Hey, its me again. I don't have a lot of time to play the game, but I just got through the section with the gizmonks. I went to sleep since the day was done, and... Firefly is not responding again after waking up. Technically, the game is still playable, but losing access to a main companion is probably not supposed to happen.
Update: testing shows that this happens any time you dismiss the party and want to pick her back up.
Anytime you boot up the game and find a problem for me to solve, you do me quite the favor. If only I had someone like you when I was developing this game I would have fixed these issues ages ago. In any case, I fixed it and uploaded the fixed version.
Any chance I can just copy the save file over and keep my progress? Those two monkeys are surprisingly annoying to down (seriously, what is a unicorn supposed to do to be useful in the early game bosses)
Yes, you can take the save file you had from an earlier build of MLP generations and use it in the current one. There should be no issues doing that given that it's essentially the same game, and you already have all the flags you need to progress in the game with no issues. Now as far as the Gonk and Glouda fight goes. Unicorns are expected to roll the dice on a good Bubble Blast. If not you would deal damage with Gem Beam and focus down on one of the Gizmonks at a time. Additionally, Firefly can contribute to the fight with fogger lowering the Gizmonks hit rate and rain cloud providing a small heal (you'll need to summon clouds first of course), you can also level up Firefly to the point she learns thundercloud and let the chip damage from thunder strikes whittle the Gizmonks down (although by level 3 she learns javelin which is also helps).
I have seen bubble blast do damage precisely once. The early game in the demo was pretty much Firefly carrying me while I dealt with insta kills with gem blast, and even with the fog cloud Gond and Glouda never missed. Thundercloud was pretty much the only way to win that fight
You can get pretty unlucky with Bubble Blast, that's for sure. Hm, fogger though, that should have a more perceptible effect on the hit rate, so I'll buff that. Bubble blast I'll have to think about it because it has a random chance per tick, every time it lands a successful hit it has a chance to land again and possibly repeat many times. Maybe guaranteeing at least one hit would be a good tweak. I'll have to think about that one.
hey! this game seems cool but i haven't really been able to figure out how i can play it. i'm on arch linux and if i try running it natively using mkxp-z i get this error:
/home/marin/desktopapps/mkxp-z/Kawariki-patches/libs/Win32API.rb:372:in `const_defined?': wrong constant name keybd_event (NameError)
from /home/marin/desktopapps/mkxp-z/Kawariki-patches/libs/Win32API.rb:372:in `new'
from 089:Main:11:in `<main>'</main>
if i use wine instead, the game launches, but there is no visible text, so it's basically unplayable, i'm guessing the font isn't loading or something
Ooh, playing the game on Linux. I was not able to get it running on Nobara without the issue you mentioned BUT. After some research I do have suggestions.
You can update mkxp-z if you haven't done that yet.
You can try another RGSS compatible runner (Maybe a non-Kawariki-patches build)
Alternatively, you could edit the file.
In ".../Kawariki-patches/libs/Win32API.rb" Around where it does const_defined? (your trace says line ~372), change it to use an uppercase safe constant name.
and any const_set(func, ...) with const_set(const_name, ...)
IF that doesn't work. Uh, this is going to be ridiculous. If you install the RPG maker XP engine, and you run that through your emulator and then load the RXproj program that's in the game files and play the game within the engine. It should work. It's a pretty crazy solution to that problem but that's what i've come up with.
Hey Oda. I finally got a chance to try playing through the game, and I seem to have run into a pretty severe issue. I was playing through the game as normal like I had in the demo, but when I get to the part where you heal Firefly, she is completely not interactable. I have gotten the scroll from Starswirl and followed the sequence exactly like I did in the demo, but she will not respond when I try to interact with her. Not sure how to fix this or why it is broken.
Edit: on further testing, she is not interactive either before or after talking to Megan or getting the scroll from Starswirl. I also remember her moving around in the demo, which she does not do. Her sprite is still solid, but you can't talk to her at all.
All right, I figured out what went wrong. It was some priority issue with events within firefly's event pages. I fixed that now so I'll just update that (and a couple other things while I have the editor booted up again).
