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Storm of Sunbeams

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A member registered Nov 22, 2023 · View creator page →

Recent community posts

Thought I'd pop in and say that I solved the issue in the short amount of time since I posted this! In case anyone else runs into the issue, if you have the system on an autorun event, for some reason, you have to delete the plugin command on the final page of each foraged item. I know that sounds wild, but it fixed it in an instant. I figured it out because I 'forgot' to turn it on on a couple of events that I set up. 


So yeah. Just a heads up. I don't know if there's been changes to the plugin since this system was made or if it's just a weird quirk. But I got it working! So thank you for reading!

Hi there, hope you're doing well! I've run into a problem that I'm trying to fix, and I don't know if you can help at this point but I figure it's worth a shot. I have the resource gathering system set up to an autorun event, which functions perfectly fine, except that maybe 25%-50% of the time, the trees, rocks, logs, etc. just disappear upon touch instead of being intractable. I have everything set up right in the template in the plugin, everything is identical barring I have fewer objects spawning in the events, but there must be something wrong with the way I have the autorun event set up. Currently, the switch to spawn the forage turns on again in the morning after the character rests. This all works perfectly except for the occasional disappearance of an object. I have a page to spawn the objects on the map they spawn in on, and a second page to turn off the switch.



This is the last major bug I have in my current game, and it's just so jarring that I know it's going to ruin things. I'm already giving you so much credit in the credits because of how much help you've been with the other systems, but this one just has me pulling my hair out. Thank you so much!

Awesome, thank you!

Another question, just wanted to make sure it's okay if I have someone help test the game before I submit it other than myself. It would only be one person helping with debugging, so I figure that counts as someone on my team, but I just wanted to make sure since we aren't supposed to distribute the game before judging begins.

Thank you!

Hi there, just wanted to clarify something that somebody else already asked sort of. I was planning on making a game showing off the mechanics of my main WIP for the jam, is it okay to do that so long as I, for example, use my other WIP's common events as a template rather than copy-pasting? Also just in general is it okay to do a game that is sort of a showcase of mechanics for a future game? It has a separate story and characters, it's just based around the same farming system and world.

Thank you so much! That was so much simpler than what I was trying to do! I appreciate it so much.

I hope this ends up getting seen since it makes a double post, and I'm hoping it's something you can help with/are willing to help with: I'm trying to move the tools to Common Events so that I can use the VisuStella plugin you suggested. That part I don't need much help with, as it's just copy pasting. I also managed to get the hoe working after about a day of work. I am have two issues, however, with this process. The first: 

Seeds used to plant only on tilled tiles, and now they plant on any on the map.

Things I have tried:

Making a switch that turns on when tiles are tilled-that just makes it so that seeds can be planted anywhere on the map but only when there is at least one tilled tile.

Making a control variable that adds plowed spaces as I plow and removes from the counter as I plant: still can plant anywhere, though limits amount.

Something that I did to try to mix with any results was add the Region tag to the seed, and it did make it so that it only would plant in the space I wanted it to. So at least there's that. Also tried adding a switch to using the hoe and the template event to only work when that switch is on but that does nothing.

I know what I need to fix somehow here: the 'erase event' command at the end of the section with the seed template is not working. I either need to find a setup for control switches or some kind of script that does the same task.


My second issue is with the watering can. Now that it's in a common event, having the <Self> notetag makes it not function at all, and removing it makes it water all planted tiles. I need it to only water the tile either in front of or underneath the player, like it does originally.

I know that this is asking for a lot of help, so if it's too much, please do let me know. I'm just at a loss. I've been working at it for two full days now and I've scoured the internet for any solutions and found none. Since I'm messing with your system I wanted to come here before I turned to forums for help.

Yep, that's how I have it, I'll have to keep messing with it if I decide to keep it that way. I also have now started trying to work with the plugin you suggested, so thank you for that! It's just going to take some tinkering to figure out how to use it, because it's not very clear anywhere online. 

But thank you for all your help!

