The Magi Chronicles [Back to ACE!]

Kain

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A bit of Googling or more or less going to Yanfly's Save Engine page reaped this;

I’ve fixed the issue by replacing Line 376:
return if $data_mapinfos[@header[:map]].nil?
with
return if @header[:map].nil?

As for the F12 problem, Khas made a reply on YouTube stating that his script wasn't the cause and that plenty of scripts out there suffer from this. The best solution I could find were these two.

http://forums.rpgmakerweb.com/index.php?/topic/7221-disable-f12/?p=77599

http://www.rpgmakervxace.net/topic/10604-f12-reset-fix/

Edit: Google is your friend. :p
 
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JacobM

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O.O !!

You... Rock. Thanks for that... issue resolved! That will be fixed in the next update thanks to you my friend. (and Google I guess, lol :p

Typically, I do google such things, but I thank you for going out of your way to do that! Very kind of you. :D
 

Kain

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So, here's what I found today. Hopefully something new in there. For those of you who haven't played... Spoilers.

[Mishap] Healing Gel, Herb, Hyper Herb are all same price yet heal different amounts. (Making Hyper the only real choice for potions.)
[Mishap?] Items other than normal Potion+ don't appear in shop when synthesized.
[bug] Room 2B's exit transfers to to the front of 1E's door after the events at Frina Forest.
[Mishap] Blonde haired Student in classroom 2B has a mistyped notetag for their name box, resulting in "/n" in their dialogue as well as cutoff dialogue.
[spelling] Rally; "Preforms" is spelled "Performs" & has cutoff description.
[Graphical] Game Over screen smaller than resolution allows. (Had to try & fight scorpions xD.)
[spelling] Ice; "thier" is spelled "their".
[spelling] After Skeleton Boss outside; "happeneing" is spelled "happening".
[spelling] Key from a Nun; "preist" is spelled "priest".
[bug?] Nun leaving stops in visible spot before she vanishes in thin air.
[Graphic] When going behind church, player character's head pops in front of bell tower roof tile.
[bug] Magic Water+ Recipe is a useable item with no effect. (Not suppose to?)
[Mishap?] It is possible to trap yourself in the church's 2nd floor box puzzle like the first. (I've noticed too many boxes are moveable anyway. Like ones that couldn't be moved regardless.)
[Missing?] Few more areas without Location name popup. (Not sure if every area needs one.)
[Missing?] Basement Catacomb Nuns & NPC Skeletons have no name box. (Not sure if everyone needs one or not.)
[spelling] Valuable Time; "waisting" is spelled "wasting".
[spelling] I'll come with; Spaces needed after first period?.
[spelling] Before first Brand fight; "chalange" is spelled "challenge".
[spell] Sleep says "enemies" instead of "enemy".
[better] This second redownloaded playthrough Brand began attacking again and the event that allows me to fight him at his normal HP triggers. Even tried multiple times to reproduce the bug from earlier.
[spelling] Ability to sense; malintent is one word isn't it? Idunno. LOL
[spelling] Why it was being disabled; "statues" should be "statue's" I think.
[Mishap] Not sure if before, but after the "portal is working" dialogue, only one square works to leave in church's direction.
[Funny] You can travel manually to Friasia instead of using teleport. Recommend placing a "We have to turn back" event. Results in soldier talking to the Teleport Stone while you're elsewhere.
[spelling] Monsters?; "you're" should be "your".
[Mishap?] When telling you he'll rent a couple of rooms at the Inn he says Naomi, regardless of what her name is. (I named her Liedel).
[Mishap] Theocian Soldier doesn't have his name box after the event when talked to.
[Mishap?] Teelport statue allows travel despite every other means of leaving the area shut off.

