Here's a proposed replacement for the title screen (without the menu box in the middle). It's based on a better image of the Japanese edition module cover. Just found out the artist was Takuhito Kusanagi. The fonts used on this are Charm & Liberation Mono.
Tarwix
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Perhaps the Uz need to have their language difference played up more, too. There's some "Hulk speak", but they're not really stupid. The Aldryami have some lore (not of the vintage when I played) that they do have their own language, but use it just to mess with humans and actually rely more on a kind of group think for decision making, so I'm not going to push on it more for them.
A minimap is often a great QoL to have, especially with an overworld this big. I thought about finding a plugin for it as soon as I saw how big the "Tarsh" map was. Would want "fog of war" though...
There's already so many recruitable characters, but adding another Thief might help... While you can switch "Dave" to Thief in Dylos, I could make it easier to do that too. One thing I've worked on but need to make sure is implemented globally is having one or both Thief characters, and the relevant items, give a bonus to trap detects. And as it is, lockpicks are an automatic success if the party has the required picks; I've watched enough murder mysteries and real-life locksmiths to know it ain't easy for amateurs, although in RQ terms how tough can a lock be? (Current RQ doesn't even have a Pick Locks skill, just Devise under Manipulation, and no Detect Traps just Search under Perception. It's a system for doing hero quests once in a while, not dungeon runs every day.)
I saw there was a kidnap cutscene map, like some others it has problems with the Movement Routes but nothing insurmountable. The one in the opening with the caravan looks much better now... And I just added a quick cutscene with the whale using the graphics I got from Guardinthena, may even add the "inside the mouth" images too.
Having a goal to even FIND the SH dungeon is fine. It's not supposed to be easy, or the Lunars would have done it already, right?
The Ivory Plinth is indeed a possible location for another dungeon. The image that I found for it (Wyrm's Footnotes) actually made me think of what you did for the Cacodemon temple already! It's not just an obelisk...
I have to test the overworld whale (probably get a different sprite than a dead troll, but doing Direction Fix on it already could have fixed the invisibility because it has Random movement), but I think the internal escape timer works now too. It's not something I've ever used before, but there's resources out there to explain stuff that the built-in help doesn't.
About the Troll path, I'm not seeing any place in Uzholm where the Trolls even check for you having Comp Langs going or even the Uz book item, and they never speak gibberish. Maybe the code in the "hail attempt" & "Comprehend Languages attempt" battle events was reversed before, but I fixed those. Just not seeing gibberish from Trolls anywhere. Dragonewts & Mostali can do gibberish though.
The Deployment process shouldn't give any trouble, but I always playtest because I use "Exclude Unused Files", and that can make mistakes.
As for recommending RPGs made with RPG Maker, aside from NSFW stuff that I've been playing or patching lately: easiest is to do the itch search for games with the tag "RPG Maker", although I wish I knew how to filter OUT the ones I don't want like Horror. There's unfortunately a LOT of crap out there (Sturgeon's Law), and sometimes the way to be a better developer is to realize what you don't like seeing other people do.
Couldn't find "Glasses" on the old forum, which is now read-only.
Besides getting a room leaving you in the middle of an armoire, which I fixed, I don't see any problem with the Broken Tree inn. Your softlock could be a chronic problem with MV, a lockup due to FPS getting too high for the engine. There's a patch plugin by Mac15001900 to fix that, which I use every time and heartily recommend to everyone.
Been fixing/fixed all the locked doors/gates/chests with a consistent template. Some said one level but did another internally, lots of disconnects like that...
I went through all the categories in the Database earlier. I must have changed that one to General Armor / Boots & raised the Evasion boost to +25% to match "dramatically increases" already.
The quests are still being worked on, but I could tell you wanted that one to have multiple endings. I'll have to test to be sure the tracking Variable gets modified the way it's supposed to...
I plan to add more "spirit combat", especially with the iron rod at the fort.
While I made a lot of fixes, it's all going to need testing. And if DO! releases Bunnynet (BH2,) that will immediately get my priority, sorry.
Anyone who found (& bookmarked) this already is fine, but I noticed that this game (and the other 2 adult games) still isn't showing up in the Search results. Not sure why, maybe DO! needs to make sure there's no payments accepted? I did that for my Milky Dragon mod and it's been visible for months.