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Hi there, I've been talking to you on the bank system too today haha. Anyway, I purchased this system about a year ago, and I was wondering if to get the updates I'd need to purchase it again? When I went to my downloads page it doesn't let me download anymore, so I figure that I would,  just making sure. Edit: Never mind, I figured out where to find it : )

My second question is, is there a way to make the UI so that it will cycle through more than 7 tools? I made new seeds, and the seeds work fine when placed in the inventory so that there are only seven tools at a time in the UI. For some reason, though, it only lets there be 7. I messed around with it a ton, tried changing integers to skip 8 in case MZ didn't like 8 for some reason like it doesn't like 9 in the relationship system, but to no avail. I'm trying to get storage working so that the player doesn't have to have that many seeds in the inventory, but I still would like to be able to cycle through what is in the inventory regardless. Thanks again for all your help!

(1 edit)

Thank you for the help! I have it mostly figured out I think. I am getting stuck on something, and thus can't really figure out anything beyond that point: I can get items to go into the storage fine, but I can't get them out. They are 'eaten' essentially--when I try to remove items, it empties the storage slot but doesn't give back any items. I don't know if Input Number isn't going to the variable properly for data storage or what the issue might be. I've worked on it all day to no avail, so I thought I'd come back here with that update. The variable on Input Number for the items in and items out should be the same, correct? Or should there be a separate variable for items in and one for items out? I don't think that's where it's stuck, but it's an idea. I think it's getting stuck on this bit here from what the debug menu said: (variable 454 is Deposited Item Quantity, so the Input Number; 416 is Selected Slot ID)

$gamePart.gainItem($dataItems[$gamevariables.value(416)], [$gameVariables.value(454)]); 

Once I get past that point, I might end up with more questions, but right now that's where I'm stuck. Everything else to that point is working perfectly fine.

Editing to add: thank you for all your help, and I'll still keep all this info as a learning experience, but I found a plugin that does what I need in a way that better suits my game, so no worries on getting back to me with answers! 

Hi there! As the question asks, is there a way to deposit more than one item per slot? Say I want to deposit 99 potions in one slot instead of just one potion, is there a way to make that possible? Since it uses actual script to define the variables, I'm at a loss. I'd love to have an answer, because I use these templates as learning material as much as anything. I can figure out how to manage about everything else I need (I think), but I'm at a loss when it comes to this. Thank you in advance either way!

Thank you! I did exactly that, and it fixed it! Much appreciated!

Hi there. Asking for a little direction here, not a hand held or anything. I read previous posts and saw that if I resized the cursor and text, I should be able to add another character in. However, when I try to do that, I've run into an issue: If I leave it so that it  should cycle back between top and bottom, it just keeps scrolling; and if I fix that problem by making it an up and down menu only (which I'm fine with that solution), it simply won't let me select my eighth option.

I'm scratching my head after working on this for almost two hours straight. Everything looks like it should to me. I guess my question is, is the system like, resistant to changes in amount of characters? I don't want to keep playing around with it if it's simply impossible to add in that 8th character, if you know what I mean. I'll keep messing with it if it's possible, and I'll figure it out eventually. Though if you have any ideas of what might be going wrong that's also appreciated, but I'm not asking that of you.

The menu has just been giving me so much difficulty. I think I have things functional for another character in all other areas, but I can't be sure without being able to check in the menu. I like the way it functions for all seven other characters, so I don't want to give up on it without trying a little while longer, if there's any point to it.

Ah okay, thank you!

Hi there! I purchased this system (and several others of yours) about three months ago and have been working on a game with it since. However, I do have a question that has come up in my mind. You mention in the YouTube video that you can make it so that you can limit things to one gift per day, and I was wondering what I would need to edit to be able to do that? Also I want to make it so that the 'talk' command can only be used once a day as well.

Thank you in advance! It's a bit difficult sometimes to figure out what values do what things.

That's what I thought! Thank you for the quick response! I'll keep messing with things until I get it to work the way I want, and thank you for the advice!

Hi, just had a quick question to pop up on here! I was wondering if there was any way you or anyone know of to customize different areas to have different fish using your system as a base. I purchased your system and it works fantastic! Ideally in my game, though, I'd like to have, for example, forest fish, ocean fish, and lake fish. I was thinking it might be as simple as changing the setting of the region and making separate events, and I'm going to try that out after I back up my files. But I didn't know if anyone knew of any other ideas. Thank you in advance!