This is just to the part where I wake from the nightmare about Daryl's father.
Edit: So, I've finished completely. Below are the last bugs. mispellings and so forth I've found.
[Mishap] Even after nightmare (before getting Jeal) you can still teleport out albeit restricted every other way to leave.
[Oddity] Tiles that haven't been activated yet briefly appear when entering an area or approaching them in Venus.
[spelling] First page needs a period I guess. Old Diary; "lukily" is spelled "luckily".
[spelling] Old Diary; "refering" is spelled "referring".
[bug?] Old Diary table event can be walked over after reading it. Still reads off after but only when stepped on.
[bug] Empty area next to stairs up/save crystal if jumped does nothing causing player to become stuck.
[spelling] Shard; "revceived" is spelled "received".
The first part of the "Dark Lord's" dialogue went by in a flash, so I barely got to read it.
[spelling] Oh Gorime!; "wont" should be "won't"

Not sure if after game matters but...

[spelling] "Critisism" is spelled "Criticism", "delt" is spelled "dealt", "endeavours" is "endeavors"
Game hangs at ending after credits too. Can open menu, but nothing else.
 
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JacobM

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Very good my friend! You're the first person I know of that's completed the demo to it's end from the forums. What did you think? Did it make you want to play more? How was the game balance through the last dungeon?

As far as the issues you've pointed out I'll hopefully have them fixed by the end of the weekend with a new demo release once it's all polished up. Definitely some new stuff was found so thank you so very much for taking the time to do all of that. You rock Kain Omega.
 

Kain

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Sure. The game seemed fine all the way through. The enormous pile of money I had previously earned (through previously mentioned exploit, although monster hunting is just as useful) wasn't always necessary for large amounts of potions throughout if fights were planned out (mostly due to Rally, Sleep for Crowd Control, etc.). They were viable though for those who jettison a bit more through the game like some. The last dungeon was alright actually too, although I noticed the encounter style seemed to change. Consistency seems important, but not sure if necessary. Battles throughout the game weren't too difficult but took time. Only ever instantly died against the Scorpions. Not sure I can survive them at level 14, but thinking of trying in a bit.

The weapon shop at the beginning of the game seemed a little useless to me as at least one upgrade would have been viable. Though they seem to lose all previous stock later in game for better weaponry. Knives were the only thing that did anything different adding maybe 3% Critical Hit & Evade when I equipped them although not particularly useful for the main hero. Once it's possible to enter the one on the very left of the school (heading to the tower) i was dissapointed as no one was there. Not sure if forgotten or intentional.

Exploration feels a little unrewarding in parts of the game. Like the area filled with animals in the first dungeon. (I love to explore, as I'm sure most do.) Although moving around the tower was a bit fun compared.

Some (maybe a few) of Don's (page 2 wall-o'-text) put ins seem well made;

Basic attack for your Mage. Arcane Bolt feels as if it can already fit this roll, though lowering it to a cost of 1 may make it seem more constant use friendly. (it's all I ever used anyway as to a basic attack for him & the cost reduction isn't that necessary, especally as he levels up.) The 2nd magic hero had more physical weapons for that purpose if the argument applies to her as well.

The 100 Lucre in the Synthesis shop wasn't that bad. I saw it as an incentive to create. (Mind you previous problem I easily got to P.L. 12, but still.)

Letting your game evolve as time passes is important too. While that did occur in some occasions in others you'd still get the same "You three be careful. / Farewell." (as example.) messages a day or so later. That guy hasn't budged since, making me think he's not doing what he said he'll set out to do.

A tip for Don; If you want to cycle your speech, variables aren't necessary. Setting self switches to turn on and off, etc. for a simple event like that are good enough to loop-talk an NPC.

I saw the Saving as pretty consistent as manually saving non-crystal style was only available in towns and the world map thus far. The towers separated by an extra floor not so bad as it was entirely a collision based encounter setting, making trips to recover HP/MP or saving easier instead of worrying about getting killed along the way a worry.
 

Edit; Just an idea; Add some battle screenshots to your main post, it helps when people get visual clues as to how more of the game works. Some of the screenshots also look too small. Not sure if just me or what.

A last possible spelling error;

Earlier in the game I remember the teacher/student mentioning a Shock spell. Only "electric" one I ever saw was Spark. Not sure if matters.
 
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JacobM

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Thanks for the great ideas and feedback Kain Omega! I've gone through the bugs, spelling, mishaps, and all on your previous post and I'm pretty sure I've got everything where it needs to be! I'm polishing some areas and adding a few more interactions AND a few hidden things for those who like to explore and what not. I'm huge on exploration as well so hopefully some people will find these things rewarding. Once all of that is finished I believe a new demo release is imminent!

