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About

Bhavacakra Maco starts 20 years prior to original Bhavacakra.
The game revolves around Maco, Jack, and Leona, all of whom you've met previously in original Bhavacakra.

Maco is a pretender to the title of Loche chieftain, a position that is officially recognized by Etonian royals. Not wanting to contest the title with her elder brother who is 11 years senior, she eventually chooses to leave Loche behind.

In order to make a living, she joins Jack and Leona's guild.
And thus her adventure begins.

Walk-through

Features

  • 720p game resolution


  • Guild life: Choose which missions to take on. Also choose which members to take along. Get to know them and develop them. 20+ guild members to choose from.


  • A very large world: 5 nations with their own unique tilesets.


  • Semi-open play: You don't have to follow the main plot once you go through early stage of the game.


  • Complex armor system: Don't expect an easy ride once you acquire good armors because all armors have a weakness.

Latest Blog

Version 1.1.0

There have been enough updates since 1.0.0 that I’ve promoted the version to 1.1.0.
This patch focuses mainly on opening up the city Baldar.


What has been added:

1. A side quest “A needle in haystack” added.

2. The city, Baldar, has been worked on. More places are often and more NPCs. There is also a mention of the Skeleton bandits which is one of major side quest arcs from Baldar.
More importantly, two important NPCs were added to the temple of Death, Ixar and Ekora. Ixar is the priest of Death. Ekora is the high scribe.

3. A side quest “Skeleton bandits” can start. This won’t be finished for a while.
  • Completed
  • sura_tc
  • WOLF RPG Editor
  • Adventure RPG
  • 05/30/2017 04:43 AM
  • 03/24/2021 12:15 AM
  • 09/25/2020
  • 82197
  • 8
  • 290

Posts

Pages: 1
You need to reconfigure your tilesets.
You can do quarter-tile setup for passable on some of your tiles. That way the character can be closer to objects and not have a major "invisible wall" look.

You can also give your tiles a Matches Lower Layer property, so you can put flowers in front of a building without altering the building's passable properties.

You might need to adjust your Basic Game Settings.
When you are running your game in Windowed mode, everything looks okay. But because you are using 1280x720 (which is rather big for a window), people like me are more likely to set the Config for Full Screen.
When your game is running in Full Screen, the images on screen look rough and your fonts appear jagged.
I suggest changing your Picture Scale Method.

Change your Picture Scale Method to "Smooth and Fuzzy". It will do anti-aliasing for everything on screen. It will fix your jagged font problem, but you will need to test to see how it treated your other images (From moving characters, tiles, and message images).
And I would also work on your "room" sizes (namely the "shop"), because a lot of the rooms appear big and bare. I would add more decor and NPCs. And if not, I would make the "rooms" smaller.
Coming from a gamer and game-designer perspective, I suggest you try doing all the above if you can.
Like I said earlier, your game does show promise.
As for the shop being rather empty, it is by design. The starting village is a desolate place. Once a thriving town has become quite empty in current generation.
Additionally, game being in 720p means I want places to be larger for more leg room. I do understand where you are coming from but I personally don't like messy set up seen from JRPGs.

The tileset issues are being looked at. Thanks for pointing them out. MV didn't have those quarter tile setups and didn't think Wolf did. Though now I notice the small text explaining that on tileset window.

Adding NPC is easier to be said than done in my case as I am re-rendering every NPC I had for MV. I think a single 8 direction sprite takes 30 ~ 45 minutes to get it done and I work on the game for only 2 ~ 3 hours a day after work.
I should be adding back 2 or 3 new NPCs every patch. I do re-use some of them not can't repeatedly re-use them in every town.
Mind you that I am porting 2 years-of-work into Wolf. I've a little too much stuff to convert at the moment.

But the starting village is more or less done NPC number wise. It's really a small village.

author=Widderune
You need to reconfigure your tilesets.
You can do quarter-tile setup for passable on some of your tiles.....
Did you test the "Smooth and Fuzzy" setting that I mentioned?
author=Widderune
Did you test the "Smooth and Fuzzy" setting that I mentioned?


I have. I think it upscales the graphics better (as in smoother). I don't see any harm using it, so I will use it.
Good. Like I said 1280x720 is big for Windowed mode, so others (like me) would set Config to Full Screen.
Did you test it in Full Screen?
You better try it, just to be sure.
author=Widderune
Good. Like I said 1280x720 is big for Windowed mode, so others (like me) would set Config to Full Screen.
Did you test it in Full Screen?
You better try it, just to be sure.

I have to get back home to fully test it. On my laptop the difference is hard to tell. It's FDH 14 inch where everything looks rather tiny.

I'v never thought 1280 by 720 is big since I've had a FHD monitor for well over a decade and I've always felt default MV screen was tiny and hurt my eyes.

Can't even bare playing XP games on 24 inch FHD screen nowadays.
The RPG Makers tend to have smaller resolutions.
RPG Maker MV's screen resolution is 816x624.
I believe all the RPG Maker resolutions are fixed to one size.
author=Widderune
The RPG Makers tend to have smaller resolutions.
RPG Maker MV's screen resolution is 816x624.
I believe all the RPG Maker resolutions are fixed to one size.

Just tested on my main monitor.

Smooth & fuzzy mode is clearly better when scaled up.

And those tileset issues are fixed internally. Won't show up as fixed until 0.0.3 arrives.
Attention! :
Fixed "Save/Load Game" glitch
of the "(Blank Data With Base System)" Data folder.

Check your "Save/Load Game" function.
If it is not working and you see the "green ribbon" error message, it's the glitch.
I only found this glitch when I was designing my own game.
It is only with the above mentioned folder, not anything else.

If anyone who is using the OLD Base System (before the fix),
please save & export your work and then slowly load & import it into the FIXED Base System.

I am sorry for the mess, but it cannot be overlooked.
Thank you.
There was an error discovered and reported to me by user Reptile https://twitter.com/Reptile94089979
After losing a battle, the player's characters were still in the 0 HP & Fainted state within the game menu.



To fix the problem (unless I forgot), all you need to do is go to Common Event 75, Line 210.



It should be a "Load DB" command for the User Database.
Change the entries for Type 17: Data 0: Field 21.
If done correctly, there should be a "FaintMembers After Battle" within the entry.
Thank you for your patience.
I did a small update to "Editor.exe" of WRPGE English 2.24Z
The Editor's command codes will appear slightly different, but it will help you see the order of commands on screen.
The "|" help you see the different levels of coding.
(No updates to the "Extras" folder yet. Sorry.)
https://twitter.com/Widderune/status/1285728712277860355
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