Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bug Reports

A topic by anzod created Aug 21, 2023 Views: 1,423 Replies: 56
Viewing posts 1 to 14
Developer

If you encounter a bug let me know.  I'll fix it as soon as I can.

when l enter some bandits tents they speak and never stop l cant move either

Developer

Ah yes, I see. Looks like I forgot to account for not having started the quest related to that area for some of the tents. Starting the quest will fix the issue until the next update. You can get the quest by giving a bomb to a kid in one of the SeaSide houses, then visiting the quest board in the Adventurer's Guild. Thanks for letting me know and sorry about the bug. 

no problem game is good happy to be helpfull

Developer (1 edit)

Actually nevermind, I just noticed while testing that I forgot to delete an event that automatically gives you the flag for having started the quest. The only way to fix it (I think) would be to attack the bandits so they're hostile and killing them. Sorry about that.

Hey, I was playing the android version and noticed that all of the buiding tiles has some transparent lines.

It happens on all the maps i visited.

I don't know if it is my device, but this never happened in other RPGMaker games. 

Developer

Hmm, it's not happening to me when I test it. It could be something to do with the new mobile control plugin but I'm not sure how that would be affecting it. If you don't mind trying a few things out, I'll run through a few questions and solutions to see if it gets fixed. I'd like to know what the cause of it is incase it happens to others. 

Have you downloaded the game before and reinstalled over the old version? It might be that this version requires a clean install.

Have you tried closing out of and restarting the game, or starting a new game? Maybe it just needs to redraw the textures., maybe something got corrupted. 

Are you using an older Android device or old version? I did use version 14 when converting the game to an APK so that might be it.

If it's none of those then I'll need your assistance in some trial and error of trying different versions of the game to see what fixes it. 

Thanks for letting me know about this and sorry it happened, hopefully we can get it fixed. 

1. It is a clean install.

2. It happens every time, so it's not that.

3. I am using a version 12, so it may be that.

Developer

Alright, I just uploaded a version that might have compatibility with version 12-14. I left the original up but renamed it. Try out the one that says Android V12-14 and let me know if it still persists. If so I'll try uploading another that is just for V12. 

It is still the same. First, I installed over the previous, no change. Then did a fresh install and no change as well.

Developer

Ok, I just uploaded another version that just uses Version 12. Not sure if it's going to matter. I did find another user on the RPGMaker forums having the same problem a month ago and it seems to have to do with a core plugin. If it still doesn't work, then the last thing I'll try is updating  everything in the game tomorrow. If none of that works then I'm not sure I'll be able to do anything about it. Hopefully it doesn't come to that. 

yeah, no change

Developer

I'm gonna make the old version of the game available to download again and let me know if it does the same thing because I know for sure that that one didn't have that problem. At least that way I can know whether it's something to do with the game or your phone. I'll try updating everything in the game later when I get the time. 

Still the same.

I didn't think my phone would have this kind of problem.

Developer (2 edits)

Huh, that's... weird. Have you modified your screen resolution or modified the hardware/software of it at all? You said other RPG Maker games ran on it before, do you know if they were made in RPGMZ or RPGMV? It may just be that if your phone is old then compatibility hasn't been maintained with the plugins in the game. 

You could also try installing JoiPlay and see if that fixes it. I've never used it but someone did mention to me before that the game ran fine for them using that (It was before I released a working Mobile version). I believe it uses the Windows version of the game but I'm not sure.

If JoiPlay ends up working then I can upload a version of the game that has mobile controls for the windows version, assuming that's the version it uses.

it says failed to load img/pictures/HumanMale.png 

Developer

Ahh, my bad. I just updated all the downloads to fix the issue. Thanks for letting me know.

(4 edits)

The reward box at the Adventurer's Guild seems to give the Guild Ring if Finished Guild Quests are exactly 3 and doesn't seem to give the Ring if above that. (Enjoying the game by the way! :D)

Edit: The Seaside Blacksmith fellow doesn't give me the Stellar Fire Essence after I gave him the Pretty Flowers

Edit: Aqyl seems to give tonic or stimulants for free since he doesn't take my Heratali Coins, as long as I have it, I can get them for free! (Infinite Power! XD)

Edit: Cave Ruins - Out of Place, opening the Magic Door plays the door opening animation but doesn't transfer me

Developer(+1)

Thanks for letting me know, I think there were only 3 guild quests at the time when I made the reward box and I just never changed it, whoops. It's an easy fix at least and the ring will be obtainable when the next update comes out. I fixed the blacksmith not giving a Stellar Fire Essence as well. I'm glad to hear you're enjoying the game, you're one of only a few people to have said  that so I appreciate it.

