Hey, it is me again! Haha! Since you haven't yet accepted my request on discord, I'm gonna post it here. I think I've found a bug. Using the BGS command for a fireplace, I noticed the sound keeps playing when transferring to a different map. Is that intentional?
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SGHarlekin
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Hello again! Thanks for accommodating me so much! I think this works beautifully now! Of course you'll have to set a precise number for the diminish argument for it to fade out smoothly, but that's to be expected!
In your help file however, the Proximity bgs plugin command examples do not show that "diminish" can actually be used.
(I posted a screenshot here, but it's not visible for me, not sure what itch is doing, haha)
2 more questions:
Given how you forbid your plugins to be used with NFT/AI or any related or similar type of games/stuff., Is it safe to assume that none of your plugins is made with ai?
Question 2:
Would you mind adding me on discord in case I have further questions for this plugin or maybe others, so I don't have to spam your comment section? :D
Hey, thanks for the patch! The new commands seem to work fine, although it does look like the BGS takes a full 2 seconds to load when entering the range for the first time, which results in the BGS to pop it at a much higher volume instead of fading in gently (which it does if you leave the range and re-enter)
This seems to happen with regular SE too. I did try and use the regular play BGS event command to make sure it's not the file that's too big and has loading delay, and they all played pretty much instantly, so it looks like the proximity sound plugin somehow delays it. I would appreciate it if you could look into that as well!
(This also happens in your demo project btw, making it impossible to sync up the hammer sound with the sprite hitting the anvil.)
I recorded some footage of the issue too:
Hey Lheku, I just bought this plugin since it seemed to do what I need, although it looks like it is not able to just loop a sound. Maybe I understood the plugin wrong, but my goal is to have sounds for things like fireplaces, rivers and the like, so I would need the sound to be looping on it's own, rather than having to manually set a frame perfect interval. Is that something you could add? (Perhaps by making the interval argument optional and if not set, just loop sound?)
Another thing I would really like to see is the plugin being able to look for the file in the SE but also the BGS folder instead of only SE.
Thanks for the quick response! I already downsized them myself, but it's very nice of you to add that format. All I had to do was scaling it down to 960 width with "keep aspec ratio" and that's it.
Aww, sucks that you don't do commissions and have no time to add more. This style is pretty much exactly what I was looking for! The search continues, I guess. :D
Hey Kiddolink! Love the pack, just bought it. Question: Any chance you can include an "RPG Maker ready" version? There, you'd need to put each frame in a 192x192 cell, so people like myself with no clue how to properly edit stuff, can use it more easily. xD
Still, awesome animations. Sad you don't got more of these.
On a similar note, are you up for commissions perchance? If so, hit me up on discord: sgharlekin
If I'm allowed to make some suggestions: Animal Sounds, various hit sounds for different weapons or no weapons (fists) I find are to acquire in decent quality.
Regrettably you put all the good stuff I needed in the free pack, and only added a little more to the paid one, haha. Regardless, I'll check out the new pack once it arrives. How do you feel about making custom sound effects for people? I might be interested in commission some stuff if it's not too expensive and you're capable.
The game was fun, it's got an interesting, puzzle-y kind of vibe. I think my biggest gripes with this were the artstyle, and that the starting cards were kind of bland. In fact, I found most of the cards I started with or found during the waves to be kind of weak and kind of situational and I wish I had more ship card available to me.
Overall a solid effort, althought clearly underdeveloped at this stage, as many cards only feature sketches and the game could have way more bells and whistles. (As expected from a work in progress)
Man, I really enjoyed this one. Being a huge slay the spire fan, I immediately recognized the similarities and I really liked the twist you put into the systems. Having 3 characters with each their own energy and cards was a very nice layer of strategy as well as the jewel system, the upgrade system and the hero empowerment. Really awesome all around.
Controls wise I think it handled just like slay the spire. Cards can be played in quick succession, everything felt smooth and worked as it should.
If I had to critisize anything, it would be the the audio and the UI. I found it a little annoying that the "hitbox" for the enemy tooltips to pop was so massive, that I felt I always had to put my cursor on top of the screen to actually look at the nice art you got going, which is bad, because my cards are at the bottom.
The one music track I got to listen to sounded very generic and the loop seemed very short, so it kinda got boring to listen to really quickly.
I think you got an amazing game in the works. Wishlisted immediately.
Yo! My buddies and I are hosting a weekly live podcast on youtube, reviewing and talking about games made with RPG Maker and we would like to cover your game next wednesday!
