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Everlong
author=ivoryjones
Hey DJC! I've just started replaying Everlong and was wondering if there's a patch for this bug I've encountered. My team met up with Sammy's team on the airship and about to fight the arms-thing Azrael summoned - then the screen just stays like that. No choice, no battle.
The battlescreen gets stuck and the messagebox where you're supposed to choose attack/def/etc is gone.
I mean I guess I could skip this battle but it'd be annoying. Was there a patch for this already? Thanks!
I just did a quick test of this event sequence and couldn't reproduce the bug you described. The battle initiated and was playable. I don't see anything wrong with the event or battle code either.
If you haven't updated to the latest version, I would definitely suggest applying the patch in the downloads section and see if that fixes the issue. If it does not, I might need you to share your save file for further testing.
Everlong
author=musicaddiction2
Hey! Any luck knowing if your new patch is broken? I m super curious lol
No bug reports for the currently available patch. I'm assuming there's no significant issues, but it's also possible there's a lack of new players testing.
If you're referring to any new work, I unfortunately haven't touched the project or RPG Maker in awhile.
Everlong
author=TheWillOfEvil
Before anything, let me say that I LOVE this game. Recently started to re-play it after years, and this... This is just astounding.
One thing, though. I had been playing it in version 3.31, and now I want to update it to 3.32 and then apply the patch. Is there a way to keep the save files? If so, how?
Thanks for the great game.
Thanks for the kind words!
I always recommend updating to the latest version, which is actually 3.34 in the downloads section. Players will always encounter the fewest bugs and get the most features with the current version.
If you started playing a significantly older version, you can try to continue using the same save files (save01.lsd in your main Everlong folder), it's quite possible quests will break or you will have the wrong items in your inventory. If you were playing v3.31, that version is years old, and those save files probably won't work well if at all with the current version.
Everlong
author=matskiauthor=matskiI recently came across another game where I am having the same bug issues as I had with this game. The game is called Laxius Power which was made on RPG maker 2000. (If anyone knows who I can contact for laxius power, please let me know) I suspect that this bug has to do with encounterment counters as both of the games "counts" how many times you encountered a battle. Also, both game keeps track of other game statistics. I hope this helps trying to solve this bug if you are still interested.
OH no! Look what bug is back! BG music stopped playing, then this:The good news is because of the auto save, I closed out the game and re-opened it, the game continued working with background music again.
I think the crash is a bug with the Harmony.dll for audio processing, specifically certain midis that have controller changes. I remember the original Laxius Power games, French author if I recall, released around the same time as early versions of Everlong. If the game employs midi tracks, that would be my guess as to the crash source.
Every rm2k+3 project internally counts certain statistics like encounters, so I'm doubting that's the issue here.
I have absolutely no idea how to contact the Laxius Power author, or if he's still making games, though that'd be really cool if he is still active.
Everlong
author=Varn
EDIT: For what it's worth, I think a puzzle in the Tomb of Khaer Magus may be broken? The one where you're supposed to assemble 5 white blocks to make a bridge, moving on horizontal and vertical lines, and there are also spikes and crystals. The upper-left block doesn't respond to any of the movers. Either it's broken, or I *really* don't understand the puzzle.
Sorry for taking so long to respond to this comment! Since it was an edit, it doesn't register as a new post under my account's notices when I check.
I think I've run into this error myself. Best guess is the game engine input handler and map event processor is just bugging out. If you leave the room, save, restart your computer and relaunch the game, then the puzzle controls should respond again.
I've even experienced all input controls becoming unresponsive during play. No hero movement, no menu access, nothing. Fairly annoying, but a reload always corrects the issue.
Everlong Review
Thank you for the excellent review! This is actually really great, because it's concise but detailed enough to give players a good idea about what type of game Everlong is, and the flaws and shortcomings that will have to be tolerated to enjoy it.
I absolutely agree the story is generic fantasy, and the game heavily utilizes typical JRPG design and tropes to chase the nostalgia of the SNES era. I'd say there's an overabundance of items and monsters, which has made rebalancing rather difficult, though tinkering with dynRPG has opened up some new possibilities. Many maps are downright embarrassing in their primitive design. To be fair, this project began with RPG Maker 2000, and parallax mapping wasn't much of a thing back then. Making the game more player friendly has always been a prominent goal, and I've had some great suggestions over the years that I implemented, such as Story Mode. I'm always open to new ideas on how to improve Everlong and make it more fun to play!