Developer(+1)

Ahhhh shit,  it never updated me that you added edits (and I just finished uploading the new versions), At least it's easy stuff to fix. Next time if I already responded just make a new reply so I'll know. Thanks for letting me know about the bugs though, that Aqyl bug is so overpowered, that may be the most overpowered bug to get through. 

Not sure if it's a bug or not but in the forge in seaside there's an endless supply of ring of the brainless.

Developer

Yeah, it was a bug. 'Preciate it.

(2 edits)

- Tutorial zone, top right area of the map.

...You, uh... can walk out of the building through the wall between the bookcase and the desk and kinda walk around the building.

Not game breaking, but weird. I had the same thing happen in maps I made was testing out last night so it made me chuckle.

- Starter town, church(?), in the room with the 'magic bell' x1. You can't exit the room, soft locking the game. 

- Castle area to the right of starter town, jail area. Map is kinda broken with its pathing/entrances. Starting from the top leftmost cell area.

Developer

Well I fixed the areas with no collision in the tutorial area, church, and castle prison, but I can't replicate the softlock in the church. Entering and exiting in different ways all seem to be fine. I remember it being a problem brought up before but I thought it was fixed in a previous update and not the current version I'm working on. Is it that there's just nothing happening when you touch the back area of the door? Also with the prison, other than the walls not having collision and a random invisible wall where the cell door would be in the top left, I don't notice any weird pathing or problems with the entrance/exit. Was there something else wrong?

Thanks for letting me know about the issues. 

Yeah, nothing happens when checking the 'exit' of the room in the church. Luckily I saved just outside the door.


As for the other areas? Nothing game breaking, just weird lack of collision. 


Oh, I found another area with collision issues. In the Southern SeaSide Forest hidden mine area.


In the section by the underground lake in the bottom right has some lack of collision by the lake.

Developer(+1)

I'm not finding any lack of collision by that underground lake, is it like a walking on top of the walls kind of no collision? 

I also found another softlock in there from interacting with one of the minecarts, so don't do that.

On the underground lake bit? Yeah. The 'walk on top' kinda lack of collision.  Kinda sensitive to those cuz I run into them all the time when mak8ng maps... Ugh.


Also...

Did not spot the m8ne cart soft l9ck! Ooh! Thx!

(1 edit)

- In the little town right next to the Nexus Forest, shop has a blank item you can 'buy' for 0G

- Druid Forest Training Grounds dungeon, dungeon area is bugged. Going down there will sometimes leave you as the only party member. Same happens when fall down the slope/cliff when you examine it.

Developer

Ah I see, the blank item is where a shield was but I moved it. 

The Druid training ground dungeon is supposed to always leave you as the only party member in there. If it's not then that's an issue but I already changed the way it works earlier so it should leave you as the only one for sure now. 

Oh, okay

I cleared the requirements (killing the enemies) for the Forest Cleanup quest before picking it up from the quest board, and turned it in. Then I could still pick it up from the quest board, which leaves it in the available quests window, but naturally it's impossible to clear it (again).

The Pushy Protestants quest doesn't clear the first objective in the log, but you can still report it in the guild and complete it.

Also found some other bugs, but I think they've been reported. (Brainless Ring, various collision bugs)

Developer

I just fixed the issue with the Forest Cleanup quest. The Pushy Protestant one I may have fixed?  The issue was that after finishing the quest and getting the objective to turn it in, it just doesn't mark the first one as complete, right? Cause I think I found a scenario where that happens and just changed it.  Or was it something else?

I did fix the Brainless Ring and some collision in areas. 

Thanks for letting me know.

I don't think the Pushy Protestant quest ever marked the first objective for me. Could turn it in just fine, which marked the second objective and completed it (which also counted for the three quests for the Guild Ring).

After beating the cult, the head priest said the same line as before, and no one else could be talked to. Not sure if that's intended or not.

Anyway, I had fun with the content that's there. Probably not going to play more until there's more content, though. I like the action point based combat system. Not too fond of the dark areas, and some of the portrait art sticks out with a different style (though I assume that's temporary).

Good luck with the game!

Developer

After you beat the head priest, he said the same line as before like he just repeated the exact same thing he had before fighting him? Was his sprite still there after beating him? 

Not being able to talk to anyone after beating him is more of an oversight (except his two 'henchmen' can still be talked to if you don't kill them), I'll have to add that. Good thinking.

With the dark areas, do you not like them because the obstructing view is annoying to navigate with, is it too dark like the screen gets tinted too dark, anything specific or you just didn't care for those sections?

Some of the art is different because for the case of the human male player character and Headass, those were drawn by my cousin (as well as the title image), and the others my friend had generated with AI over a year ago so they wouldn't be the default character creator generated ones. But, he never did anymore for the others to make it consistent. I think I've changed some of them back to their default ones for this next update, for sure Cephe, cause they don't fit the character. Plus, yeah it doesn't look great when there's different art styles on some characters. 