Here's the link to our channel: https://www.youtube.com/@RarelyTypicalPlayers
If you're interested, I'd like to request 3 redeemable links to the game (since we're 3 dudes)
Or 3 Keys (Seeing as the game seems to be on Steam as well)
You can send them via mail to: simplegaming.lehl@gmail.com
Let me know what you think! The timeframe to respond would be saturday at the latest, so we'll have enough time to look for another game, should you not be interested.
Best regards Harlekin a.k.a. Simple Gaming
Hey! I'm Harlekin, part of the RTP podcast on youtube. We play and review games made with RPG Maker, and we would like to give your game a shot!
Here's our channel link: https://www.youtube.com/@RarelyTypicalPlayers
If you're interested, please hit me up via e-mail: Simplegaming.lehl@gmail.com so we can discuss! Your game would be scheduled for next wednesday if you're up for it. Hit me up before then! :D
Thanks for your kind words! The timings in this jam game were a little off indeed. If you pushed the button too soon it would sometimes register as a fail when it really shouldn't, but it was too late when I realized this to fix it ^^
Dungeon Rummage - Origins, the game from which I derived this system is not going to have this problem :D
A game about the goblin brothers huh? I mean I tmight happen one day...
Ah yes, the calcium boys definitely were a bit on the slow side. And I aggree the 4v1 fight is a little tough on marsha, depending on what augments you got. (It's much easier with Therese, since she can block Lunesis and Moogs, Marsha is hard mode after all.)
It was a little tough balancing the game around 3 different playstyles at the same time, so I'm not really disagreeing with your asessment and the real game is probably gonna do a better job on the balancing part. Cheers my dude :D
Cool little game. I knew sawyer would make something mechanics-related, and he didn't disappoint! I'm liking the skill system put in place here and I really appreciate the on screen "rock-paper-scissors" HUD element, because I can't for the life of me remember which is what. It works well and is simple to understand and excecute. Just how I like it. :D
Music was not one of the strong points of this game for me. It fit the style of a retro game, but it didn't really vibe with me.
I feel the mapping could've been a little better overall, but then again it does resemble old school game maps.
The story is well delivered. Tension is built throughout the game when everyone is trying to keep reid out of the building. Very nice.
Awesome! Glad you had such a great time with it and thanks for your kind words! The inputs are still a tiny bit wonky as I've realized when there was no more time to fix it. The inputs are timed for more "slow" people and fail if you press the button too fast.
Essentially if you timed it just perfect, the input would actually fail, so if you fall under the people who have good reflexes, you may have a better time with the inputs if you just went a little slower on purpose. :D
I'm really not a fan of the usual classic and retro style games, but this one is just beautiful.
It has a good looking retro style to it, the pixel style portraits look great as well.
However, what carries this game for me is the very good writing and the amazing music.
I genuinely enjoyed reading through the intro scenes and I found the individual characters to be very well written.
Combat is simple and pretty standard as far as I could tell so no big points from me here, but it is in line with the retro style.
The battlemusic though was an absolute banger so I did not mind fighting at all. You know you're doing something right in your game, when your player starts nodding their head to your game's music.
I also enjoed the little cameos I found and the Fight3Take3 reference had me giggle.
Once again I would say this could be an "official" game in its own right and you can clearly see someone knows what thy're doing.
Loving this game. Love the artstyle. The little letter of invitation ala mario 64 style was cute. The busts were very expressive and well used. Combat was fun enough with the combo system. Characters were cute and I liked the dialogue.
Music was fitting as well.
I feel like this game could very well be an "official" game on its own and the effort shows.
I'm not quite sure what the goal here was. There's a ***ton of items just thrown at the player, but not a single revive item. (Guess that's what makes it roguelite for some reason)
The class change also seemed kinda overkill and unnecessary.
Overall it plays and feels like someone just copy/pasted their big project into a jam project, made some dialogue to fit the requirements, mashed together some bland maps and called it a day.
Balancing seemed fine for the most part. Not sure why status effects just never disappeared (At one point my therese just had all these effects of burning, bleeding and that hilariously big thorny roots animation on her)
Combat in general felt default to me. Deal as much dmg as you can, heal when getting low.
Humor did not land at all in my case.
Didn't have a good time here. Not only is the random encounter rate ridiculous, but the combat also didn't really offer anything to warrant not skipping the fights, so I did.
Save to say the first boss in the forest dungeon just went and killed both lucius and marsha in a flurry of attacks.
I did like the little extra animations that are in there, but overall I feel there could've been more effort put into it.
Bugs I encountered:
Typos
Chests are lootable indefinitely, which is surprising considering the quick event creation already gets around not having that problem.
