No problem :)
Dale Green
Creator of
Recent community posts
Yo. Thanks for using it, it's much appreciated :)
I've not encountered this issue personally in the past (although I can't remember how many quests I tested it with).
Leave it with me and I'll test it with 4 (and probably more) quests either tonight or tomorrow to see if I can reproduce the issue you're having.
Yo, if you want to edit what the banner looks like when you unlock an achievement, you can open your project in Bakin, go to the Layout tool, select "In-Game Effects" folder and go to Free Layouts for Events.
In there will be an "Achievement Earned" layout. Here, you can configure what the banner looks like.
The above assumes you imported the layouts when installing the plugin.
You can create achievements using user interface provided with the plugin. To use it, go to Functions > Expanded features > Achievement system
Just to give an update on this, I've discovered the reason why the banner isn't appearing. I'm now just thinking of the best way to fix the issue.
So, I exported my test project to try and reproduce the problem and here's what I discovered; if you unlock an achievement during a test play (and get the banner), then export the game and try to get that achievement again, you'll get the issue you're experiencing where the banner isn't displayed but the achievement does unlock as normal.
I also noticed that if you unlock an achievement that you didn't unlock during a test play, the banner appears without issue.
I'll keep updating this thread as I go and develop a fix :)
Hi, not in this version but that is something that's been requested previously.
Unfortunately, Bakin doesn't currently provide the ability to use custom libraries (in this case Steam's APIs) which means it isn't currently possible.
If that changes in the future however, it's something I'll definitely look to incorporate! :)
Hey,
I recently released version 0.7.2 of my game, Memories; a top down RPG inspired by games such as Final Fantasy and Chrono Trigger.
Version 0.7.2 brings with it a fair few changes including a new trailer :D
New stuff
- Game icons - Almost all game icons have been updated
- Lockpicking mechanic - Throughout the game world, you will now come across doors and chests that are locked but, can be opened with the right tools...
- New items
- Lock pick - Can be used to pick locks
- Random Potion - Randomly restores between 50-200HP and 50-150MP
- Risk Potion - Can either heal 250HP to the party (40% chance), deal 50 damage to the party (25% chance) or do nothing at all (35% chance)
- Ability point scroll - Increases the target's ability points by 5
- Scrolls have been created which invoke the respective skills
- Spark scroll
- Restore scroll
- Ember scroll
- Shadow scroll
- Pollen scroll
- Ignite scroll
- Thunderclap scroll
- Tranquillity scroll
- Glacier scroll
- Slow scroll
- Snowstorm scroll
- New weapons
- Cursed Blood Sword
- Dragonscale Dagger
- New armour type; Universal armour - can be used by any party member
- New Armour
- Rune Robe
- Rune Hat
- Felt Hat
- Silk Hat
- Leather Armour - Player's new starting armour
- Mithril Shield - Not currently accessible in-game yet
- Ring of Poison protection
- Leather Helm - Player's new starting hemlet
- Armour of Sanity - Universal armour
- Armour of the Insomniac - Universal armour
- Armour of Frost - Universal armour
- New Skills
- Steal - Attempt to steal a random item from the target. Has a 40% chance of success
- Hidden Fortitude - Exchange 50MP to recover 150HP
- Mana Thirst - Exchange 100HP to recover 30MP
- Flare - Cast a flare into the sky. May cause the Blind state
- Death Sense - Allows the target to sense a fatal blow and survive it. When suffering a fatal blow, the target auto-revives with 250HP.
- A wandering merchant can now be found in a few areas of the game world. He sells some quite eccentric items...
