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Maker Score not updating

author=Liberty
It usually updates at midnight iirc, and as long as each thing has been accepted to the site.

It used to change the very next day, but it hasn't been updating for weeks now.

Well, there's monthly statistics published by Kentona, so let's compare the Makerscore values at the start of February and at the start of March of the most prolific member:

February:

author=kentona
16 TheRpgmakerAddict: 12342

March:

author=kentona
16 TheRpgmakerAddict: 12392

He submits multiple reviews every week, so I doubt that he only got 50 makerscore in a month and a week, which is equivalent to 1 review. I checked the review list and he submitted almost 20 reviews ever since the start of February statistics were published, yet he only got 50 Makerscore between 2nd of February and 8th of March, despite the fact that all of the reviews were accepted.

Hell, TheRpgmakerAddict got another 4 reviews accepted yesterday and yet his Makerscore is still the same, 12392.

Not to mention my own experience, my Makerscore didn't change by a single point for weeks, despite getting multiple submissions accepted.

I also updated the rating in one of my reviews a few weeks ago, on a game where I was the only one who reviewed it and the game still has the old rating despite the fact that the review rating has changed. That wasn't the case before.

So, there's definitely something weird going on.

author=Sooz
Have you considered you might just be dead?

No, but the site might be. :D

Maker Score not updating

I've noticed that my Makerscore didn't change for a long time, despite submitting several reviews, games, blog posts etc. to the site in that time. And I have a feeling that I'm not the only one, since others also seem to be stuck on the same value for some time, atleast the few people where I've noticed it. Is there some kind of bug?

Seasons of RMN IV

Glad to see you made it, Irog!

Seasons of RMN IV

Liberty said 24th on Discord, so I guess that's the real ending date.

Amarok's Howl Review

author=TheRpgmakerAddict
author=Beregon
author=TheRpgmakerAddict
author=Beregon
author=TheRpgmakerAddict
author=Beregon
You don't get a game over right after running out of Endurance, first, you get a Frostbite status and your Endurance is reset to full. If you run out of Endurance with Frostbite on, you get a game over. Frostbite can be removed by healing at the doctor's office or after walking like 1000 steps. Thought this was a better way to handle it than a straight up game over.

Tbh, you shouldn't ever run out of Endurance unless you try to, since the vast majority of the buildings have multiple entrances from multiple sides and you can always go through buildings to recharge Endurance.
Uh ok, anyway I always play safe, going to heal after each expedition (visiting each building I mean). So ok not too terrible anyway nice addition and feature!

author=Beregon
Regarding the ending:
The scenes after the credits were the last thing I made and they were entirely unplanned. I added them in a spur-of-the-moment decision, since I thought it would give the game more closure.

Which part do you find odd btw, what Amarok did at that lake?


exactly
since it turns out that despite the apparent outcome... he is dead anyway!
Well:
The ending is a loose adaptation of one legend about Amarok. In it, a grieving widower hunts the Amarok and in the end, he tries to hide from the Amarok in a cave, but Amarok drags his soul out of a nearby puddle of water (maybe because the underworld in this mythology is supposed to be located underwater?), resulting in his death. Because no one can hide from the Amarok. In another version, he simply attacks him as a normal wolf would, but instead of causing any visible injuries, he rips his soul out of his body. That's what Amarok does. That's why there were no claw marks on the Groundskeeper in the Tunnels area.
Oh, ok, I got it, but since there is no visible attack or other active action this was not clear... now I understand the parallel with the groundskeeper
Yeah, I knew there was probably gonna be some confusion, that's what I get for using pictures for Amarok :D When he starts dragging his soul from the lake, I added a Bite sound to indicate it and at the end, I added that animation that plays out when he either hunts you and you run out of time or when you run into a keelut during the last part. This was my attempt to make the story even more fitting with the event theme, since I wasn't sure if my previous attempts were enough. Did you find the ending fitting or would you think another one would be better?
Nah it's ok and fitting, hey maybe it's me! On the other hand if you see my review of Reliquia - the prototype(another short game for a jam with three endings) I had a hard time figuring that endings there too! Lol! Maybe I prefer longer (
not that this is short just I think it needed more emphasis on that action
) and more clear endings since it's not the first time I did not get it! =D