The new will be compatible with previous saves from the most recent demo release and will feature a few more effects in some areas, new areas, and some original music!

As far as consistency in battles we plan to have a balanced way of incorporating both random battles AND fixed battles if possible. We'd like for players to have the option to grind if they like to play that way to gain higher levels before reaching new areas, BUT also making the game balanced enough to where if you are an experienced player with good strategies you will be able to beat the game with minimum leveling but it will be much more difficult. To do this we have lowered the encounter rate in a lot of the areas to ensure that random battles don't happen as often for those who like to explore. There will be areas in the future that mix both types of encounters in a logical way... one example being the water temple which is quickly turning into my favorite dungeon to make thus far. 

I hope people who are following the game will be excited for future release and will find more and more enjoyment out of the game as it continues to grow. Corban (saberwolfcdw) and I have been working hard to ensure that the story is something fresh for players to experience while keeping their attention and increasing their desire to know more!

Back to work for me!
 

Kain

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I noticed you uploaded a new version, but dropbox keeps giving me a 404 error when I try to download it.
 

Kain

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Alright, that fixed it, so far so good too. Love the ability to skip the history introduction & the new music is a nice change.

One error already is for some reason trysing to use F12 produces an "unable to find Game" error. The reason being because the script outside of testplay tries to call on a file called Game. Just replace the line;
 

      pid = spawn ($TEST ? 'Game.exe test' : 'Game')

to

      pid = spawn ($TEST ? 'Game.exe test' : 'Game.exe')

Better, get the script from this post instead of using the one from here (then make the above change as both contain the error) as it doesn't make the window out of focus every time you use F12. I just tested it all out on my own project to make sure.
 

JacobM

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Ahhh snap. lol 

Here I thought I was nearly bug free! Thanks Kain. I'm gonna do that and most likely re-upload the demo in a few minutes. I also found a spelling error at the beginning of the game myself when you first get to class in the game.
 

Kain

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I'm already finding bugs even aside from that, but am being more thorough before I make you a list.

Edit; I also wouldn't reccomend re-uploading until you get more than that as I'm sure it would take time to do it again & again over a few errors.
 
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JacobM

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Lol I guess that's just the nature of the beast any time you change some things. I appreciate all the time you're putting in to do this for us, it makes a huge difference. :D

 

Edit; I also wouldn't reccomend re-uploading until you get more than that as I'm sure it would take time to do it again & again over a few errors.
I agree, this is the last re-upload I'll do for a while, I've got a lot other things I need to work on in the game... like more new areas and story progression. ;)
 
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Kain

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This is all the way up to the first dungeon's boss, will update more when I off the next one.

[spelling] Picking up the bestiary; Beastiary -> Bestiary (Something I missed as it's in my first copy too.)
[spelling] Dad's books; were -> where.
[Tileset Bug] Your house; wall tile right above dish cabinet can be walked into, thus leading to an on the wall experience.
[spelling] You call this late?; your -> you're.
[spelling] What's that spell?; Laura says Shock, even though Ms. Grey says Spark.
[Mishap] On your way to Frina Forest the middle house still states that you "need to get to school." As does the Inn.
[Tileset Bug] In animal inhabited dead end half a tree is missing near the entrance.

The Save Crystal in Frina. Always surprised to see me. LOL
 

Kain

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Edit; This post was made on accident as I hadn't finished writing anything. Sorry.

But something did ocur that's worthy of me writing a little in this place. Your Synthesis is still wildly unbalanced. The exploit is there but what's more confusing is the requirements for a Potion+ & Hi-Potion+ are the same making the prior useless after hitting a high enough Party Level, which doesn't take but a few minutes. Trying to balance out suggested prices is difficult because of that.
 
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JacobM

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It's good that you mentioned that because I'm working on a way to make the items have their own respective requirements. As you can imagine it's a lot of work to do a synthesis system because you have to have so many different items and it's got to make sense AND be functional. The demo is a really dumbed down version of what we ultimately have planned for it and I agree that it does feel pretty unbalanced at the moment. 