I absolutely agree the story is generic fantasy, and the game heavily utilizes typical JRPG design and tropes to chase the nostalgia of the SNES era. I'd say there's an overabundance of items and monsters, which has made rebalancing rather difficult, though tinkering with dynRPG has opened up some new possibilities. Many maps are downright embarrassing in their primitive design. To be fair, this project began with RPG Maker 2000, and parallax mapping wasn't much of a thing back then. Making the game more player friendly has always been a prominent goal, and I've had some great suggestions over the years that I implemented, such as Story Mode. I'm always open to new ideas on how to improve Everlong and make it more fun to play!
Everlong
author=Varn
There's something very wrong with the Expirius battle in Atlantis.
Every time I reduce him to 0 HP, he instantly revives with 1HP.
It doesn't seem to matter how fast or how slow I beat him. I tried refraining from using Keen's throwing weapons (which seem to mess with death scripts); tried setting the scaling so I kill him on the first attack; tried with different party members; tried not buffing myself or debuffing him; tried allowing myself to lose; tried sitting there defending for 15 minutes; tried going back to see if the legendary equipment was ready in case it was somehow needed.
Absolutely nothing worked - he just keeps instantly reviving with 1HP.
Any ideas?
Thanks for finding and reporting this bug! There was a missing event call in the Atlantis Expirius battle. What's supposed to happen for all bosses with a special death animation is they automatically revive with 1 HP to prevent the battle from immediately ending, then trigger the defeat sequence. This partly an oversight on my part, but I think it's also the result of removing a plugin that automatically triggered the necessary switch after every battle turn, but stopped working for unknown reasons.
To remedy the situation for you, I've placed an updated patch on the downloads page. All players can get it here.
Thanks again so much for letting me know about this issue, and I apologize for the frustration at a climactic battle in the story. I'm glad there's still players checking the current version out and helping to eliminate bad errors like this.
I had not touched the Everlong project for awhile until today, despite some previous plans and substantial tinkering with plugins, but now I'm feeling a little motivated if there's still player interest.
Everlong
Everlong was completed over a decade and a half ago, but like a zombie dinosaur that should be long dead, I keep releasing updates and giving the game another desperate breath of life.
To the above posts concerning music volume, I tried with the recent patch v3.34B to give players control over this, but the DynRPG implementations I attempted just didn't work. Even the nuclear option of turning off music and sound effects every frame failed and caused massive lag. Unless I'm missing something obvious that another programmer familiar with DynRPG can point out, volume controls aren't happening.
To the above posts concerning music volume, I tried with the recent patch v3.34B to give players control over this, but the DynRPG implementations I attempted just didn't work. Even the nuclear option of turning off music and sound effects every frame failed and caused massive lag. Unless I'm missing something obvious that another programmer familiar with DynRPG can point out, volume controls aren't happening.
Shop_Compare.png
author=kaine87author=DJCI was just about to suggest you use system graphics, and reposition the data displayed in general, to better manage the screen space.
I should probably do what I did with the minimap, and just make all the info background transparencies controlled by the player using the + and - keys so they can adjust it to whatever is easiest for them to view.
Actually I wanted to use the system graphics to draw custom windows, but that would take significantly more time to figure out with DynRPG. This was the quick and dirty proof of concept.
I almost forgot, instead of the 1 key, wouldn't it be more intuitive to use the I (info) or H (help) key?
For shops, I used the keys 1-4 so players could compare the selected item to the equipped item of each hero in the party. It's a press and hold response, so the player can instantly switch. It is pretty ugly (like most of this game), but I haven't invested the time in figuring out drawing system graphics yet instead of simple transparency backgrounds. I'd bet I'd have to write a bunch of my own utility functions since I don't know how well creating window instances is going to work with DynRPG. You can't grab their text once drawn, only limited info like array selection slot.
Input handling in DynRPG is also easier for the default keys. There might be a way to use a keyboard key of your choosing, but I haven't researched that.
These are the default keys easiest to access in DynRPG with RPG::input
http://www.rewking.com/dynrpg/namespace_r_p_g.html#a7053ce23d03f84eeffeb9d1d4149c4e7
Shop_Compare.png
author=McBick
This is really hard on the eyes. I suggest removing the transparent background.
I should probably do what I did with the minimap, and just make all the info background transparencies controlled by the player using the + and - keys so they can adjust it to whatever is easiest for them to view.
Actually I wanted to use the system graphics to draw custom windows, but that would take significantly more time to figure out with DynRPG. This was the quick and dirty proof of concept.














