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v0.056 Battle Test Release / January Progress Update!

🕑 Added 2018-01-14 09:06:43 +0000 UTC
v0.056 Battle Test Release / January Progress Update!

Comments

Just make sure you don't burn out and that your pace is sustainable. Seems like the rework will be worth it.

Carter Parks

Exactly...if he wants shitty quality that even some of the more established circles put out (not naming names), that's on him. But the rest of us are still eagerly (AND PATIENTLY) waiting...just hope it comes out before the end of the month...otherwise I'd have to pledge again...and if the higher authorities (read:parents) see another patreon charge...I don't know HOW I'm gonna explain it to them...

James Denning

You can't please 100% of the people 100% of the time Eromancer. The rest of us loyal pledgers continue to support your work. You are trying to bring us a H-game of AAA quality, but with the budget of a indie team. That requires time and patience. Which most of us have. If Christopher wants a cheap quick game, there are many websites dedicated to adult flashgames that can satisfy him. But they are all the same toony graphics and plotline. Once you played one of them, you have played them all.

Carter Parks

...Uh oh...apologies, Ero...it appears that the higher authorities (i.e. parents) went poking around in my checkbook again and started getting inquisitive about what PayPal and Patreon are...sorry, gotta bail for a bit...BUT REST ASSURED, I WILL BE A PATRON AGAIN SOMETIME...Until this blows over and I can sneak another one by my nagging mother...or if I finally get my own place...You still have my pledge for this month, though, so if you could get v. 06 out sometime this month that'd be great...if not, I guess I can wait till I can get another pledge in.

Carter Parks

Hell, he can go throw a hissy-fit, and if he's that uninformed about how in-depth and time-consuming this level of work in this type of field is, then I don't believe HIM about being in this "industry" like you are, Eromancer. I'm more than satisfied giving you just a small fraction of my money every month waiting for the big payout that will be v .06 and will wait patiently for that day...and don't expect anything that's beyond your current limits. I understand that you and your team are working your asses off trying to get this new version PERFECT for us patrons, and respect all the time and effort you're putting into this. Hey, @Christopher Dunbar-Kelley...if they put out stuff as quickly as you expect them to, we'd get half the quality for half the time...do you really think that's fair? The quality of the end product is almost always equal to the amount of time and effort spent on it...and keep in mind, pretty sure Ero and his team have ACTUAL LIVES OUTSIDE OF THIS PROJECT LIKE MOST OF US DO...so the fact that they're devoting half of every day to this project is a big thing for them, and should show you how much this project actually MEANS to them and how much they appreciate our support...I believe in you and your team Ero...as a late, great anime hero once said, "Believe in the me that believes in you!" ...Can't wait to see what all this time and effort amounts to...KEEP UP THE GOOD WORK!

Expecting consistent gameplay content in the midst of a total project redesign -- assets, engine, artwork style and so on, is exactly what I'm referring to when I say you'd do well to re-evaluate your expectations. This project is of such a nature that it's an endurance test for everyone involved. I certainly don't expect all patrons to be willing to endure the low points, but I also believe they'll see how our work pays off once we get to the high points.

Celios

Eh. I suggest going for your "AAA" jobs then. I'm sure with these updates working longer than 12 hour days 7 days a week pushing content on a more than quarterly basis you'll land them for sure. As for me, this is where I step out.

Actually, if you worked in my department of the industry I would totally expect you to believe that. You also wouldn't suggest $7k for four people working full time plus project expenses is more than adequate.

Celios

Then by all means go do that. If I'm unhappy I'll unsubscribe. It's not like you'd care about a few bucks off anyway. You want people to stay with something posting new game updates almost 6 months at a time ain't the way to go. I work in your department of the industry so you can't expect me to believe you on 12 hours a day 7 days a week. Not unless you don't know what you're doing. Don't need to get mad over it.

I'd suggest re-evaluating your expectations. We work 12 hours a day 7 days a week on this project and there are most likely far more technological issues to overcome than the other project you're comparing us to. Also keep in mind any one of us could be doing what we're doing for a AAA studio for four times what we earn on this project, with fewer hours, and with benefits.