That's fine, it's admittedly a pretty silly game and ending, especially since I was limited to base assets :D

Amarok's Howl Review

author=TheRpgmakerAddict
author=Beregon
author=TheRpgmakerAddict
author=Beregon
You don't get a game over right after running out of Endurance, first, you get a Frostbite status and your Endurance is reset to full. If you run out of Endurance with Frostbite on, you get a game over. Frostbite can be removed by healing at the doctor's office or after walking like 1000 steps. Thought this was a better way to handle it than a straight up game over.

Tbh, you shouldn't ever run out of Endurance unless you try to, since the vast majority of the buildings have multiple entrances from multiple sides and you can always go through buildings to recharge Endurance.
Uh ok, anyway I always play safe, going to heal after each expedition (visiting each building I mean). So ok not too terrible anyway nice addition and feature!

author=Beregon
Regarding the ending:
The scenes after the credits were the last thing I made and they were entirely unplanned. I added them in a spur-of-the-moment decision, since I thought it would give the game more closure.

Which part do you find odd btw, what Amarok did at that lake?


exactly
since it turns out that despite the apparent outcome... he is dead anyway!
Well:
The ending is a loose adaptation of one legend about Amarok. In it, a grieving widower hunts the Amarok and in the end, he tries to hide from the Amarok in a cave, but Amarok drags his soul out of a nearby puddle of water (maybe because the underworld in this mythology is supposed to be located underwater?), resulting in his death. Because no one can hide from the Amarok. In another version, he simply attacks him as a normal wolf would, but instead of causing any visible injuries, he rips his soul out of his body. That's what Amarok does. That's why there were no claw marks on the Groundskeeper in the Tunnels area.
Oh, ok, I got it, but since there is no visible attack or other active action this was not clear... now I understand the parallel with the groundskeeper


Yeah, I knew there was probably gonna be some confusion, that's what I get for using pictures for Amarok :D When he starts dragging his soul from the lake, I added a Bite sound to indicate it and at the end, I added that animation that plays out when he either hunts you and you run out of time or when you run into a keelut during the last part. This was my attempt to make the story even more fitting with the event theme, since I wasn't sure if my previous attempts were enough. Did you find the ending fitting or would you think another one would be better?

Amarok's Howl Review

author=TheRpgmakerAddict
author=Beregon
You don't get a game over right after running out of Endurance, first, you get a Frostbite status and your Endurance is reset to full. If you run out of Endurance with Frostbite on, you get a game over. Frostbite can be removed by healing at the doctor's office or after walking like 1000 steps. Thought this was a better way to handle it than a straight up game over.

Tbh, you shouldn't ever run out of Endurance unless you try to, since the vast majority of the buildings have multiple entrances from multiple sides and you can always go through buildings to recharge Endurance.
Uh ok, anyway I always play safe, going to heal after each expedition (visiting each building I mean). So ok not too terrible anyway nice addition and feature!

author=Beregon
Regarding the ending:
The scenes after the credits were the last thing I made and they were entirely unplanned. I added them in a spur-of-the-moment decision, since I thought it would give the game more closure.

Which part do you find odd btw, what Amarok did at that lake?

exactly
since it turns out that despite the apparent outcome... he is dead anyway!

Well:
The ending is a loose adaptation of one legend about Amarok. In it, a grieving widower hunts the Amarok and in the end, he tries to hide from the Amarok in a cave, but Amarok drags his soul out of a nearby puddle of water (maybe because the underworld in this mythology is supposed to be located underwater?), resulting in his death. Because no one can hide from the Amarok. In another version, he simply attacks him as a normal wolf would, but instead of causing any visible injuries, he rips his soul out of his body. That's what Amarok does. That's why there were no claw marks on the Groundskeeper in the Tunnels area.