Changes
- The following skills have been renamed:
- Heal => Restore
- Ice => Ice Shard
- Water => Water Bubble
- Earth => Sink Hole
- Wind => Gust
- Light => Radiance
- Darkness => Shadow
- Flame => Ignite
- Thunder => Thunderclap
- Dark Burst => Shadow Burst
- Mass Darkness => Dark Nova
- Greater Darkness => Shadow's Curse
- Ice Fall => Snowstorm
- Slow Down => Slow
- Double Time => Haste
- The pricing for a lot of items have been reduced to not be as extortionate
- Bronze Shield has been renamed to Wooden Shield
- Numerous dialogue changes
- Redesigned some areas (such as Rochwood Item shop) to accommodate the lockpicking mechanic
- Made Nessa's shop in Rochwood an actual shop you can purchase items from after she joins your party
- All physical-based skills now have improved animations during battle
- Increased the damage caused by Shadow Burst by 100
- Increased the damage cause by Shadow's Curse by 50
- Added a 35% chance for the Glacier skill to cause the Slowed state
- The player character can now use the skill Concentrate which was previously limited to your companion, Ichabod
- States now have a number on them so you know how long they'll last
- The TP you have at the end of a battle now persists to the next battle
- Changed the rewards for the "Bandit Trouble" side quest to also give Steel Armour as well as 550G
- Minor change - Door sound effects with be slightly randomised now. Because that's the pizzazz we're all after ;)
- MANY small dialogue changes/fixes
Bug Fixes
- Fixed an issue where you would be stuck in the in-game help guide if you used it
- Fixed a clipping issue found by a tester
- Fixed the Unique Potion healing more HP than it should have. It should've healed 100HP but was healing 150HP
- Fixed the JP cost for the Overswing skill. It should have cost 200JP but was costing 125JP
- Fixed the hide and seek minigame in Bromwich Residential not giving the reward for completing it
- Fixed not being able to use the fast travel point from Rochwood Inn when you should have been able to
- Fixed some small map design issues
- Fixed numerous issues where the night version of maps didn't properly replicate the events of the daytime maps
- Fixed that you don't get any rewards for battling the siblings in Bromwich and the fact you could keep on battling them
- Fixed an issue where the screen would remain black longer than intended after finishing the Battle Tent
- Fixed the lack on street lights in the Merrytree lake - evening map
- Fixed an issue where leaving the empty battle tent map would transfer you to the wrong map
- Fixed tonnes of other smaller bugs while doing a playtest, like seriously... I'm surprised the game still worked with some of the bugs I found!
For those of you playing on Android via the Google Play store, please be patient and wait a little while longer. I'm having issues with my digital signature not being accepted so need to resolve this first. This doesn't affect those of you who are playing on android via the direct APK file however.
There were some changes which were planned for this update but turned out to be a bit too much work for this update and have been moved into the eventual 0.8 update instead.
Anyway, I hope you enjoy these changes and be sure to look out for future devlogs about 0.8 :)
Thanks everyone!!!
Hi everyone,
I've finally released the next big update for Memories (version 0.7)! The update comes a lot of changes which are all listed below.
New additions
Here's the things that were added to the game:
- Additional Story - With another big version number jump comes another chunk of the Memories story being told. The story added to the game takes you through a blast in the not-too-distant past as you walk in the shoes of our friend Ichabod to see how he and Meliodis first met!
- New Battle UI - The user-interface used during battles has been redesigned to give a more sleek and minimalist appearance.
- On-screen Controls - On-screen controls have now been added to the game (screenshot below). For people playing on computers, this can be toggled on/off in the Options menu. For people playing on Android, you'll be given a special Key Item (only on Android version) that allows you to enable or disable the on-screen controls. While the on-screen controls are enabled, click/tap-to-move is disabled.
- New Item - A new item has been added to the game which can be purchased at item shops. The "Teleportation scroll"! It does exactly what it says on the tin, it teleports you. Specifically, it teleports you to the last town you visited.
Changes to existing... things
Here's a list of things that have been changed, redesigned or removed from the game:
- NPC Rework - Most, if not all, NPC's now have a "stepping" animation to them. This means they're no longer stood still while talking to them or while they're idle. This is to help give the game a bit more "flow" or "life". As well as the stepping animation, a LOT of the dialogue has been improved to show more emotion through the use of balloon popups too.