Celios

It's not dying but for 7k a month they certainly aren't putting out much. I know another game and it's putting out the same amount for 1/6th of what they are making, plus they have another team member. Can't help but feel a little cheated on the pace of this game.

does anyone know when v0.06 is coming up it feels like this game is dying

Any ETA for v0.06 ?

AltairPL

Got notification about your comment, but I can't find it anywhere, so I'll just post reply here. At the moment, game controllers are only supported in builds based on RPG Maker, like this Battle Test or Game builds. We are working on our own engine, and in it, controller handling is not yet implemented. Underlying libraries have controller support, so I hope I will be to code it in for our engine as well, but I can't make any promises.

Brian Rommel

Oh okay. I'm Sorry for my ignorance. Id assumed this was the only playable part. Sorry for my confusion. I played around with the game build and think its pretty neat. will there be any controller support in the final version.

AltairPL

Not sure what you mean by "on rails", but the thing in this post is only Battle Test showcasing both battle engine and graphics overhauled. Download links to game builds are in this post: <a href="https://www.patreon.com/posts/3-reward-game-6995378">https://www.patreon.com/posts/3-reward-game-6995378</a> .

Brian Rommel

Correct me if this information is already out there but is the entire game gonna be an on rails thing or is this just a battle system and you can freely move the character.

AltairPL

Should be OK now, but feel free to hit us up in case of other problems. Oh, and have fun ^^.

Brian Rommel

So when I unzipped the file it seperated the exe from the main folder with all the other files so I moved them into it and it works now though I havent tested it other then getting it to launch.

AltairPL

Just tried some pretty crazy things to replicate your problem, and the only way I've found to make this "System\RGSS300.dll" window to appear was to delete/rename the System folder or the dll file inside it. Both are fine in the archive, so it should work fine. Few questions: - what operating system are you using? - is there a "RGSS300.dll" file in the game folder's "System" sub-folder? - where is the game folder located? Does this path contain any non-latin or special characters?

Brian Rommel

So I am getting System\RGSS300.dll could not be found. I started the game like you said. I have the RTP installed as well. Its installed in Program Files (x86) / Common Files / Enterbrain / RGSS3 / RPGVXAce

AltairPL

You don't need RPG Maker VX Ace Lite or any other to run the game, only VX Ace RTP. Whole process is very simple: - download and install RTP. - download and unpack/extract somewhere the game release archive. - run the MATM.exe from the game release folder. If you still have problems running the game, you need to provide us with more information, like what you did to start the game and what was the result, e.g. error message, blank screen, etc.

Brian Rommel

I'm new here so I don't quite know how to get this running I just downloaded the runtime package and have downloaded RPGmaker maker VX Ace lite. what am I missing

Carter Parks

After (don't know why I didn't do so in the first place) reading the earlier posts and comments...I rescind my question...I'm just gonna say (with fingers crossed) that I hope it's out before the end of February...

Carter Parks

Also, forgot to ask about this earlier, but do you have an ETA on when v.06 will be available?

Carter Parks

Well, I feel like a bit of a jerk for questioning your commitment to continuing this...it's fucking beautiful. (Even better than the old style...and I haven't even seen any H-attacks yet...that's gonna be well worth the wait, no doubt. I take back my...rather harsh doubts stated earlier...and wish you Good Luck, and Godspeed. ...Hell, I might actually keep my patronage up if I can...(even if I'm told no by the higher powers...(don't ask)...I'll probably still do it.

i can also tell that it runs super and fast as it would be a made video :D

Jamie C.

I tried everything I could to break this test combat demo and alas no bug. It run absolutely smoothly and not one glitch, screen twitch, freeze, all inputs were recognized and in my opinion the controls operated better than your previous build in 0.05, its clean and everything just works! nice

Loogie

Was starting to doubt you guys would pull this off. The demo feels incredibly fluid and polished.

AltairPL

Because URGE still requires too much work to be usable in releases, and for now, game code needed for 0.06 has priority. Rushing URGE into production would/could lead to a lot of problems, and it isn't in anyone's interest.

