Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

seeksery

13
Posts
3
Topics
A member registered Aug 02, 2024

Creator of

Recent community posts

(16 edits)

I encountered the same problem; it appears to be a conflict with YEP_BuffStatesCoreassuming you correctly set <Hide State Bar> and made the skill guaranteed to inflict Guard on yourself (e.g., something like 1000% if your max is higher than 100).

The plugin instructions, for some reason, specify <Hide Status Bar> instead of <Hide State Bar>; however, the demo project and plugin code make it clear that it's the latter. This is not properly evaluated if YEP_BuffStatesCore is enabled.

I was able to implement a quick fix (of debatable quality) by following these steps (obviously, I'm still waiting on an official fix):
1. Put Neel_SoulsStatusBar under YEP_BuffsStatesCore (which you have already done)
2. Add the following line of code:

This line of code skips the drawStatusBar function if it detects that the color is not an integer (which means it will not work if you decide to give a hidden state bar a color). There are other functional incompatibilities involving note tags (e.g., special status behavior with YEP_BuffStatesCore), but this should at least ensure that normal statuses function correctly with it installed.

If you're talking about what I think you're talking about, you start the secret quest by entering the secret house on the first map of the game (you can jump over the roadblocks on the road by interacting with them)

I LOVE BELECTRONIC ARTS!!!!!!

(3 edits)

this was peak

(i also tried to record a longplay but the output quality died so it's lost media)

some potential bug reports (if you're even going to bother to fix them):
- The WTC roof key can be consumed
- Barrels next to the first Guide encounter have no collision
- You can interact with the Entity tents even if you haven't done the first interaction

evocation = what the game calls the plant food equivalent 

idk which is what im asking in the post

Well, if you mean the one in Chapter 4, that's what I'm trying to find out (I assume probably from some magnet-related contraption, but nothing currently fits the bill).

You get Bottled Blackhole by using an evocation on the Black Hole Bomb in Chapter 2, and the Broken Lantern by using an evocation on the Gravity Pad in Chapter 3.

For Chapter 1, I couldn't find a hint at all, unlike in the other three chapters.

(1 edit)

The description of The Creature's Heart appears to use the older(?) name for the boss.

So far, I've found Bottled Blackhole [2] and Broken Lantern [3]. Are the ones in Chapters 1 and 4 obtainable yet?

(1 edit)

first rpg maker game longer than 30 minutes that i played
can't believe it's been like a decade since then

I liked the replayability and that it was an RPGMaker tactical RPG with an implementation that didn't completely suck
The plot also reminded me of an inside joke with some of my friends involving multimedia crossovers
Overall, I enjoyed it a lot, and I hope the sequel bomb successfully detonates

(1 edit)

Bug: One of the Corbies on the pier pre-stage also remains on the screen (I think it's the one next to the bird vendor and only if you talk to him twice)

(7 edits)

Bug: If you talk to the coffee machine at the bottom right of the airplane (the one that gives you Coffee's Tears), its sprite remains on the screen indefinitely

Bug (?): You can interact with the anchor/Stage 1 secret chest trigger/Stage 2 bartender without having a unit adjacent to them

Bug (?): Player units can't interact with objects occupying the same tile as them, e.g., standing on the same tile where one of Tetaho's reinforcements appears and attacking the barricade will cause enemy units to spawn during the player phase, but the unit standing on top of an enemy unit can't engage that enemy unit

Bug (?): Stage 2 Gioios will be tipsy even if you do not give them alcohol