Launching with fixes (not bugs)


STRANGELY, IT IS RELEASED:

Honestly, I should call the title, "I can't believe I actually finished an RPG Maker project!"  But, typical of release, I immediately found things that left me wondering how the heck I didn't find them sooner.  But, I am happy to have a game that works from start to finish.  :)  Wonders never cease.  COVID-19 gave me much more time at home than I ever thought I would have as a working adult, but I never expected this much time.

I should really make it a point to pay attention to all the little fixes that have been implemented.  Thank God I found them before more than one person (whom I know and is helping hunt bugs) downloaded.

I am all about updating as often as I can (despite what the FAQ on the front page says).  If you encounter a bug, let me know.  :)


MORE TECHNICAL CONSIDERATIONS:

Anyone playing this should immediately recognize many Yanfly scripts.  Yanfly's a genius, and I was a Patreon supporter, and I couldn't make half of the things work without those plug-ins.  But, the question other RPG Maker creator fans will probably have is "Why aren't you using Selection & Targeting Core?"  The short answer is, "I am."  The longer answer is a bit more complicated.

First, there seems to be a bug in the plug-in for selecting characters that are dead.  So, the Life spell is obviously OP, and has application in almost every fight.  It can heal a live character full HP, it can kill like 95% of the enemies in the game outright, it can heal all status ailments...   It also brings characters back to life.   For whatever reason, I could not make a spell that would target both living and dead.  The spell would skip to the first viable alternative, regardless of how it was coded.  Thankfully, I wasn't the only one who ran into this problem, and Caethyril had already figured out the work around.   Thanks to Caethyril and Kadokawa for providing the solution.  

Second, and this is the big reason why I am not using the Target Core/Selection Control in the most obvious way, is that the command <Damage Dispersal> seems bugged.  Spells will do full power, and because of the way the spells work, it takes into account every possible target in determining damage.  This includes player characters.  Spells, which are normally overpowered, suddenly became nuclear equivalents in battle.  I initially thought that this was a problem with conflicting plug-ins like Kadokawa's "dead or alive" that I used to fix the Life spell, but even after deactivating the other plugs (except Yanfly's), I couldn't get the damage to budge.


MULTI-LANGUAGE SUPPORT, SORT OF:

I have three languages all floating around in this game.  Being a minister, I've studied ancient Greek and Hebrew.  So there were two characters from a game left unmentioned that have name origins that are blatantly in both fields.  I wanted to include the original language names, and was elated to see the engine take and use Greek and Hebrew without much of a hiccup.  But then, it hiccuped.

Greek and English both read from left to right, so these work perfectly fine in RPG Maker MV.  The problem is with Hebrew.  The engine struggles to change between left to right reading orientation and right to left.  So a Hebrew name suddenly shows up backwards in many places, but correct in others.  It took me like five minutes to figure out what was going on, just staring.  "What the heck word is that?  I didn't write that."  When I realized it was just backwards, I laughed, but knew I didn't have the technical skills to make the engine switch LR to RL mid sentence.

No big deal, but thought it was worth noting.

Files

Memeal Mantasy: Fystic Quest for Windows 361 MB
May 14, 2020
Memeal Mantasy: Fystic Quest for Mac OS X 497 MB
May 14, 2020

Get Memeal Mantasy: Fystic Quest

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