CherryBlossomStorm

why does it still rely on RPGMaker ??

SirManatee

No Errors from me either. Played through three or four rounds with battle speed settings on default, then three rounds with the speeds set to 100/50/20. The speed modifiers seemed to all be working perfectly.

Tested it until characters got to level 3 using the no restore, neither graphically or gameplay wise I didn't notice any glitches. The graphical upgrades look stunning.

No Errors here, and great work as always Ero! Here's to the completion of 0.06 and the continued excellence you keep putting out

Didn't come across any errors or anything, mind. So yay!

I was just really happy to play with something. ^^

Kim Kim

Holy fuck ero, what a great update. That skindentation is glorious.

Mostacho

When you choose the option "Launch in Full Screen" then it does not adapted - better you deselect this Option and start the game normal and press F5 - then it will strech to the vertical limit. Pressing F5 while you have selected the Option "Launch in Full Screen" it remains to the normal resolution and only the Window is changing.

Faithel

Great guys, glad to test this glorious game again. Such a huge upgrade compared to first version. So much more potential now! All went smoothly on my end, but the resolution on full screen didn't adapted to my resolution 1440x900.

AltairPL

Any more details on this error? Also, did you have sufficient read/write access to the game folder? Usually, system folders like Program Files may be problematic.

James Denning

I had problems starting the battle test, kept encountering an error before I got to the main title screen. I eventually figured out I needed to "Run as Administrator" to run the test. Once I got into it it ran smoothly. I stretched out the combat to 10 minutes before I got bored, not a bug to be noticed.

AltairPL

Thanks for the detailed feedback and glad you like it. There is a still a lot to do to make this battle engine flawless, but the base is solid, if I can say so myself, so hopefully it will go smooth. Action condition checking is still wonky in some cases and healing de facto dead character should not work. I will need to improve it before next demo.

Thank you for the superb update. No bugs on my end so far, and I would like to take this opportunity to express my awe at the graphics and soundtrack. A lot has changed since the last playable update and this is solid proof of your efforts. Keep up the good work guys!

Cereliona

So, as a whole, this battle system seems pretty well put together. I've been doing what I could think of to break things, and I've had no success at it. As of this point, I've tried winning a battle at the same time as my second character gets defeated, and correctly got a game over. I've also attempted using a healing item at the same time as a character was defeated, and while I don't know if this was intended, the downed image appeared for a second, then the healing went off as normal and Malise was back up at 300 hp. The same thing occurred when the one being healed was the final character remaining, thus it prevented a game over.

AltairPL

So, we got the report earlier that vanilla RM full-screen functionality (set in F1 menu or via Alt+Enter key combination) doesn't work really well with 16:9 game ratio. This is the one thing I forgot to check after converting the game from 4:3 to 16:9, and I wanted to say sorry to everyone playing MATM that way till now. This is a really good example how implementation of some out-of-the-box things looks like in RM. Bad news is that there is no way I'll be able to fix this, I've already checked. And some people wonder why I think RM is stinking pile of crap... Making full-screen work in URGE, our new game engine, will not be a problem, as seen in Tech Demos, but URGE will not be ready for some time now... not for 0.06, maybe 0.07 . If you have huge display or need scaling for other reasons, you're stuck for now with already/still implemented 3rd party script - just use F5 to toggle full-screen or F6 to toggle maximizing window size. Quality of scaling of this method leaves much to be desired, and using both F5/F6 can cause weird behavior, but this is the only thing we have at our disposal at the moment. Sorry once again and feel free to comment how the alternative works for you.

AltairPL

Step changes to 10% if you hold SHIFT. Anyway, this options screen is still a work-in-progress and we do plan to implement presets of some sort, so it will be easier.

Subjectivity

I only play the game in turn-based mode, and turning the ATB speeds all the way down to 0% was pretty tedious. I couldn't find a faster way to do it than to just hold the arrow key down and watch it drop 1% at a time for all three speeds. I'm afraid I really liked the old layout better, where I just had to switch it over to "Wait For Input."

dd209

I preferred the old battle music tbh. The new one is a bit too subdued.


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