Amarok's Howl Review

author=TheRpgmakerAddict
Well on my part I admit I am totally inept when I play stealth games (uhm a game with the initials K.F. comes to mind... but it's also true I played medium difficulty, not easy!) so this may be my problem, anyway despite the lenght of the introduction, I liked a lot the Sedna myth!

I guess the game was also perfectioned so it was not that bad, the ending part was also a bit easy (maybe because at the time I already knew the layout of the campus), but it's pretty good for a short event game. Even if the very ending is a it odd, but hey, it's a nice story!

No I never ran out of endurance since I feared a game over! :D I play safe in horror games.


You don't get a game over right after running out of Endurance, first, you get a Frostbite status and your Endurance is reset to full. If you run out of Endurance with Frostbite on, you get a game over. Frostbite can be removed by healing at the doctor's office or after walking like 1000 steps. Thought this was a better way to handle it than a straight up game over.

Tbh, you shouldn't ever run out of Endurance unless you try to, since the vast majority of the buildings have multiple entrances from multiple sides and you can always go through buildings to recharge Endurance.

Regarding the ending:
The scenes after the credits were the last thing I made and they were entirely unplanned. I added them in a spur-of-the-moment decision, since I thought it would give the game more closure.

Which part do you find odd btw, what Amarok did at that lake?

Amarok's Howl Review

Double post.

Amarok's Howl Review

Thanks for the review! That first screenshot :D This was the second game I ever made and I hated how a lot of things ended up in the final version.

For example the overlong opening, originally, it was supposed to be much better paced and you were supposed to be able to walk around in the day to get familiar with the layout of the campus, but implementing those roaming monsters and related mechanics took much longer than I thought. So I had like a day left and thus chose to make two long cutscenes, since it was the easiest and quickest path to implement the theme of the event (which was a game that's cute and/or wholesome at first that eventually turns out to be horrifying, hence the pretty cheesy Christmas party scene.

There was also the difficulty, it's pretty hard to playtest your games on your own when you know everything there's in the game and all the tricks around the AI. The first version was tailored around me, meaning there was little tolerance for mistakes. I knew it wasn't going to be perfectly balanced, that's why I added the autosaves and allowed you to save anywhere, to reduce the player's frustration. I toned down the difficulty a few times and also implemented 3 separate difficulties, so that the Hard difficulty can be somewhat close to the original one for those that want a challange.

I think another issue with this was that there wasn't a good tutorial. You were supposed to learn the basic mechanics organically during the daytime portion of the game, but I ran out of time and as such just made an ingame book with instructions as a shortcut.

I made a lot of mistakes with this game, but it was still a great learning experience and I don't regret making it. Plus, the reaction Liberty and the rest of the stream had to that bizzare Sedna myth was priceless :D

I think version 1.4 is alright atleast. It still has some significant flaws, but there's some enjoyment to be had.

Regarding some of your comments... the mirrors are from the SF part of the RTP, but yeah, they don't really fit with the style of the university building. The maps ended up being more functional than pretty, but I tried to give the building a somewhat realistic layout, so that the player doesn't get lost easily and things make some sort of sense. Hopefully I was successful in that regard.

As for Alistair not being a combatant, well, the way I implemented it was that combat was automatic and based on random chance. When you get caught by an adlet, there's either a claw animation or a hit animation followed by running sounds. The second one was supposed to symbolize that Alistair managed to stun the monster before it could attack him and get away safely. Also, no matter the outcome, there's a hit animation being played on the monster when you return to the map, meaning that he managed to stun it (that's why you are able to continue running and why they stop for 3 seconds after catching you). It would be better if they had the downed sprite when that happened, but oh well.

Also, when playing, did you ever run out of Endurance for being too long on the outside Campus map?