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Sang Hendrix

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A member registered Feb 14, 2014 · View creator page →

Creator of

Recent community posts

Thank you for playing the game! 

Yeah, I did remove Tile-base plugin and it worked fine afterward. The cause for this issue I think is likely to be like I said earlier, which is when the phone screen rotates after an portrait ads is closed. Windows work fine, Mac sometimes gets a black screen as well.

The problem occurred in version 1.3.x and I used the plugin NekoGakuen_AndroidPlus to show my ads. The plugin is available here. This issue happens quite randomly and mostly it happens on phones.  My theory is that some ads, for example, a fullscreen video ads (portrait) after closing will return back to the game (landscape). The error occurred during that rotation from portrait mode to landscape mode. Without the ads plugin, it happens once in a while on Mac but I don't remember how it triggered. I think on Windows it's fine because I can't recall the last time I had this issue on Windows.

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Hi, I want to report a bug from Tile-base Scaling plugin. Sometimes when you start the game or resize the game's window on PC or Mac, everything on the screen will go completely black without disabling the audio.  It's like the game still works but it just doesn't show anything on the screen anymore. On phone, if your game has an ads feature, after the ads are turned off and return to the game's screen, the game will go black.

Setting: Additive.

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So here is the animation. It runs fine with the Animation Framerate plugin in MV, which helped this animation goes in 60fps. I believe your plugin works the same? If it is supposed to do so, unfortunately, it doesn't work on my project. :(  As you can see, the animation playspeed is really slow.

So with the new MZ update, which is 1.4.0, they brought back the Animation spritesheet system from MV to MZ. The default framerate was so slow tho so I tried the Book plugin but even with the parameter setting to 1, it still doesn't make any changes. :(

Will there be a feature that to change the offset of the bubble message? My character sprite is pretty tall but I didn't see an option to change the offset, therefore the bubble just keeps covering my character's head.

Yeah, it's a floating joystick. I tested your plugin on a game I'm developing and it's not available publicly yet, so, unfortunately, I can't upload an APK. If you're making a classic RPG then a D-pad is fine, but if you're making an RPG where you can battle on maps, solving puzzles on maps and you can die from it, a Joystick with pixel movement is a must. Anyway, I'm looking forward to future updates. Right now this plugin is already on my activated plugin list. ♥

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So I've tested the plugin with my game on my phone. So far it works great. Every feature worked as intended. 

There's one main issue is that controlling characters using the joystick was a bit tricky. It wasn't very fluid. This likely isn't because of the plugin itself, but because of the 8 directions plugin. For other games, it's like 360 directions and by that, the joystick works great with it. But in RPG Maker, we only have 8 directions so we gotta drag the joystick button to those specific zones or the character will behave strangely. For example, in RPG Maker, we only have exactly these directions: 1 2 3 4 6 7 8 9, but in other games, they have 1 1.1 1.2 1.3 1.4........ 2 2.1 2.2.......... and so on. That makes the movement so much more fluid. Again, it's not because of your plugin. We just don't have that kind of movement plugin yet so that undirectly makes the joystick unusable. From my understanding, 8 dir plugins were designed for keyboards, not mobiles and joysticks, hence we have these inconveniences.

The second issue would be as a player, you won't be looking at the joystick as you play a  game all the time. And sometimes by that, you misplace your thumbnail outside of the joystick zone, causing some inconvenience situations depends on the type of gameplay. If this happens constantly, it makes players irritated. By that, a suggestion for this would be making the whole joystick automatically adjust its position to where the thumbnail touches, as long as it's still on around the bottom-left area of the screen. 

That's all of my opinions of the plugin. It leans toward user experience. The plugin itself works fine, there's no bug or anything on mobile. Regardless of that, if you want to improve the plugin to be more comfortable for mobile users then I believe my suggestions above might help. :D  Thank you for making the best mobile control plugin so far. I've tested all mobile control plugins in the community and yours works the best and easiest to use, not to mention it has good animations. 

Yes, I just saw the update!  :D

I'll try the plugin by this weekend. If I see any issue, I'll tell you.

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It worked! But it collapses if you use Visustella Core Engine. I'll just not use the Visu plugin but if you can make the plugin work with it, I'll be grateful.

This is the demo when I first opened it.

