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Thankless bug reports, none of them super important:

A tile that's meant to represent part of a tree's leaves in the foreground southeast of the 'treasure' chest outside of Eduard's castle can be walked through and therefore allows access to out of bounds areas in said screen, walking all over the sky and featureless parts of the grassy hills.

Every southern wall tile inside Eduard's castle can be walked through to get out of bounds.

A cliff edge tile left of a plant north of the 'treasure' chest outside the cave northeast of the river can be walked over, though this won't let the player access as much as the previously mentioned ones.

A few, maybe three total, miscellaneous tiles in indoor areas can be walked onto despite appearing to be meant to depict walls.

There is no cake in the game as depicted on images on the game's pages! Unless it turns out you needed the Golden Buddha Statue to get it...

The EasyRPG player added built-in D-Pad support and different controller mappings than the engine usually uses. Specifically, Button 3 (the left face button on most controllers) serves as an additional Down input, and Button 5 (the left shoulder button) serves as a Left input. That aside, it has Confirm/Interact as Button 2 (right face button) and Cancel/Menu as Button 4 (up face button), which is in-line with most pre-localization console JRPGs' mappings.

Just figured I'd mention it somewhere for players that play with controllers wondering why the usual pre-MV RPG Maker inputs aren't working or why they might be getting directional pad inputs working without external programs interpreting them as arrow keys (or double inputs, if they're unlucky).

Version 1.2 released

Some stuff, bug or not:

Opening the inventory with TAB and then pressing left arrow will crash the game due to an IndexOutOfBoundsException. I'm so sorry for the couple of reports psy_wombats might've received from me if the game managed to send them, as it'll make this redundant.

The first room immediately north of the Sector 3 entrance has a propensity to frag players due to the space colliding(?) box being placed just so that the leafy-world's southern wall is loaded in, causing players walking into it to get thrown left out of bounds as opposed to north into the box's aura of influence; It took a few tries for me to progress into the room proper, and the fact that the last checkpoint room is back in Sector 2 despite there being a relatively safe area (the aforementioned Sector 3 entrance) nearby made this a tiny bit frustrating.

I feel like it'd be nice to have a slightly bigger visual hint for the location of the research notes in the shifting area after the Blue Card Key. It feels a lot better hidden than every other collectible in-game.

The pull feature is kind of weak in every other direction other than south when it comes to holding-the-key-down-and-moving; It appears the grip on the boxes is lost easily if the character sprite is not overlapping the box. It's almost more efficient to rely on the box getting magnetically pulled to the character if they're standing at the very edge of the interaction zone in non-southern directions. Not sure if this is intentional.

MBF Men in Hats Edition released!

Couple of possible bug-like things I found in this version:

You can get locked out of getting the Watchman Miles Haircut Style card in the Rotschilds' second floor by getting some other haircut first (I think the Baldy Miles Haircut Style underneath the Barbershop).

Lydia's catnip can be gotten indefinitely, but Lucille's can be missed entirely if Magischolar Oscar's hit on her is tasked before she's spoken to after collecting the Ms. Miles Haircut Style, so it might balance out if left as-is.

The pacing thief who offers the Bridge Board piece in the repurposed guardhouse can soft-lock the player by trapping them in the corners of their walk paths.

Players can walk onto the roof of the aforementioned guardhouse rather easily from the sides of the roof tiles. Probably a default chipset issue, but for a while I thought it was on purpose as a nod to the 'unstable roof' note next to the entrance... until a similar note on a shack in town made me rethink whether or not that was intentional, so... here I am, pointing it out.

Edit: I forgot to mention, but the Human Skull is not properly checked for as a requirement to repair the Magischolar's teleporter in my experience. I assume this is also considered a bug. It's possible that my collection of two Energy Crystals items and subsequent turning in of both was the cause.

The LCPANES Terminal

I can't seem to get endings 1 through 6, and I'm not sure why; Unique dialogue from the first Ending determinant three-way-branch appears to function alright, but the moment the final three-way-branch appears it always triggers the text from endings 7 through 9, regardless of which choice was made in the first set. I suppose it might be a browser incompatibility issue?

There's also a glitchy loop when opting to re-read notes at one of the less important three-way-branches. It doesn't seem linked to the prior issue, but I figure I might as well mention it just in case.

These issues are happening on Firefox 101.0.1 64-bit, if that helps any.

What I can access is a pretty good piece of Interactive Fiction, though.

Angel Painting

What font(s) need to be installed for Angel Painting to display its text correctly?

Anirone

Hey, Goddialga. Is this your preferred place to receive bug reports and the like for Anirone?

Anyway, there's a few I noticed in the 2.1 version hosted on itch.io:
  • The father's event sprite isn't always facing south in the hallway north of the house's gap-and-pond room (i.e.- he'll turn into three other fallen character sprites if you examine it from the other cardinal directions).
  • I somehow seem to have gotten stuck at ludicrous speed after using the Light Sword on Anirone's dad in said hallway.
  • Some sort of rendering issue happens where the map and sprites appear pitch black if you're on the Neutral Ending 1 route and you take the western exit from the right door hallway. I managed to fix it by using the key to the fantasy and using the teleport back into the bedroom.

Hopefully these are fixable and I'm not spoiling anything in particular by listing them here.

About whether or not anyone has gotten the Good Ending:
I've managed to get Bad Ending 1 and Neutral Ending 1, but even following the guide you uploaded as a blog entry seems to make it... well, you aren't prompted to throw your lamp if you aren't holding a Light Sword, which might be the issue? Unless there's some other way to get the yellow marble that doesn't involve the bomb, or some extra item that can open jars somewhere that I have yet to spot?

Alternatively, I guess it's possible that picking up the flower vase is a mistake during the time limit section when you're in your bedroom after throwing your lamp?
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