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TwinTails ツインテールズ

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A member registered Jan 28, 2022 · View creator page →

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This is only the demo so a guide would be too early. I will include one for the full release.

Larger sizes are coming in the full release.

An Android version is currently not planned due to Google's developer policies. But I am considering it once circumstances change.

I apologize for the inconvenience. I didn't realize until it was too late that the game's inspiration never let monsters inflict critical hits and only allowed players to inflict them through normal attacks. The issues you're having will be corrected in the coming update.

And I will add a volume control in the update as well.

I assume you're talking about Arlana.

First, I would like to thank you for your patience and for engaging with the mechanics. What was your strategy when dealing with her? I would love to hear your opinion on her.

Next, as for enemy critical hits, I apologize for the imbalance. The game is currently agnostic as to which battler can land critical hits, and I didn't realize until it was too late that the game's inspiration never let monsters inflict critical hits and only allowed players to inflict them through normal attacks. I am working to correct this for the coming update.

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I do plan on selling here. Those demos were delisted because they no longer accurately represented the final product. If you don't mind me asking, are you based in the UK?

https://bsky.app/profile/twintails8.bsky.social/post/3mjwmsfexl22e

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It's not a soft lock; you need to press the "z" or "x" keys to continue.

And to respond to your first statement, I've put this project on hold to focus on my other commercial games and plan to reboot this from the ground up in the future.

EDIT: Also, please follow to get updates. I'm working on a new game called The Succubus Queen and the Holy Sword. Wishlist it here on Steam: https://store.steampowered.com/app/3141990/The_Succubus_Queen_and_the_Holy_Sword...

This is the stuff I live for.

This game has nice butts

I've been experiencing this long-standing issue that I haven't been able to fix. When I render a sprite with alpha transparency over a solid sprite or a surface, it creates a "cut-out" effect, allowing the user to see their desktop through the background.

3 days? That's impressive!

Where's your evidence? None of you can prove yourselves right!

Remember to take care of yourself. It's easy to burn out during situations like this.

There's a lot that I need to change, actually. I plan to rebuild everything from the ground up after my current project is released.

My apologies for the inconvenience. There is a way to set full screen in the code, but I didn't realize that I never implemented it. I would have to add it later.

Collective Shout is just a small part of all of this. Our real enemy is payment processors. This only stops if one major world economic power steps in and says, "Enough of this!" We need legislation! The only way we're going to get it is through mass organization. 

Harassing a group of Karens is only going to make us look bad. Currently, three petitions are circulating: one for the ACLU, one for the Canadian House of Commons, and one for the Australian parliament. Do what you can to spread them around!

https://action.aclu.org/petition/mastercard-sex-work-work-end-your-unjust-policy

https://www.ourcommons.ca/petitions/en/Petition/Details?Petition=e-6695

https://www.aph.gov.au/e-petitions/petition/EN7799

You're welcome. Please take time to check out my other projects as well. Your feedback means a lot to me. I didn't know the landscape was so cookie-cutter. Come to think of it, I do just see an oversaturation of visual novels and "gimmick" games. I aim to change that with my current game, "The Succubus Queen and the Holy Sword," and a future project that aims to stand up to Pizza Tower and ANTONBLAST. I'm guessing a lot of creators are simply artists with limited resources and assume their own projects won't be taken seriously as anything more than fetish material.

It is kind of annoying to get negative reviews out of seemingly nowhere. At least with Steam, the reviewer must justify their decision in writing, and you can reply directly. If Itch.io adopts that while keeping the star rating system, they'd easily have the better of the two systems.

A grey-haired MILF. You have my attention now.

There's no Mac version.

It's finally here after five long years. Welcome, Kazecat!

"- Fixed issue that would occasionally cause Korvald to fail to attack and run in place"

Do you use state machines, Donut?

What were the complaints about Byron?

There ain't no party like a stretch goal party cuz' a stretch goal party don't stop! 🥳

This looks damn good!

I swear you're some kind of wizard, Yal. This is just what I needed.

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I just came up with a theory about why people may be having this problem. Is it possible that when you assign a global struct to an instance and delete that instance, it stays associated with that instance? When you re-battle an enemy, the enemy's instance that was created has a different id to the previous instance that was destroyed.

This occurs when you re-battle an enemy, battle an enemy of the same type, or exit and re-enter the room before re-battling the enemy. Is there a way to refresh global structs to their condition at game start?

EDIT: I fixed the bug! 

Instead of doing this:

global.enemies =
{
    slimeG: 
    {         name: "Slime",
I re-rote the enemies list to be more in line with the players list:
global.enemies = [
    {
        name: "Slime",
Instead of doing it the way Shaun had implemented it, I assigned a unique integer value to each enemy and manually assigned each enemy's name to an enumerator:
oBattleUnitEnemy,enemies[i]);
oBattleUnitEnemy,global.enemies[enemies[i]]);

I advise everyone facing this problem to do what I did.

Greetings, Shaun.

I too am running into this same issue and was wondering if you were able to find an adequate solution. I've been struggling with this error for some time and I fear it may further bottleneck my progress unless I remove the ability to re-battle enemies entirely.

I currently don't want to do that so I'm reaching out to you or anyone else who can help. Here is the error message:

___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_battlecontroller:
Variable <unknown_object>.hp(100114, -2147483648) not set before reading it.
 at gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) -                                    if (hp < (maxhp * 0.2))
############################################################################################
gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65)
gml_Script_battle_state_select_action_gml_Object_obj_battlecontroller_Create_0 (line 226) -                                    var _enemy_action = _unit.ai_script();
gml_Object_obj_battlecontroller_Step_0 (line 1) - battle_state();
I have also run into similar issues where the game would either crash or enemies would use actions that weren't assigned to them. I tried poking around in debug mode but have not found anything different from what I have seen in this thread.

There was one other solution in this thread that worked for others where you would repeat the third argument for the BeginAction script:

begin_action(_unit.id, _enemy_action[0], _enemy_action[1]);
begin_action(_unit.id, _enemy_action[0], _enemy_action[1], _enemy_action[1]);

but for me, I get a different error message saying that the variable is not an array.

~TwinTails100