Next major demo should have the system have more balance and make a lot more sense... the good news is that we already have a ton of items in place that will make use of the system and allow the player to take advantage of it instead of it being something that's nearly pointless like it is at the moment. As we learn the script more and get used to the way it works I expect it to improve greatly as well. Thanks as always Kain! 

Edit:
Oh and thanks for the previous post as well! The Frina Forest Crystal gets excited easily. XD
 
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Kain

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This is all the way up to the secod dungeon's final boss, now to the 3rd.

[spelling] This is interesting and all; openning -> opening.
[spelling] Never synthesized; its -> it's.
[Exploit] A Hi-Potion+ (sells for 175) can be made with Empty Bottle (20), Healing Gel (20), & Water (5).
    What makes this more confusing is that the materials for Potion+ are the same making it pretty much obsolete from the start except to level up the skill to gaurentee the creation of Hi-Potion+. (Already mentioned.)
[bug?] Pre-made item guy in the left still won't sell me anything else I make aside from Potion+.
[item] Magic Water+ Recipe functions like a useable item.
[Mishap] Let's keep looking; Daryl has Corran's name box.
[bug] Entering Inn in the second town before beating the dungeon acts as if you already defeated Brand starting his "how could I" speech.
[bug] After getting first key, Nun runs right through a tree.
[Mishap] Can trap self in church puzzle. (though unlikely I did it on accident pressing A at the wrong time.)
[Mishap] First rescued Nun in catacombs has cutoff dialogue.
[Missing] Second Nun is missing face graphics during second part of dialogue.
[Tileset Bug] Left wall of where you rescue and team up with Naomi there's a spot to pass into an on-the-wall experience.
[battle?] No name box for Corran in skeleton/priest battle. Not sure if applicable with Yanfly script your using anyway. (Fine if not.)
[Oddity] Randomly does the previous mention of Head Priest not returning to his more killable form bug happen, exiting and reloading the game can be a way to get past this but not 100%.
Here's all the way up to the 3rd, what's next I'm not sure; but will update later.

[Visual] Brand appears to be sitting on the top most part of the bed during his "influence me" speech. (As does everyone else in the game to be honest.)
[Enemies] Still undead in the church catacombs. Not sure if they were suppose to clear after Brand's defeat or not.
[Visual?] Mystery Room Brand was in can't be entered although door is wide open.
[Tileset Bug] Vincia Inn floor cracks & rubble appearing above character. (morethan one spot.)
[Tileset Bug] Vincia Inn wall crack can be walked into. (more than one.)
[Tileset Bug] Vincia Inn tables can be walked over. (more than one.)
[Tileset Bug] Vincia Inn window tiles can be walked through allowing an on the wall experience. (more than one.)
[Tileset Big] Broken shelf tiles can be walked over.
[Tileset Bug] Right of mirror in bottom right bedroom's wall can be walked through to create on the wall experience.
[Tileset Bug] Room next to last bug has same issue to the left of mirror.
[spelling] See you in the morning; no period making it look like he had more to say.
[Dialogue] You probably only need one color for key terms in your dialogue as some appears to change like a rainbow. (or at least one for each kind of keyword.)
[Tileset Bug] Tower of Venus entrance has passable wall tile on top left.
[spellin] Old Diary; refering -< referring.
[bug] Jumpable chasm before last save in Venus Tower still traps you in black area. No fall. No transfer to where you were.
[Tileset Bug?] When the Rope is used, the tiles for it on the floor below can be walked through to the top of the wall leading to a -you guessed it, on-the-wall experience.
[bug] Renew doesn't heal any HP on anyone.
A few more. Now it's time for sleep.
At the Mountains - but now it's bed time. (Scorpions are kicking my ass too with those 300 dmg Poisoned attacks.)