I'm glad you had fun anyway, I appreciate you giving the game a try.

Yeah, the head priest was still there. And it was still the line about investigating the cult, I think.

Dark areas I just find annoying. Sure, it makes it more difficult to navigate, but it also makes it a lot more annoying to find details. I find that the case for almost all games with darkness mechanics. And often you're given a crappy flashlight that less bright than a single candle, but only in a small cone forward. While that's not the case here, the view is still rather small. It can work if you want a specific challenge, but for dark areas in general it's just a pain.

Speaking of art, though, I decrypted the MC images for sprites and face so I could change hair and eye colour to match what I wanted. Having an option for customisation like that is nice, but if you can get around it like I did, it's not that important.

(1 edit)

So...I spoke to a recruitable NPC on the bank. (An archer, if I remember correctly). I decided not to recruit her and she pushed my character back. Ever since, the sprites have been broken. I can't open chests or enter buildings that require the "face right" sprite. (Like the bank, Ironically)

This is the bank I mean 

The bank I am talking about

I am on PC version

Developer(+1)

Ahh, I got it fixed. Wrong building, (she's in the accessory shop) but I found another bug because of it. I'll add a spot in the tutorial area in the next update so that you can fixed the locked direction, as well as the other bug.

 'Preciate it.

I cant finish the shopping list quest, he just keeps saying good luck on finding all the materials ill make it worth it even though i have everything and the quest board in the adventurers guild doesnt work anymore it shows like theres more quests to get but nothing happens when i click on it 

Developer

Did you craft the Bag of Alchemical Supplies at a crafting station? I went ahead and changed that dialogue so that he reminds you to do that. For the quest board, I'll try to fix that. It's just still like that because that specifically is a bit complicated behind the scenes. Thanks for letting me know

How do I find a crafting station? I havent come across one or maybe i just didnt realize thats what it was

Developer

In SeaSide, on the left side of the town where the other shops are is a building with a hammer sign, in there is a spot marked with a pulsing yellow light that you can interact with. There's also another building in Aquamarine City that has a hammer sign with the same indicator inside. 

okay thank you. That's probably what I'm missing 

I experienced a crash when I tried to analyze my companion (Tamer's) vocation on the menu screen. (I don't know if this is specifically an Android issue.) If you want, I can try again and send you a picture.

Developer

Yeah, if you can provide a screenshot of what the error was, that would help. Also,  which option did you choose that caused the crash? Was it immediate after choosing the option?

Back again after a while. Found some bugs. Game's still fun, though.

Going out the door from the ruined building in Nexus Forest North makes the screen not scroll. Going into the magic door gives an error "Failed to load data/Map119.json". That file doesn't exist in my folders. Windows version.

Exiting the dungeon with locked gates (NE of castle, from the cliffs at the beach) leaves me stranded in the ocean.

I kind of want to use the feature to turn off followers on the map, but they keep reappearing after various events.

I'm not sure why you can buy both tonics and stimulants for those rare coins. One is just better value than the other, and for a limited resource that feels kind of bad.

Developer

Welcome back, glad you're still coming back to the game to see how things are. 

Thanks for reporting the bugs, I believe I got them fixed for the next update. The one where you exit and get put in the middle of the water I just fixed not even an hour ago coincidentally. Still appreciate the reports cause they're things I almost missed.

The feature to turn the followers on/off was implemented too far into development to where I now need to go back to every event that changes the followers and edit it to account for whatever choice you have it on. There's probably some other ways I could get around it sort of, but for it to be implemented properly I'll have to fix all the events. I might have to start doing it a little at a time. 

For the tonics and stimulants, I just remembered that I never did add the random element to them cause it was gonna require making a script or plugin for it. The idea was gonna be, for example, that the attack tonic would give +1-2 and the stimulant would give 3-4 or something like that. So the stimulants requiring 3 coins would guarantee getting higher but the tonic would  be more cost effective if you got lucky enough. I'll need to re-examine that later on for the next required reset but I forgot about that until you mentioned it.

The thing about random elements is that as long as you can save and load, you can savescum. Even if it's inconvenient, like having to travel from the nearest save point, it's something players will do, even if it's not fun, just to get that extra stat point out of it.

And a general opinion, while I've not used that many classes that focus on TP abilities, I feel like you get too few points to use. It feels closer to charging an ultimate or limit break with how slowly you get the points, but the abilities that use TP are often not strong enough for how rarely they can be used.