- Additional NPC's - Some maps have had additional NPC's added to them. Currently they can't be talked with but hopefully helps improve the "curb appeal" of some areas.
- Redesigned Maps - Numerous maps have had changes made to them. A lot of them are slight changes to add a bit more greenery however, one map in particular has had a major redesign; Greencoast Docks. Take a look at the before and after below.
- Increased TP Cost - While testing the game, I noticed that my TP bar was nearly always full. To make things a little bit more challenging, I've increased the cost of using TP-based skills so that they each require an additional 10 TP to what they original cost to use.
- Slight changes to enemy stats - A fair few minor tweaks to enemy stats to try and balance combat. Specifically, I've reduced the difficulty of the Imp battle on the bridge after finishing up in Rochwood as I noticed that it was incredibly difficult during testing!
- Default Window Colour - Nothing too special here. Instead of a blue/teal window colour, it's now more of a grey-ish colour tone instead.
- Existing story changes - To make sure the additional story in 0.7 made sense, there were quite a lot of changes that needed making to the existing story plot. I'm not going to spoil where or what the changes were though.
- Removal of Skill Mastery system - If you were ever unlucky enough to encounter a random game-breaking bug during battle (that I thought I had fixed multiple times but hadn't), you'll be glad to know that I've found the definitive cause. The Skill Mastery system. Because of how little I think this system contributes to the game and due to how long I thought it might have taken to debug and try to fix the bug, I thought it best to remove the Skill Mastery system altogether.
- An un-ending list of bugs - The number of bugs I found during a full play test was astonishing. Luckily most of these were found and squashed with my ever-helpful friend Duke on the Memories Discord server.
Possibly some slight bad news for Android players
Recently (in the last month or two), I got a new computer and didn't have the chance to back everything up. One of the things I wasn't able to backup was something called a keystore. The keystore essentially acts as my digital signature for the game.
When trying to upload the 0.7 build of Memories to the Google Play Store, I received an error saying that the new signature I'd created wasn't the same as the one I had lost (rightly so).
With this in mind, I'm temporarily unable to update the version of Memories on the Google Play Store until the support guys at Google have reset the signature for Memories, allowing me to use my new signature (which is backed up).
If you're downloading the .apk file directly to install on your android device then you shouldn't have any problems but, if you normally install/update the game through the Play store, the 0.7 update won't be available until this issue is sorted. Sorry!
Anyway, I think that's everything I wanted to cover. As I usually do after every major version, I'm going to be taking a break from Memories development but will still upload bug fixes and possibly some other smaller changes that I didn't have the chance to do for 0.7.
Be sure to stay tuned for future news updates :) Catch you all later!
Hi everyone,
I recently finished and released my NPC update.
The aim of this update was to breathe more life into the NPCs of my game, Memories.
Rather than being stood still all the time, NPCs will now walk around towns, some other NPCs will talk to each other (via popups above their heads) etc.
Below is a before/after comparison between how the games NPCs previously behaved versus how they do now.
If you'd like to play Memories, you can download it here - https://dalegdawg.itch.io/memories
Hi mont,
I'm glad to hear you're enjoying the game and sorry to hear that you've come across that bug but thanks for pointing it out. I'm taking a look into it now.
Could you tell me how far in the tournament you got (i.e. which monsters you were facing) or, if you became the tournament's champion?
Thanks
Hi all,
I'm aware that there's an issue regarding a game-breaking bug (as seen in previous comments).
Unfortunately, I'm unable to replicate the problem which means it's extremely difficult to fix.
If any of you have experienced this issue, please head over to the devlog linked below and answer some questions for me which will hopefully help me narrow down the issue.
https://dalegdawg.itch.io/memories/devlog/103218/game-breaking-bug