The usual causes are that
1. You're trying to play from within the zip archive -> Extract the files!
2. Windows Security is silently throwing a violation about trying to write to the www\save folder -> find it in the Protection History as a "Protected folder access blocked" and choose Actions: "Allow on device".
3. If you're using the itch.io app, follow its instructions and report a bug via Feedback if #2 above isn't the issue.
"Glasses" = Mr Trivel?
I saw a mention buried in the game about a skill that thanked "Glasses", and since I've done work on one of their plugins, thought you might be referring to "Mr Trivel" aka "MrTS" the plugin author. Yes?
Anyway, when I get a bit more work done, I'll post it as another project on my itch.io and link back to yours. Much like what I did for "The Milky Dragon", not what I did for "Bunny Hunter" since that author wanted the patched version to release themselves which is fine with me.
I don't know if these are all already in your Sketch plugins (I think one is), but this is the patch file ("patches.json") that JoiPlay uses to modify MV so it works properly with one of the games that I worked on.
{
"rpgmmv": [
{
"author": "[ g f y ]",
"comment": "",
"key": "this._fadeSprite.opacity = 255 * q;",
"value": "if (this._fadeSprite) this._fadeSprite.opacity = 255 * q;"
},
{
"author": "[ g f y ]",
"comment": "",
"key": "this.updateAllCellSprites(this._cellSprites);",
"value": "this.updateAllCellSprites(this._animation.frames[frameIndex]);"
},
{
"author": "[ g f y ]",
"comment": "",
"key": "this.updateAllCellSprites(this._screenSprites);",
"value": "this.updateAllCellSprites(this._animation.frames[frameIndex]);"
},
{
"author": "[ g f y ]",
"comment": "",
"key": "context.textAlign = align",
"value": "if (align !== undefined) context.textAlign = align"
},
{
"author": "[ g f y ]",
"comment": "",
"key": "var data = this._context.getImageData(x, y, 1, 1).data;",
"value": "var data = (e => { try { return this._context.getImageData(x, y, 1, 1).data; } catch (e) { return \"FFFFFF\"; } })();"
}
]
}Surprised that I hadn't noticed this game yet, until it got mentioned on the PreggoPixels Discord. I actually haven't played it yet, but if it's done in RPG Maker MV then I'll be looking through it with a view to making specific fixes to my own copy (typos, obvious logic/coding goofs) and feeding them back to you. If it's MZ or another generation then that's not as easy... But I'm really interested in any BE content. Take a look at what I've done to fix "The Milky Dragon" and let me know!
I got interested in this both as an OG RQ player and trying to make a conversion of Bard's Tale Construction Set stuff to RPG Maker MV myself. While I can understand not wanting to "die on that hill", it's just painful to see the typos and even worse when I can see the coding goofs that players could fall afoul of.
If you don't mind, I'll keep working on fixing this up to a more playable state, and either send you a revision or post it on my own page with my other mod projects.
On a PC, you just run the Game.exe. Assuming by "install it" you've unarchived the .7z file, or are using the itch.io "butler" app to handle it. "Bad things" may happen if you try running it from within the archive, the least being that saves won't persist.
On Android, I assume you're using JoiPlay, and whatever it takes to play any RPG Maker MV game with it. You'll have to ask somebody else for help with that then, sorry.
There was a typo, the last "]" isn't supposed to be there. Try https://itch.io/app
I was soooo looking forward to this when I saw it in the game's Features: "Recruit helpers such as the Solider"
Could the Solider make things Solid that weren't Solid already, perhaps a unique way to solve in-universe puzzles? Could the Solider do people "A Solid" so they would owe him favors in return?
No, they don't.
It's just a typo for Soldier...
It won't fit. Limit for a comment is 20480 characters, and even the reduced changelog is ~41kb.
I'll post it as a downloadable on my bugfix page here.
My bad! "Terrec" posted on the Discord the key info that this started happening once a bunny was dead. Turns out the plugin that does the "bust" images on the sides of the screen was being turned off when you talk to a dead bunny in the house, and not turned on again after that.
Made a bugfix file, which you can unZIP in the www\data folder, but I can't post it here. Check my own itch.io page (yes I'm also BishoujoHelper, long story...) in a few minutes. Or the BunnyHunter Discord #hunter-bug-reports channel.
