Yup, been that way since day 1 =P. It's a one-way shortcut.
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Hi, thanks for the reply!
Unfortunately, I haven't had the crash happen myself. I have had many players report the issue, but they don't know why it is happening (the video that wont play is the first title video played when the game is launched, so from their perspective them game just wont run). Because it is the first thing to run when the game is launched, it makes me wonder if it isn't specific to certain devices or system specs etc.
This is a very cool idea, but unfortunately it is missing three features that would make it far more practical.
1. Pressing right-click on the mouse doesn't close the scene. Not every game uses the "back" touch UI button, so not being able to right-click to close the scene makes it feel very inconsistent compared to other menus in the engine which can all be closed via right-click.
2. The "clear" button is a bit confusing, as it seems like it would just flip to the next page or something. It would be cool if there was an "Up" and "down" button rather than a clear button, so the player can flip back and forth between new/old pages instead.
3. It would be nice to have a script call to push the notepad scene rather than just a plugin command (for custom menus, and easier VisuStella integration). I tried running SceneManager.push(r88_NoteScene), but it says it isn't registered.
I'd be happy to pay for the plugin and make a donation if these features could be added, but right now it feels like it isn't quite there yet.
Ah, that's a bummer.
I'm having issues where the time-out on the mouse causes players who aren't moving the mouse to also not be able to click to re-activate the mouse (causing issues in long dialogue where the mouse doesn't need to move, or events where the player holds down the mouse for a long time in one place). It creates odd situations where the player will be holding down the mouse to continuously mine a rock, but the mouse will hide part-way through mining it and the mining will stop, causing them to have to move the mouse around while mining if they don't want it to randomly stop.
Apart from just disabling the hide timer (or setting it to a super long time), a solution to this would have been to make a more robust system for timing out the mouse rather than just waiting X seconds.
My plan was to trigger the mouse hide on map load using this command. This way, players using gamepad/keyboard would never even see the mouse as it would hide immediately, while mouse users would never have the mouse hidden while they are doing something as it would activate once they move it and then stay visible until they change maps. It solves a ton of problems for certain games that require very little mouse movement but lots of clicking/holding.
Currently, I can't do anything like this unless I build my own entire system for tracking mouse movement and disabling/re-enabling the mouse with the current plugin commands, but I find this comes with a lot of other problems and often causes annoying failed clicks when done via eventing.
Hey, I was wondering if a new plugin command/script call could be added to the plugin.
While the mouse can be turned on/off completely via plugin command, I was hoping that a command could be added that just toggles the mouse's "hidden" status on/off, such that moving the mouse again will still re-activate it after.
I'd like to have more manual control over hiding the mouse, but want moving the mouse to still re-activate it after the command hides it.
Basically, I'd like a command that just does the same thing that the "disable time" parameter triggers.
Thanks!
Apologies in advance for the vague bug report - this happens very randomly and I am not sure if there is a guaranteed way to reproduce it consistently without somehow inducing lag on your system.
Sometimes, clicking the mouse will keep it held down. This causes issues such as skipping through a bunch of text as if the mouse were held down when the player just clicks normally. It is as if the plugin doesn't register that the mouse button was released, and acts as if the mouse button is held down when it isn't.
This doesn't happen often, so It is hard to say what is causing it. It seems that it might happen when there is a spike of lag while the player is clicking. I've noticed that this is happening more often to my players that are using lower end PCs.
Glad you're digging the game!
The beehive definitely seems bugged. There was a recent fix that should have fixed this in the latest update. If you're on the latest version, try picking the hive up and placing it again. If the bug persists, please email a copy of your save folder to support@illadvisedrecords.com and I can take a look and fix the bug.
There is no set number of encounters for the watcher. It triggers randomly as you walk around town (though it is not guaranteed to appear, especially if you are not walking around town much).
I just did some more testing, and that issue seems to have disappeared! Haha. I figure maybe my PC was just having some kind of issue that was causing a lot of extra lag or something. The cursor has been working well after window switching now as well.
That really just leaves my other request for setting a 2nd mouse image for X frames when the mouse is clicked.
Thanks!
This plugin has some great potential, but I have noticed some issues that I am hoping could be fixed.
The first is that the mouse movement is very slow, and the displayed cursor lags behind the actual cursor position by quite a bit. This leads to the mouse controls feeling very slow and unresponsive. This video of the plugin mouse and the true mouse location shows what I mean:
The second (but more minor) issue is that if the player switches the window focus away from the game and then back (even if it is just due to a windows notification popup etc.), the true cursor will display on top of the plugin cursor image (like in the video).
Finally, there is a feature that I would love to see added to the plugin if possible (assuming the above issues could be fixed), which would be to add an option to change the cursor image when the mouse is clicked for a few frames. This way the mouse could have an "up" and "down" position to make clicking feel more responsive.
All that said, I am liking the plugin otherwise and would be more than happy to re-purchase it to leave a tip for your trouble if these issues could be resolved (the first one in particular, as I don't think I could use the plugin with the input lag present).
Thanks!
Glad you're digging the game! The placement issue is indeed due to switching windows - placement items lock to your cursor location, so when the window loses focus (either due to switching windows, or a popup etc.), the game can't find the cursor. Clicking the window will re-focus it, and resolve the issue.
Hi there,
I am thinking about purchasing this plugin, but wanted to confirm first whether the key customization scene can be called via script call or not. I am using VisuStella Options Core for my game's options menu, so I will need to be able to call these settings through that by using a script call.
Thanks
I would not suggest playing on hard mode unless you have played on normal first and have decided that you would enjoy a significantly more difficult experience. The lack of an ability to run is intentional, and the game is balanced around this, however the game is balanced for normal mode, as it is the primary intended experience.
Some of my players have been getting this crash:
"Error
Uncaught LoadError,chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/movies/1.webm,() => { this._element.load(); } [no stack trace available]"
I haven't had it myself, so don't know what could be causing it. For these players, they can't launch the game (since it is failing on the first pre-title video).