I didn't know cataclysmic forces greeted just anyone so non-chalantly in the year 22. LOL

[spelling] A gift for Venus; the -> thee.
[spelling] Not the first; refered -> referred.
[spelling] Not the first; Im -> I'm.
[Mishap] Corran mentions taking the teleport statue in Friasia when there's one in the Tower.
[Tileset Bug] Left of top of tower you can get on top of the wall for the usual experience.
[Tileset Bug] A little below the last bug, has another wall walk.
[Tileset Bug] Again, a wall experience at the bottom end, but at both sides.
[spelling] Vincia, Rebuilding your home; dificult -> difficult.
[bug?] Venus Tower battle transitions stay after leaving Tower.
[Tileset Bug?] Random empty tile in Elendyne Bridge is impassible. (Guessing an event placed there?)
[spelling] Another route?; ther -> there.
 
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JacobM

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I figured out my pass-ability problem in the dungeons! >.> for some reason the first tile on the B set was set to "O" and not star.... how that happened?? I'm not sure! But now the walls are fine! lol

Edit:
Still working on these fixes. Thanks again for finding these :D
 
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Kain

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And that's all she wrote. Hopefully before you bug test it you get your plot/game to a finish. Helping you all with your game has been very inciteful though into my own delepment plans too.

You'll notice I did a lot of synthesizing with this one, a necessity for prolonged fights with enemies that came next at my levels with the mage, cleric, and warrior (18, 16, & 17 respectively.) At first anyways, but still made it a lot easier.
[bug] Cleansed Shard is usable with no effect. Just recovery sound.
[spelling] Teleport Statue (to Tower of Venus); errected -> erected.
[Error] Attempting to make Magic Water using Pincers (I guess was the problem) resulted in error;
Script 'Go Go Tori Synthesis' line 752: ArgumentError ocurred.
comparison of Fixnum with nil failed
[bug] Items in synthesis can be made in excess, causing player to lose ingredients and not gain the one made if already 99 are in possesion.
[bug] If you have any amount of an item and create the same item  (Synthesis) with a different effect it overwrites the stack to have the new effect instead of making a different item. Making it just as cheap to get the 200+ HP Regen.
[bug?] The 2% chance (low as I thought it was) HP Regen for cerain potions actually is a guarenteed effect. Not a bad thing, just wandering what the 2% is for if it's applied to the potion and actors 100% of the time.
[Tileset Bug] Mountain Town house to left of dancing girl; left side of inside has passable on the wall experience.
[bug?] Talking to Elderly woman/Little girl produces strange results with Dancer. Like permanent spinning during dialogue, etc.
[spelling] Quest Journal - Ogre; an -> a.
[spelling] Quest Journal - Ogre; retore -> restore.
[Mishap] Ogre has no name box. (even after fight, so not sure if intentional.)
[Mishap] Ogre battle (lol) has no battleback.
[Random] Stun suppose to break on damage like Sleep?
[spelling] Cleansed Shard of Nature; it's -> its.
[Mishap] Item (Armor) menu has a blank category, Weapons has a few as well.
[Missing] Man in first building on right in dock town has no name box during some dialogue.
[spelling] Is he dead?; odviously -> obviously.
[spelling] We'll do it; wont -> won't.
[spelling] Quest Journal - Lazy; extreamly -> extremely.
[Oddity] The party has rope from the Tower.
[spelling] Area name; Counsil -> Council.
[spelling] Petty theft; 'they'd' seems out of place or you haven't added the word 'like'.
[spelling] You swine; 'Counsil' strikes again. -> Council.
[bug?] You can hear the ocean during the council meeting.
[spelling] One thing to add; suspisions -> suspicions.
[spelling] Word is; perposterous -> preposterous.
[spelling] the perfect girl; deciple -> disciple.
[spelling] still not sure; you're -> your.

LOL @ Backflipping Ogre.
 

JacobM

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You're the man! I will hopefully finish up the fixes tonight or this weekend. Working on some new things as well. :D

On another note this thread has reached 2,000 views!! :p
 

Zane

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I liked the demo, I don't know how recent it is I believe I have the recent one I found a small bug Its not to major but the  center yellow house in Friasia still says "I have to get to school" Even after you go to the school. Like I said its nothing to major I just figured you would like to polish the game and get these little details :) Hope to see more soon!
 

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I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:
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