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Hey, its me again. I don't have a lot of time to play the game, but I just got through the section with the gizmonks. I went to sleep since the day was done, and... Firefly is not responding again after waking up. Technically, the game is still playable, but losing access to a main companion is probably not supposed to happen.
Update: testing shows that this happens any time you dismiss the party and want to pick her back up.
Anytime you boot up the game and find a problem for me to solve, you do me quite the favor. If only I had someone like you when I was developing this game I would have fixed these issues ages ago. In any case, I fixed it and uploaded the fixed version.
Any chance I can just copy the save file over and keep my progress? Those two monkeys are surprisingly annoying to down (seriously, what is a unicorn supposed to do to be useful in the early game bosses)
Yes, you can take the save file you had from an earlier build of MLP generations and use it in the current one. There should be no issues doing that given that it's essentially the same game, and you already have all the flags you need to progress in the game with no issues. Now as far as the Gonk and Glouda fight goes. Unicorns are expected to roll the dice on a good Bubble Blast. If not you would deal damage with Gem Beam and focus down on one of the Gizmonks at a time. Additionally, Firefly can contribute to the fight with fogger lowering the Gizmonks hit rate and rain cloud providing a small heal (you'll need to summon clouds first of course), you can also level up Firefly to the point she learns thundercloud and let the chip damage from thunder strikes whittle the Gizmonks down (although by level 3 she learns javelin which is also helps).
I have seen bubble blast do damage precisely once. The early game in the demo was pretty much Firefly carrying me while I dealt with insta kills with gem blast, and even with the fog cloud Gond and Glouda never missed. Thundercloud was pretty much the only way to win that fight
You can get pretty unlucky with Bubble Blast, that's for sure. Hm, fogger though, that should have a more perceptible effect on the hit rate, so I'll buff that. Bubble blast I'll have to think about it because it has a random chance per tick, every time it lands a successful hit it has a chance to land again and possibly repeat many times. Maybe guaranteeing at least one hit would be a good tweak. I'll have to think about that one.
hey! this game seems cool but i haven't really been able to figure out how i can play it. i'm on arch linux and if i try running it natively using mkxp-z i get this error:
if i use wine instead, the game launches, but there is no visible text, so it's basically unplayable, i'm guessing the font isn't loading or something
Ooh, playing the game on Linux. I was not able to get it running on Nobara without the issue you mentioned BUT. After some research I do have suggestions.
You can update mkxp-z if you haven't done that yet.
You can try another RGSS compatible runner (Maybe a non-Kawariki-patches build)
Alternatively, you could edit the file.
In ".../Kawariki-patches/libs/Win32API.rb" Around where it does
const_defined?(your trace says line ~372), change it to use an uppercase safe constant name.Example:
# func is something like "keybd_event"
"const_name = func.to_s.upcase" # => "KEYBD_EVENT"
Replace checks like
"const_defined?(func)"
with
"const_defined?(const_name)"
and any
const_set(func, ...)withconst_set(const_name, ...)IF that doesn't work. Uh, this is going to be ridiculous. If you install the RPG maker XP engine, and you run that through your emulator and then load the RXproj program that's in the game files and play the game within the engine. It should work. It's a pretty crazy solution to that problem but that's what i've come up with.
Good luck!
Hey Oda. I finally got a chance to try playing through the game, and I seem to have run into a pretty severe issue. I was playing through the game as normal like I had in the demo, but when I get to the part where you heal Firefly, she is completely not interactable. I have gotten the scroll from Starswirl and followed the sequence exactly like I did in the demo, but she will not respond when I try to interact with her. Not sure how to fix this or why it is broken.
Edit: on further testing, she is not interactive either before or after talking to Megan or getting the scroll from Starswirl. I also remember her moving around in the demo, which she does not do. Her sprite is still solid, but you can't talk to her at all.
Hm, that's weird. I thought I fixed this particular issue. Let me go give it a look.
All right, I figured out what went wrong. It was some priority issue with events within firefly's event pages. I fixed that now so I'll just update that (and a couple other things while I have the editor booted up again).