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Odaswifteye

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A member registered Jul 26, 2020 · View creator page →

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I'll get right to fixing that. 

Okay. Let me know. If it's not more accurate I have an idea on how to change it to where it has more consistency but maybe different from normal Bubble Blast. 

Yes, you reckon Super Bubble Blast needs a similar change? It is supposed to be more consistent than Bubble Blast. 

If you are at level 4 you would learn drill shot which is element neutral but in later levels you learn a move that deals fire elemental damage, light elemental damage, you learn a spell that inflicts the held debuff, you learn a spell that deals water elemental damage and applies chatter (chip damage debuff), Another spell that deals what I call "true damage" (A common event handles the damage output and ignores all resistances), And then the final spell a unicorn learns through levelling applies burn and fire elemental damage. Energy is the main elemental output of Unicorns (Earth Ponies primarily deal earth element damage and Pegasi Wind) but generally the spread of elemental damage is more broad for a Unicorn than other classes who are usually stuck with one element for better or worse. 

Well on later levels Unicorn do get spells that can debuff opponents, but the idea is that you alternate on what spells are most effective for dealing damage. Unicorns are also able to obtain additional spells from other magic users. I believe there is a side quest from Star swirl and one other character grants you a spell if you happen to be a Unicorn. All the ponies are magical in the game, even Earth Ponies. But the way magic manifests are supposed to be notably different. You'll find later on in game that Pegasi magic demands stretch well beyond their base mana pool. They have to conserve and refill mana a lot more often funnelling them into focusing on auto attacks and damage with thunderstorm or using utility spells to debuff opponents (and doing both is a huge drain on mana on resources). Additionally, unlike the Unicorn with many elemental damage outputs, the Pegasi is mostly wind which means certain fights shut the pony down because the opponent is immune to wind focused moves. The Unicorn has versatility in dealing flat damage, there's always a spell to cast on an opponent that should deal damage. 

You can get pretty unlucky with Bubble Blast, that's for sure. Hm, fogger though, that should have a more perceptible effect on the hit rate, so I'll buff that. Bubble blast I'll have to think about it because it has a random chance per tick, every time it lands a successful hit it has a chance to land again and possibly repeat many times. Maybe guaranteeing at least one hit would be a good tweak. I'll have to think about that one. 

Yes, you can take the save file you had from an earlier build of MLP generations and use it in the current one. There should be no issues doing that given that it's essentially the same game, and you already have all the flags you need to progress in the game with no issues. Now as far as the Gonk and Glouda fight goes. Unicorns are expected to roll the dice on a good Bubble Blast. If not you would deal damage with Gem Beam and focus down on one of the Gizmonks at a time. Additionally, Firefly can contribute to the fight with fogger lowering the Gizmonks hit rate and rain cloud providing a small heal (you'll need to summon clouds first of course), you can also level up Firefly to the point she learns thundercloud and let the chip damage from thunder strikes whittle the Gizmonks down (although by level 3 she learns javelin which is also helps). 

Anytime you boot up the game and find a problem for me to solve, you do me quite the favor. If only I had someone like you when I was developing this game I would have fixed these issues ages ago. In any case, I fixed it and uploaded the fixed version. 

Ooh, playing the game on Linux. I was not able to get it running on Nobara without the issue you mentioned BUT. After some research I do have suggestions. 

You can update mkxp-z if you haven't done that yet. 

You can try another RGSS compatible runner (Maybe a non-Kawariki-patches build)

Alternatively, you could edit the file.

In ".../Kawariki-patches/libs/Win32API.rb" Around where it does const_defined? (your trace says line ~372), change it to use an uppercase safe constant name.

Example: 

# func is something like "keybd_event"

"const_name = func.to_s.upcase"  # => "KEYBD_EVENT"

Replace checks like 

"const_defined?(func)"

with

"const_defined?(const_name)"

and any const_set(func, ...) with const_set(const_name, ...)


IF that doesn't work. Uh, this is going to be ridiculous. If you install the RPG maker XP engine, and you run that through your emulator and then load the RXproj program that's in the game files and play the game within the engine. It should work. It's a pretty crazy solution to that problem but that's what i've come up with. 


Good luck!

All right, I figured out what went wrong. It was some priority issue with events within firefly's event pages. I fixed that now so I'll just update that (and a couple other things while I have the editor booted up again).

Hm, that's weird. I thought I fixed this particular issue. Let me go give it a look. 

Oh, shucks! I guess I forgot to change the naming convention inside the game itself. Yeah, it's fine. 

I uploaded a version of the game that wasn't compressed using the compression software within RPG maker XP. Now you just need to do that initial unzipping that should now give you all the main game files. Hopefully that should fix the issue for you or anyone else facing this problem. 

Huh, it's weird that it's behaving for you like that. Well, that settles it. I'll upload a version that is just the game in a zip folder. Annexing the in-engine compression process.

If memory serves, the error you are having should be bypassed when you right-click on the executable and select "open archive" through the 7-zip context sub menu, that should work. Let me know if it still doesn't though. Let me know if it works as well.

Thank you! I hope you enjoy what I've done. 

I do plan on finishing this game which will achieve the set goal of allowing role-playing as your own unique pony character. It just won't have as grand a scale as I originally planned. When I finish the game and release it and people still want more I would consider a plan to either remake the game in a better engine or more likely make an expansion that has less story elements but almost entirely focuses on exploration and just lets you do whatever you like/can find. 

Think about it this way.

Choicer Voicer is basically a party game where you get to customize it to the party goers interest (or get them to say things truly embarrassing) endlessly. 

You're paying for the framework of what could be a really good event with friends and family. There are board games and card games that cost more and will entertain less than this.