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Everlong v3.30 is Live

author=kalledemos
Awesome! congratulations on finishing this DJC! I will definitely be making a second post on my first impressions.


EDIT: wow, I played a couple hours and WOW, it totally feels like a new game!. the battles are faster and are now challenging from the very start; the readjusted gold gains make you plan out what you're going to buy; the new cutscenes are pretty cool, the magic stat now feels like it actually does something, hunting is now a fun alternative to buying items. All this and the other little touches like the seemingly improved attack animations have got me fanboying so hard over this new version!. I stopped at herbtown right now, and can't wait until the new items,accessories, and content/features come into play. it was always a great game, but this new version has truly cemented everlong as an absolutely must play rpgmaker game.


Glad to hear you're enjoying the updated version! The new battle speed algorithm really does make the play experience significantly more enjoyable, especially if you prefer fast paced fights. The four stats will only grow in importance later in the game, especially if you use auto-balance against bosses.

Thanks for the bug reports. You don't have to report all the spelling errors and cut off text, unless you feel the instances are especially egregious. There are innumerable of these errors, since due to time constraints I only bothered to address them if already editing the events they occurred within.

I've posted a round of fixes in the downloads section that address the bugs reported so far. Pixi's hut teleport was only active after the War of the Eclipse. Hunting gold chests were being divided twice by the new GP reduction factor. Chocobo Search had an extra blank event page inserted, probably from an errand click. The battle background in Borealis was a oversight from when I introduced the new winch puzzle and slightly altered the dungeon's design.

Everlong

I'm posting a small batch of revisions here:
https://rpgmaker.net/games/3600/downloads/8419/

This will fix Chocobo Search, Pixi's Hut teleport, Borealis Outpost battle background gravel tile, and hunting grounds money chests.

Unfortunately Windows 10 does not play nice with RPG Maker 2009. Files are not having their modification dates changed when overwritten. This will make patching difficult. I'm keeping fixes to a minimum, periodically updating this one file.

Everlong

author=whacker
I've encountered a similar memory message while saving. I've noticed the longer I play the game in one sitting the worse the game runs, especially in areas with a map visible(hunting,world map,searching for party members after crashing on the forgotten continent). After playing several hours in one go, the music cut out during a cutscene and when I had control I tried to save getting a message that there was no memory to allocate, booting me to the title screen, and deleting the save in the slot I tried to save to. Luckily, I had a backup save. I can consistently recreate the issue by playing a long while and everything is fine as long as I don't wait too long after the music stops to save and completely exit the game, before continuing. I hope this long winded explanation helps in some way.


What operating system are you using if you've experienced these crash bugs? Is a specific file mentioned during the crash, or just a memory allocation error message? Let me know if running any compatibility options as suggested by kalledemos helps.

In the 84+ hours I test played on Windows 7, I only had two crashes I couldn't account for, both by specific DynRPG plugins. It's possible there's a memory leak in one of these plugins, but that would be up to individual authors to investigate.

I know there's a parsing mistake in the MessageExtender.dll PepsiOtaku created for me, but that will cause a script error, not a crash on save.

Everlong

author=ryan7251
Umm does anyone know if there is a way to turn off the little gauges over enemy heads? I mean it's not game breaking but still not a fan of them :)


Yes, these bars can be turned off, though not from within the game. I requested that feature from the plugin author, but to my knowledge there is no updated release.

Go to your Everlong folder. Locate the file "DynRPG.ini" and open it with notepad. Scroll down to the third section labeled "CortiMonsterHud" and CHANGE the following three lines as follows:

ShowLife=1 -> ShowLife=0
ShowMana=1 -> ShowMana=0
ShowAtb=1 -> ShowAtb=0

Setting these values to zero and saving the file should make the bars disappear from battle.

Everlong

author=kalledemos
Hmm... did I go back in time? Because it appears that the game site is back up.


The host restored it. I locked the forums and may curate the site rather than permanently remove it. For now, RPGmaker.net is the official host that I'll be checking and updating information on.

Everlong

author=ryan7251
....man i can't wait for this update i really liked the game but the scaling bugged me namely how enemies would not be encountered locking your level at areas (I know i said this before but i just wanted you to know I'm still watching this game and am super happy to see you are still working on it)
I know it maybe a long time till the update is out but boy oh boy will i be a happy camper when it does come out :)


Shouldn't be too much longer. As today is the end of June, I'm obviously going to miss my goal of completing my test play this month, but I'm close to 3/4 done.

Players will have the ability to turn off all scaling, use the auto balance feature, or adjust enemy difficulty themselves.

With the rebirth system, hitting maximum level no longer matters, so even the default scaling allows plenty of powering up before reducing EXP and encounter rates.

Everlong

author=kalledemos
It seems you're gonna release the new version a little later than may huh? :(


Unfortunately yes. It's been difficult to find play testing time. I will eventually make my way through the game.

While players are waiting, I'd suggest having fun with another old school RM2K3 game that received a fantastic update and was just released: Ara Fell by Badluck

Play Testing

author=kalledemos
So, how is testing going? you didn't find any big bugs didya?


Still testing. No significant issues. I'm just having difficulty finding time to play. I do need to test before releasing, however, as I already encountered and fixed several small bugs that prevented plot scenes from progressing.

I'm also increasing the default encounter rates and lowering experience earned per battle, generating more random monster fights.

Another idea that occurred to me and that I've already implemented was an experience to next level count. I integrated it into the hero info display, toggled with a single key press.

Monster Scaling

author=kalledemos
wow, you added in the boss rush loof123 suggested? that's kinda incredible! The monster scaling was a nice surprise too; I thought I remember you saying that feature was cut. At any rate DJC, It's definitely interesting to keep up with the prolific development of your amazing game.


I had planned a similar idea to a Boss Rush, but was going to cut it due to time constraints. I threw this together rather quickly, but wanted to do more. There was going to be an endless battle arena mode too, where players survived as long as they could, receiving handicaps after every battle.

I was going to cut the monster scaling because I couldn't realistically implement the automatic mode satisfactorily, but I decided on the current compromise since players often find the game too easy or too hard. Now they'll have the power to adjust the difficulty to a level they find fun.

Dreaming Forest Dungeon & More

author=kalledemos
That custom stat screen is AMAZING!! so that's what broken rm2k3 limits look like in action huh? It's also pretty great to see the enemies' hp/mp/atb status in battle.

Moogle Manor? Is that a new place or am I forgetting something (again)?

And whole new dungeon?! in a week?! with all this other stuff done as well? you're on fire DJC!


Thanks to Corti for the monster HUDs showing HP/AP/ATB. He also improved his ATB plugin upon request, and that's what I'm currently using to accelerate battle speed.

I made the custom hero info screen specifically because of the stat limit breaks caused the normal menus to only display current HP and AP. This made it difficult to know if healing was required or how much was gained per level. It also makes it easier to see how the entire party fares and is equipped in a single button press and glance, including if spare skill shards are available to be spent.

Moogle Manor is in the mines of Occultus Gaza, where you can get the Moogle Suit from Mog. It's basically a FF6 Easter Egg. There's a ton of beds in there too, now providing a free rest in the middle of the dungeon.

The Dreaming Forest dungeon was cut from the initial release over a decade ago. I already had the tileset from the town mostly ready to go, though the overlapping bridges required some tweaks. It's also a shorter dungeon with less maps, but causes the player to criss-cross repeatedly to obtain all treasures. I did get carried away with the dinosaur monsters since it's something I'd really wanted to do for awhile. There's 12 new monsters arranged in 40+ battles. Most of them have numerous special attacks and sophisticated, patterned behavior. Otherwise it would have taken less time.