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Everlong

author=Punk_Kricket
It's quite impressive the amount of customization and options you've put into this - it's nice to tailor the look and functionality of my experience with the game. Too, I'm really enjoying the mapping so far - spaces aren't immense but they aren't too confined either.


Many features were added slowly over the years per player request, with the switch between engines, and the introduction of community patches and plugins. My philosophy is to allow users to play the game however it's most fun for them at the time. Gaming should never be a frustrating or tedious experience.

The maps literally evolve in sophistication and design as you play. Back in 2000 I was still learning how to use RPG Maker, gradually becoming more experienced and introducing planning into the process. This is particularly evident for the bonus dungeons, but much of the environments were built organically. The towns are rather shabby, though, often constructed without much thought, especially generic villagers. Still, I tried to populate them with sidequests that open up in the late game when you get vehicles (ship and airship).

Everlong

author=Punk_Kricket
I have to say that for such a small download size, this game is huge. I've put off other games because I want to play-through this and give it a review...but that's a daunting task in itself.


The download size was originally small because the first release was back in 2004 before high speed internet connections were ubiquitous and decent free hosting existed. I've opted to keep the size down since this host, rpgmaker.net, is a non-profit that needs to keep server bandwidth costs low.

Everlong has the same amount of content I would expect of a complete commercial RPG in terms of hours to complete. Hopefully you enjoy the entire game!

I would absolutely appreciate a review, even if it's short and can't cover everything you'd like to say or address. The more reviews the better, especially since there's currently so few. I don't know if prospective players can get a good feel for what to expect from reading the reviews that currently exist.

Everlong

author=Pechin
When the game crashed (and still crashes sometimes lol, sorry) it says something like Plugin DynBattle(lots of numbers) stopped working or something like that. It always happens during battle though, maybe certain combination of spells+status triggers the crash. Autosave is a huge lifesaver.

Is 3.33 the final update for Everlong or are you planning to put something else ? (besides bugfixes) Or maybe even let someone else do some work on the game for you.

Also, if you are making any other games atm please let me know.


Sorry the crashes continue, I know that's a frustrating experience. Could you take a screenshot or type out the full error message next time it occurs? There is no "DynBattle" plugin, but there is "DynBattleChoices", "DynBattleDisplay", and "DynBattlerChange" plugins. None of those were written by me. I'd have to try contacting the author if there's any chance the bug could be troubleshooted. Until then I'm including a warning about crashes on the patch download page.

Are any other players encountering this crash during play? How frequently does it occur, and under what circumstances?

I'm currently only addressing critical bug fixes. No more updates are planned, but I've said that before and changed my mind. I'm tired of spending time on the project after almost two decades. The engine is ancient, and using DynRPG plugins to address old issues creates new problems, as you've experienced. The game's popular days are also long past. I would prefer to be the only developer, and cannot imagine anybody else taking over and understanding how the project was put together.

I was working on a potential RMMV project, but haven't updated the design document in awhile. I've lost interest and don't have enough time to dedicate to such a major undertaking. I also don't believe the interest or market exists for such a game. There's too much competition and it's extremely difficult to differentiate RPG Maker games these days, especially graphically.

Everlong

author=Pechin
Well that happened to me a few times during the first part of the game, after meeting Meredith, Logan etc it stopped.
Have you ever considered adding better portraits for the main characters ? They are waaay to pixelated. I loved how the witch in that tower deep in the forest had various face expressions while talking (and also the voice lines during her attacks). Or was it to much work to put a different portrait each time another line of text appeared? IMO the best portraits/faces are from Keen and Brad/Altair


I can't think of a reasonable explanation for those crashes since it was only for a specific condition and isn't happening consistently. There's not much I can do to address it, but you're no longer experiencing issues and hopefully will continue playing to the end without incident.

The portraits along with most graphical assets are horribly pixelated because of the internal resolution of graphics files, which I can do nothing to change. Some battle backgrounds, like Tyr-Anon Castle interior, look particularly horrific. If you shrink the game display down to the original resolution then everything looks fine, but on a modern display the window will only be a tiny square.

There used to be more facial animation portraits until I switched to the current graphics over a decade ago. Too much dialog exists to add them now, but I agree the emotions add character to the conversations.

The boss in the Void at the Temple of Aurora also has some voiced taunts like the witch Veneficus. Several mini-bosses have custom roars at the beginning of battle, but again too much time would be required to source sound effects and get voice actors for all 500 monsters.

Everlong

author=Pechin
author=DJC
Sorry, this bug is totally my fault. I knew I should have tested the short story sequence in the Herbtown pub after altering the map to catch errors like this.

I've updated the patch file with a fix. Download a fresh copy and install it by overwriting all the old files. The pub map should now have extra space below the table and chairs, preventing the hero from becoming stuck in the wall.

Let me know if you find any others during your play through. It's good to know somebody is trying the new version so I can be confident in the beta patch before updating the main install package.
No major bug after this one, although sometimes when many or all of the party members become BURN the game sometimes crashes.
Also did you remake the first few segments of the game to make them more interesting ? I've already reached Dragon Drakkalfar (I switched to version 3.32 to fix the Herbtown bug and then continued the rest of the playthrough in 3.33) and dont seem to find new "reworked" areas. Though I do find some dialogues here and there that have been tweeked for the better.