I figured out the button is out of the circle so I increased Offset Y but it didn't just move the button up, it also moved the circle zone up.


I opened the demo and it was already out of layout.

So I've just tested on my Android device (Note 9) and it worked like champ. It did make the game wider but weird that it wasn't wide enough to cover the whole screen. My method was subtractive.

I tested the demo on Windows and the Joystick was kinda out of layout. The button was way below to the circle. :(

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Hello. The plugin is very amazing for mobile projects (if it can run on mobile, I haven't tested yet). Anw here's a bug I occurred. If you choose to start the game as window and then press New Game and Maximize the window afterward, it'll cause a bug like this. It's fine if you hit Maximize before you press New Game tho.

Well I use the latest Android Studio version to generate apk files and run the apks on Nox Player. Nox is a simulator so it should be just like on phones. 

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Work fine on Windows but when I exported it to Android, it said "SyntaxError | Unexpeteced Token ?"

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Can you write a plugin where we can use a video as the titlescreen? Like instead of a static photo with commands, it'll be a video with commands.

Thank you for playing the game!

Yes, it included both. 👌

A pretty nice concept. Liking it!

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Nevermind, I managed to figure out a way that "fixed" the problem. But still, it doesn't change the fact that the problem is there (from Luna Engine itself) and it needs to be fixed.

That didn't work, unfortunately. I tried to modify the SceneMap.yml to use another windowskin (as you said) long time ago but it still there. The setting was correct but it didn't work, like it was something else. But when I removed the SceneMap.yml from luna folder, the dotdotdot disappeared. But if I remove that file from luna folder, the game won't run on Android because it'll say that file is missing. 

The only solution I came up with is to change the default Windowskin because that removed the dots. But it also remove the dots from appearing on wherever it should be.

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I put everything to a picture to minimize my explanation or it'll take pages since I'm not the best at writing in English.

Please see the image in full size: Right here

So my question is, how do I make it disappear?


Loving that artstyle!

I decided to look for the issue today and it turns out on mobile, unlike on PC, you gotta include all yml scene inside Luna folder or it won't be running at all. After all that, the game ran fine. Thank you guys, regardless.

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Yes. I followed this tutorial, and I used WebView: https://forums.rpgmakerweb.com/index.php?threads/exporting-to-android-mv-android-client.84971 

This is what written on the console (it says it's unable to access some fonts but the fonts were there so I don't get it, it runs fine without Luna Engine turned on):

D/eglCodecCommon: setVertexArrayObject: set vao to 8 (8) 0 0
I/chromium: [INFO:CONSOLE(27682)] "
     %c %c %c PixiJS 4.5.4 - ✰ WebGL ✰  %c  %c  http://www.pixijs.com/  %c %c ♥%c♥%c♥ 
    
    ", source: file:///android_asset/www/js/libs/pixi.js (27682)
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
D/eglCodecCommon: setVertexArrayObject: set vao to 9 (9) 0 0
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
I/chatty: uid=10134(com.theroom.ofmonsters) Chrome_InProcGp identical 2 lines
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
    glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
    glUtilsParamSize: unknow param 0x000088ef
D/eglCodecCommon: setVertexArrayObject: set vao to 10 (10) 36 0
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
    glUtilsParamSize: unknow param 0x000088ef
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000088ef
    glUtilsParamSize: unknow param 0x000088ef
I/chromium: [INFO:CONSOLE(14)] "[LunaEngine] Start loading Luna Engine.", source: file:///android_asset/www/js/plugins/LunaEngine.js (14)
I/room.ofmonster: NativeAlloc concurrent copying GC freed 30022(1952KB) AllocSpace objects, 10(392KB) LOS objects, 49% free, 2786KB/5573KB, paused 378us total 168.358ms
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneMap.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneEquip.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneStatus.yml
I/chromium: [INFO:CONSOLE(14)] "[LunaEngine][Scene] SceneBoot doesn't have background config.", source: file:///android_asset/www/js/plugins/LunaEngine.js (14)
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneShop.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneBattle.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneLoad.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneSkill.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneGameEnd.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneName.yml
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/luna/SceneSave.yml
D/eglCodecCommon: setVertexArrayObject: set vao to 8 (8) 0 0
D/eglCodecCommon: setVertexArrayObject: set vao to 9 (9) 0 37
D/eglCodecCommon: setVertexArrayObject: set vao to 8 (8) 42 0
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/SHPinscher-Regulars.ttf
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/RistrettoPro-Regular.ttf
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/MigraineSerif.ttf
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/SHPinscher-Regulars.woff2
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/RistrettoPro-Regular.woff2
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/MigraineSerif.woff2
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/SHPinscher-Regulars.woff
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/RistrettoPro-Regular.woff
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/MigraineSerif.woff
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/MigraineSerif.otf
E/AndroidProtocolHandler: Unable to open asset URL: file:///android_asset/www/fonts/RistrettoPro-Regular.otf
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0
D/eglCodecCommon: setVertexArrayObject: set vao to 1 (1) 7 4
D/eglCodecCommon: setVertexArrayObject: set vao to 0 (0) 7 0