A lot of the spells feel samey as well. There are many single target spells that differ only slightly on damage and mana cost. If there are other differences, it's hard to tell. Granted, two of the characters in my party are Unkindled (Pyro and Astra), who focus on that, but each of those have six spells in three paths that are basically the same. And other than element, there's little difference between them as well. The stated differences like damage, crit, counter, evasion, etc. don't come into play much. I don't think this is super important, since they're still overall fun to play (otherwise I'd pick other classes), but it's something to think about.

Developer

Hmmm, yeah, I don't want people to savescum it just to try and maximize. Maybe every 4th coin you could choose a stimulant then. Or maybe I'll just change what you get from him entirely and have the tonics and stimulants be special rewards elsewhere. 

For TP are you trying out different TP modes and still finding it to be underwhelming? Or have you not met with the TP dealer? I feel like there's definitely some TP modes that shouldn't be making it feel underwhelming. Like starting with max TP or having TP carry over between battles. I can also buff the damage of the skills as well, but I don't want to make them too overpowered.

As far as many spells feeling samey, yeah I get you on that. There's only so much I can do to make them different and I tried to do what I could but inevitably some are going to feel similar. I'm going to edit the skills and balance eventually, i just haven't messed with it much since I finally got it to a place that's decent. I'm also not trying to make it so every class is equally good, there's going to be some that are plain better or worse. When I do edit it all I'll try and see about having the skills within a class at least feel like they have different purposes.

I think him just selling stimulants (or tonic; either or) works fine. Something else could also work. I think it's more important that the reward for a resources like those rare coins is static. Unless there are ways, at least theoretically if impractically, to farm those.

Nope, not met the TP dealer. Or rather, I hadn't. Now I have, at the sign at the road through the forest. The descriptions are a bit odd with the %1 notations, which seems like a formatting issue since it just disappears once you buy the items and use them. First impression is that most are still rather weak, but there are some stand-outs. Charger gives little at the start of a battle, but if it goes on long enough you have more or less unlimited. Didn't see any that gives max TP at the start. I also didn't see anywhere where it says what natural TP regen is, since a few of them rely on that.

It might be an idea if classes that rely on TP have some passive skill to increase TP regen, or some other means of getting more. I've not looked through all classes, though, so I don't know if that exists.

Also just noticed that the buff from Heart Palpitations is just 10%, which is barely worth using a turn for, let alone 40 TP. It's better to just attack. I think it lasts four turns, so you get 40% more damage and defence for the cost of 100% damage and 40 TP. For that cost, I'd expect an extra 150%-200% damage over those four turns, so a 35%-50% buff. That said, I think magic for Unkindled is very strong as it is, so the buff isn't needed for that reason as well. But 10% is what I generally classify as "not a number" unless it's permanent.

To make spells more varied, you can add things like partially ignoring magic defence, elemental resistance, or reflection; tweak hit rates (strong that often misses, or weaker that always hits); have semi-multi attacks in various ways, like the main target takes full damage and other enemies take partial damage, a few hits on random enemies, or first hit on target and one or two on random secondary targets; or add chances of causing various afflictions.

Developer

Looks like I need to buff some of the TP modes then and maybe add some. At one point at least there was a TP mode where you would start with 80 TP but I guess I removed it or changed it cause it was too strong. There are some classes that can get more TP regen as passives or innately have some, it's different for each class. Each 1% increase to TP regen is 1 extra TP regenerated passively each turn. There's also TP charge rate, which I don't remember if I use anywhere, but that affects how much TP you get from basic attacks.  So for an example, a pyromancer gets 6 TP for each attack plus whatever TP mode they have.

 I'll also buff each of the Diviners (the  ___mancer's) special buffs since they look underwhelming. As far as the variety of spells, most of what you mentioned are in the game, it's just that the variety is spread out across all the classes. The only thing that I didn't use is having abilities with hit rates that depend on damage. Might be something I use but it would be something that I'd add to a specific class as a quirk/gimmick.

Helloo! I've been playing on android and very much enjoying your game! 

I came across something which I think may be a bug or it's something that hasn't been added yet.  when I'm on the quest screen, in the pause menu, Im able to scroll up and down on the quests that are shown, and I'm able click on the back arrow at the top right and the "Avaliable", "completed", and" failed" button, but when I touch on a quest, I'm given no info or recognition that I clicked on the specific quest. 

I accepted a few quests from the quest board but can't remember what all needs to be done to complete them and I'm unable to view what needs to be done in the pause menu for the quest because of the bug. 

I tried press the virtual button on the top left to bring back the virtual d pad and buttons, but the virtual d pad and buttons won't appear until I leave the quest journal screen. 

Thank you for your time and hard work you put into this game tho, Im enjoying exploring the world you made and talking to the people. 

Developer

I'll enable the buttons to show up for the quest journal and that should fix it. Glad you're enjoying the game, I'll have an update out later today.