I've never experienced crashing due to the same condition on multiple or all allies, but there are some new plugins specific to the current version that could inadvertently be responsible. Only the "Burn" condition has caused this behavior?

If you haven't played Everlong in many years, you'll find dialog and story changes throughout the plot, but the largest revisions take place from the start until reaching Eridwell's Refuge, which you are now well beyond Many more changes and additions were intended, but I ran out of time and motivation to continue making alterations.

Everlong

author=Pechin
Hey DJC, again thank you for putting such effort to this magnificent old game. I last played it around 2010 so after all these updates I definitely wanted to give it another run. But I encountered a game breaking bug right after I get to Herbtown inside a cart. When I go to talk to this guy at the pub to progress the mission, right after the dialogue finishes, my character goes one step back and gets stuck in the wall and cannot move...

Is there any chance you could give me a solution or provide me a save file of that moment in the storyline ? I run Win 7 with fx-8350 r9 270x just in case...

Here is a pic of where I'm stuck
https://imgur.com/a/1wtZv7t

EDIT: I'm also running the last version of the game 3.33


Sorry, this bug is totally my fault. I knew I should have tested the short story sequence in the Herbtown pub after altering the map to catch errors like this.

I've updated the patch file with a fix. Download a fresh copy and install it by overwriting all the old files. The pub map should now have extra space below the table and chairs, preventing the hero from becoming stuck in the wall.

Let me know if you find any others during your play through. It's good to know somebody is trying the new version so I can be confident in the beta patch before updating the main install package.

Everlong

author=matski
I wonder what the cap is? The game that I was playing capped damage was 9,999,999. It's too bad that the healing cap is 9999 unless you find your way around it.


9,999 is the base healing cap, but I did circumvent that with an extra enchantment effect on spells that immediately ends before the next turn, healing for a percentage of maximum HP, but it's clunky. To my knowledge there's no hack for the healing cap, it may not be so simple as changing a single memory address depending on the engine implementation, now lost with the source code.

9,999,999 should be the highest cap used given variable and display limitations. I had issues with calculations trying to balance bosses to max HP beyond 2^21, so I know there's a hard limit.

Everlong

@Dennis
Make sure you do a fresh reinstall of the game (no patch needed) and only copy and paste your previous save files. I've used both Windows 7 and 10 over the last decade to edit and test the game. Try checking options in the "Compatibility" tab of the "Properties" section for the RPG_RT.exe file, accessed by the right-click menu. If Windows Firewall is an issue, it will normally display a pop-up message asking permission, or at least a warning.

@matski
I intentionally capped the damage at 99,999 with the following line in DynRPG.ini:
DmgCapper(max)=446E3C,9F860100
This guarantees certain scripts will execute during battle before the fight ends. Otherwise, bosses could be defeated in a single attack, and code that needs to run will be bypassed. You can change the last value to increase the cap, but the game may malfunction.

@rebel1223
There is a way to view skill descriptions before you activate them in the Skill Shard System! Thanks to some DynRPG plugins, just press shift while you have a skill line selected and are viewing a skill's activation cost. This will pop-up a message box with the exact skill description seen in menus once the skill is equipped. The tutorial mentions this briefly, but it's otherwise not obvious.

Everlong

@all

I'm on vacation road tripping. Will be back and able to address issues and questions the second week of August. Sorry for the delay!

Everlong

author=Summerwane
Hello! TreasonWall from the Everlong forums here, with the first chunk of extensive free time I've had in quite a while. I just started playing V3.32, and I've got to say that "Hard mode" setting is a really great addition to the game. It feels extremely refreshing to suddenly get torn apart by early bosses like Ull and Belial when I'm so used to walking all over this game with nothing to stop me (I did after all beat Khaer Magnus in two different playthroughs without ever using the new Game+ function in v3.27).

I noticed just about every boss seems to have a way more dangerous moveset than before, too, which makes some fights a lot more interesting than they used to be.
Speaking of that sort of thing, I've read the review section for this game and would like to say that I for one really like all the devious enemy moves such as Reversal, Price of Gold, Backfire, Bloodsong and all the rest and I strongly hope those remain a part of the game forever.

The additional plot points so far are also quite well done, lots of interesting stuff in there.

Anyway, I've reached the Belial fight and noticed two questionable things so far:

- I don't know if this is fixable, but some tiles in Borealis Outpost and in the Underground Tyr-Anox base at Mariner's Landing generate a field terrain during combat. Kind of an immersion breaker.

- A lot of the NPC dialogue in the Herbtown pub has become nonsensical since the map was modified, referencing characters and objects which no longer exist.

Anyway, that's it for now but I'll probably have more remarks to make as I progress through the game.


Hey TreasonWall, welcome back and thanks for the feedback. You could always write a review on this website if you'd like to give players your view on some of the contentious issues, such as the punishing enemy skills used by bosses.

I thought I addressed those battle background terrain issues for those areas, but maybe I missed some. I'll take another look for future patches. Same on the Herbtown pub dialog, since the upper floors have long been deleted.