or two if still needed. Wanted to keep it a tense moment, but it's actually pretty safe. The boss is definitely a level/skill check though, hence the ez grinding opportunity. Perhaps I can add a vendor for potions/coffees so that recovery items are more accessible? Glad you still enjoyed it! I still intend to get back to this project; life and work have been a lot lately, but I still think about working on this all the time lol
MurdockBerk
Creator of
Recent community posts
Looks like you solved the problem of the large animations having separation between the frames! Beautiful work as always, next payday I'm going to buy the whole set of the 16-bit style stuff that is available.
Your dedication to creating fully realized graphics packs is amazing, it's so difficult to find something that is enough to make an entire game that is graphically self-consistent.
Keep up the good work Koji!
Yes, give me a couple days to play through it again and get a save file set up, starting at the final fight of chapter 1. I want to refamiliarize myself with it since its been a while! Please keep in mind that Chapter 2 is not fully complete yet, but recently inspiration has hit, just played through Final Fantasy (1 Pixel RM), and been jamming another project using SRPG gear that I'll be releasing a demo of soon too.
I just republished my demo of this plugin. Unfortunately ran into some issues where cards couldn't be removed from the inventory, which prevents trading etc from functioning. https://murdockberk.itch.io/sl-triple-triad-test
Also check out my other game demo on my page if you like old school JRPGs :)
Thank you SO MUCH! It is very motivating, and perhaps a good omen for the future, to receive a generous review and donation on a day I started a new job!
I am already pinpointing the name issue, did it change in the menu or just in the text name boxes following the key item? I definitely missed a few lines of dialogue which are being cleaned up lol!
I'm glad you enjoyed the story so far. I am still working on this, it is a hobby project. I have a lot of ideas to continue expanding on it but I'm not giving away any spoilers! :D Don't underestimate the Will of the Witch Queen!
Treasure listing doesn't work; after you close and reload the game it automatically fills in all entries up to the highest one defeated (whether those enemies were encountered or not); Makers suggestion for adding a description tag doesn't work. This Plugin has some issues that need to be fixed before it is actually usable.
Thank you so much for the glowing review! I'm particularly glad that you liked how diverse and flavored the combat is, and the balance I managed to hit with items vs magic. I tried to make a game that appealed to my retrobrain and all the fun cool and rewarding things I liked about those games growing up. I have the second chapter quite well underway, so I hope you'll be back in a few months when that's ready. I think my plans for the future will satisfy :D
I don't think it's an interaction with another plugin, I've done extensive juggling with them to pinpoint it. It's definitely a strange one. https://youtu.be/giAhxs1ahP0?t=462 this video link will show what I'm talking about. Thanks for the updates :D If there is a way to check and exclude itself from the battle scene windows that would likely solve it. This plugin is definitely a top tier concept and honestly I'm shocked that it hasn't been implemented in RPG Maker already lol
If you can I think it would be great to have the victory text and face graphics adjustments as options that can be turned on/off. Thanks for your time and work!
EDIT: Also seems to cause the first word of the second victory message box (for items found, level ups) to have a line break after it. Thanks again!
If used with GALVs Message Busts it works fantastic. One bit oddity I've found is the battle victory text (Win/Xp/GP) lines are all on a single line instead of individual. Not really an issue, but worth noting as it could be worth making an option for whether it does that or not. Great stuff though will be using!
Having trouble figuring out how to limit weapons and armor to certain classes by type, keep getting a JSON error. Basically want that to work like normal, currently everyone can equip any type of weapon or armor
EDIT: Figured out how to limit equips to a single class, but I can't get it to allow an item to be equipped by more than one class. Example: I want to make robes equppiable by Priest and Witch classes. note tag <equip-requires: classid GTE 10> doesn't allow classes greater than id 10 to equip