But I will also send DO! this same file, and let him put out another full download if you're worried about security/trust.
Agree, going by the stack dump that's definitely Joiplay doing something.
That line in rpg_scenes.js is about triggering the zoom/wipe effect before a battle, which is what the JoiMV.js is handling (and I have no access to). Have you tried starting over and getting into any battles in the first forest screen before trying to catch the bunny? Because there's nothing special about starting the boss battle except setting the music. It's even going to use the same background as a random Bug encounter on the first forest screen.
I would ask about this on the Joiplay Discord or Reddit.
There's a HUGE amount of changes, actually. So much so that when DO! himself asked me, I gave a summary, and even that got summarized on the main page. The detailed list that I made for myself, with internal game data notes, runs about 57kb. Maybe about 30kb of fixes after I take out the suggested but not implemented ones, and the notes. You REALLY want to see that?
So far, this seems to be working almost entirely as expected. Only thing I've seen is warnings of
The provided value '36' is not a valid enum value of type CanvasTextAlign.
which happens in the Equip screen 5 times each time a different Actor is displayed, apparently once for each equipment slot that's visible, or when the list of slots scrolls (my game has a 6th slot that's always empty for now). If you want a call stack, let me know.
There's also occasional "[Violation] 'requestAnimationFrame' handler took ###ms" with various values that I don't remember happening before.
But that's still immeasurably better than a warning for each text character sent to the screen.
THANK YOU!
Can you look into making a tiny (I hope) core patch that fixes the easily thousands of warning messages that show up in the console log when playing a browser build on itch.io, which read something like:
"The provided value 'undefined' is not a valid enum value of type CanvasTextAlign."
from Bitmap.drawText @ rpg_core.js:1348
Bitmap.drawText @ YEP_CoreEngine.js:1031
Window_Base.processNormalCharacter @ rpg_windows.js:327
Window_Base.processCharacter @ rpg_windows.js:319
Window_Message.updateMessage @ rpg_windows.js:4411
<snip>
and occur for every character of text written to the screen, except for the map name. I've seen this in both my own and other people's games.
Thanks for posting this kind of design decisions discussion! Two things that might have addressed some problems:
- TDDP_MouseSystemEx plugin lets the player directly click on things to activate them without having a character visibly move to them. For documentation you'll have to go to this Wayback machine page.
- Instead of manually pasting in files omitted by "exclude unused files" they can be included in the deployment by having a do-nothing plugin with lines that look like " * @requiredAssets img/SumRndmDde/hud/pictures/Rose" to reference the files.
Your hint is that it's an area where the typical ground is white. Past a save statue from the entrance.
In fact, use the save statue BEFORE you start looking around for this, because that release had issues with the two events that may make it impossible to move after you get the item. Use Ben's teleport spell if that happens; you did get that from the Goddess already, right? Of course, those errors have been fixed in the BHRE.
I strongly suggest running away from the single Bug enemies on the very first map when Ben is solo, but then pushing through The Bridge and outside the Cavern to get inside the Cavern to the waterfall room. Then grind up to level 4 or 5 while near the healing save statue.
Run back to the house to rest if necessary before you get Sunny. Also have to go home to learn the girls' PowerSkills from the plants you get in Sunflowers Meadow before taking on the boss battle there.
I'm sorry to hear this is happening. This cannot occur in the next release. Partially because there is no "left side" to the door into the Haunted Mansion from the outside. It appears to be a wide door, but it will only open when you try at the middle. This also applies to the large house that Ben and the bunnies explore and then live in for the last part of the game.
Can you post a screenshot of where this is, so I understand exactly which place it applies to?
It's also possible that this is happening due to the game engine trying to go above 60 fps, which is a known issue. The update has a fix already (MAC_High_Hz_Fixes plugin), but all I can suggest if this happens in the current release is to save often, quit and reload.
250.
Use your Skills until you're out of SP. This one can use its own skill twice to restore 75 HP once it gets below 50%.
You should also grind in the room before that, or even earlier, because they're both still at level 2! This game is much easier if you aren't avoiding battles ALL the time, because this is only the 2nd of over 10 required, and several optional bosses.