This is the remake of the free version and also a sequel. It consists 4 more chapters.

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Hello, I'd like to report a bug. I exported my project with Luna Engine plugin turned on to my Android device (Samsung Galaxy Note 9) and also tested it on Android Emulation (BlueStacks) but the game couldn't start and kept showing "Now Loading...". Afterward I turned off Luna Engine then it ran fine. This is a huge issue and I hope it'll get a fix soon. 

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Update 02 (10/23/2019):

- The game now looks more lively than before with some small animation to environment elements.


Update 01 (10/19/2019):

- Cover Art of the game is officially out! ♥ What do you guys think for a game that looks like for children but it's not?

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Hi, thank you so much. I don't know if it would sound rude, but this game is created base on my mental issues. My life is a bit messy and most of the time I realized what most people didn't and I thought "people suck and the world is doomed!", so I spent a month to gently write a story about it, and made it into a video game.

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Hello guys, I'm developing a psychological game that will force you to make a decision. It could be a decision without any consequences, or a decision that leads you to lose something you've never thought you cared about. I'll tell you more below. :)


STORY

Once upon a time, there were two best friends living somewhere we never knew about because it had never been discussed. They lived together happily until one of them went missing. The missing person was Jack. The other person, called Henry, could not find anything but a piece of paper in Jack's room with one line "In the forest, where you will find me, there's something I haven't told you." Standing in front of the broken window splattered with Jack's blood, Henry decided to go look for Jack in the forest, accidentally began a whole new adventure that Henry wasn't prepared for.


GAMEPLAY

The Room of 2 Monsters is a situational puzzle RPG, where all your choices "truly matter" when they decided whether you die an untimely death or survive for another 5 minutes. In this game, you can befriend anyone, and you can also end anyone's life. Play as Henry and go look for his friend. I hope you can make it out of the forest safely, of course after having found the friend.

FEATURES

  • Woods people will throw some dark jokes and satire jokes but you might not get it
  • Psychological puzzles and sometimes a random mini-game pops up
  • Serious decisions
  • Puzzles can be solved in multiple ways but 100% guaranteed it's always the easiest solution that you found first. It's also 100% guaranteed you'll try it only once. 
  • You can ask people for help or just go by yourself. You don't do what you don't like (with consequences).
  • You can be whoever you want to be (also with consequences).
  • Multiple endings. The way you play leads you to a road that you deserve.

SCEENSHOT



The project is still under development and 50% finished. I'm gonna be honest, the hard part I've been struggling thinking about is to find a composer (with affordable price range, I'm poor af) to compose soundtrack for the game. I'd be very grateful if you can introduce me some people I can work with. ♥ More information will be updated right after there's something new to update.

Also feel free to visit my Facebook if you want to ask any direct question: 

It's maybe just me but I feel like the documentation file lacks a lot of information for user. There are a lot of command that not listed there, such as "condition: isSelect" or "type: fill".  We can only find that by checking the example files but I wish everything were just on the document.

Luna Engine MV community · Created a new topic Mobile Touch
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Hello. I'm planning to buy this but not sure if we can touch on customized menu buttons, title buttons, etc.... when running the project on mobile devices? I mean are the buttons touchable on mobile?

I'm glad you enjoyed it. Thank you so much for playing. ♥

That's nice. Thank you for the video. :D

Yes it will available for Mac, but it's not gonna be soon I'm afraid.

Really?