It’s about time for the first release of Malise and the Machine! This post will lock in your pledges so that when Patreon processes payments at the beginning of April (hopefully on the 1st), I can begin sending out emails with download links for the test version of the game. The last thing you should have to do is make sure that your Patreon payment information in the ‘Payment Settings’ menu is correct and up to date! Remember, your payment must be successful for you to be eligible for pledge rewards. For details on how rewards are being distributed and for recommended system requirements please see this post from March 21: https://www.patreon.com/creation?hid=1938924 Again, I want to ask that once you receive it you please don’t share your test version of the game or any files related to the test version of the game, as you will forfeit your rewards and access to future rewards by doing so. The public will get to see a demo of the game down the road when it is ready to be seen, but these releases are for you guys! Now for some information about the release! PLEASE READ! Malise and the Machine utilizes the RPG Maker VX Ace engine. To play, you must install the RPG Maker VX ACE RTP (run time package), which you can download and install for free from http://www.rpgmakerweb.com/download/additional/run-time-packages (click the blue button at the bottom of the page to download). It’s highly recommended that the first time you start the game you make a critical adjustment to the RPG Maker VX Ace settings to vastly improve performance of the game. To do this, press F1 after launching the game, then in the window that appears uncheck ‘Reduce Screen Flickering’, then select OK. Additional tips for improving performance if you find the game runs slow for you: • Play in windowed mode! I plan on coding a new fullscreen mode for the game in the future, as RPG Maker’s is very inefficient. • Toggle weather off. This can be done by pressing W during the map scenes. Things you will see in the test version of this release: • Dynamic character portrait system for battle, menu, and map scenes • A playable section of the story with events, dialog, and H scenes • Functioning active time combat and H system • Functioning ‘Lust System’ featuring evolving artwork • A customized user interface to support the above systems Known issues for this test release (V0.01): • During the map scenes, enemy sprites will sometimes update abnormally at the bottom of the screen. • Player/camera can move at some points during some cutscenes when movement should be restricted. This can lead to additional errors if abused. • Low memory PCs may sometimes receive a 'Failed to load bitmap' error on start-up. • Enemies occasionally will not act even when they have a turn. They will proceed to act after the player characters have taken turns. • Weather is currently highly resource intensive. Press W during the map scene to toggle it off to improve performance. • Characters may lose turns when certain tutorials popup or a finishing move occurs. • Enemies will sometimes not release a character from a hold even though the character has successfully broken free of the enemy's grasp via struggling. Issue is resolved post-battle. • The background gradient for the struggle window will sometimes not appear correctly. • Some text artifacts occur where line breaks exist in the 'Help' window. • A few battle skill selection and enemy/character targeting order inconsistencies can make quickly choosing a skill/target annoying. Lastly, I want to thank you for your support! In short, this project simply wouldn’t be able to happen without the financial support you’re giving. Please be sure to let me know if you have any questions!
Faithel
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