If any are found feel free to report them here, I and will try and fix them in the future.
I know the late game is very buggy, and i will be working to fix all issues as soon as possible.
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i finished the repair puzzles and power want out. now i can't do anything.
https://drive.google.com/file/d/1OMYwA_ggkZbvEeRKxIntG8goJavztYPV/view?usp=shari...
And in the final set of repairs under the timer for engine meltdown, I am getting stuck in a loop of “+ 30 Seconds” (which should perhaps be “+30 Seconds”, removing the extra space). The dialog box keeps on popping back up and preventing me from completing the current repair (but at least the engine will never meltdown?)
And in the final set of repairs under the timer for engine meltdown, I am getting stuck in a loop of “+ 30 Seconds” (which should perhaps be “+30 Seconds”, removing the extra space). The dialog box keeps on popping back up and preventing me from completing the current repair (but at least the engine will never meltdown?)
Edit: Ah, this seems to be the same bug reported by “Horride The Bunny” on the “topics” page up a level form this “Bugs/Typos” one.
During the engine meltdown:
Bugs:
1. The game console in the crew room has a plot error; images from the second trimester appear instead of the first trimester, and the AI's portrait doesn't disappear.
2. During repairs, ignoring the computer on the left may lead to repair errors.
3. During repairs, a strange bug occasionally occurs where two final repairs are required, or a malfunction replaces the completed repair. Even a second power outage can render interaction impossible.
4. Power outages and repair events stacking together can cause errors. In the third level (second trimester), if you return to the crew room, you will be unable to interact with food, resulting in permanent confinement.
5. A very small chance of encountering unsolvable puzzles that require SL to solve.
6. Engine puzzles have bugs.You must SL to continue.
7. In the first level, during the repair period, the player investigates the illustration in the cockpit and finds it to be non-pregnant.
8. Power outages and entering the map or investigation events stacking together may cause the following bugs: the game freezes, the character cannot move (but the menu can be opened), the protagonist's portrait or character portrait remains on the screen. Events cannot continue, resulting in a soft lock on the story.
To be precise, these are all event logic bugs; the character art issue is a switch error.
Also, a common problem with engines from RPG 2003 to the present: A delay buffer (i.e., event waiting for sorting) must be added to events. Otherwise, processing two events concurrently will cause soft locking or the second event to become invalid.
Even if the event needs to be activated later, an empty event prerequisite should be added according to the layer, and then enabled using a switch to prevent the "no prerequisite refreshed" bug.
Let me tell you a trick I used in game development.
Since the main game menu is useless, why not remove it? Yes, make it so that players can't view items or this setting in-game. In my game, even the protagonist can't open the menu... saving and such require going to a fixed location.
Why? I want to talk about a game I made during my RPG 2003 days. I encountered errors in game detection and some numerical calculations... not because I miscalculated, but because this type of game engine caused a "parallel processing" problem... I discussed this issue with AAAA (the uthor of Resident Evil Doraemon). I finally decided to use certain detection items as "keys."
In other words, the items the player carries are used for plot detection. When the player obtains a specific "key" item, many events revolve around this item detection. And by simply setting a concept like "only one type can be carried" or "items are limited to a certain quantity," different character states at different stages can be achieved.
This method is rather silly, but it's indeed a simple one. I've been using it for many years.
In this way, you can use item value judgments to flexibly save the protagonist's state, and even "manipulate items" to achieve event rewind and restart the game.And the difficulty of controlling the game.
Let me give you my example...

This is a character from an older game; she can store special items. There are also two others… like the Treasure Dragon.
In the game, her character art and movement animations are linked to "items." Due to the nature of RPG engines, I can assign each character a judgment item instead of a "judgment value." Although internally there's no difference, for beginners, items are easier to control and adjust… and also cater to some "cheaters" and "adjustment players."
At the start of each story segment, a judgment is performed to determine her movement animation. When the item count is higher than 10, a "Cracked Armor" animation appears. After that, there are six different animations for 30, 50, 70, 90, and 90+. When it's 90+, she becomes an "airship" and completely immobilized…
Besides 90+, the number of items changes the dialogue animations, dialogue, and some events. In certain story segments, exceeding a certain number can even lead to special events.Therefore, whether it's this character, Treasure Dragon, or a Broodmother their condition won't affect the main storyline; it will only cause trouble at specific times (like not being able to enter a house). However, this will still create some Gwent-like effects.
Some storylines feature a "pregnant woman" whose item acquisition is tied to a countdown timer. When the countdown reaches 0, an item is added, and a check is performed. Reaching a certain number of items triggers a birth event, considered a "percentage of births." If the percentage is successful, the player's location is "remembered," and the player is "moved to the story map." Afterward, the pregnant woman's items are cleared, the clock is turned off, and the player is "teleported back to the remembered location."

I also tried creating a system for the Broodmother but its skills required separate event design for each map, and global events had to be avoided, so I ultimately abandoned that approach.
I just want you to know you are a legend for offering feedback. I would have never thought of that. Doing so right now would require a complete rework of the framework of this project, but its good stuff to keep in mind and I will sure to use those tricks in the future.
Also just for my own curiosity I'm not familiar with the project that your were providing examples for?
This project is from 12 years ago...
I can easily describe an example verbally; let's take the alien girl Ella as an example.
Each time you wake up, a check is performed (note that facial expressions are created separately so they can be directly applied):
Event Branch:
Ella is in the party: true
[Item check "Ellabelly"]
IF item count is 0-10, then display image EllaB1
Display image EllaF2
Use text: "XXXXX"
IF item count is 11-30, then display image EllaB2
Display image EllaF2
Use text: "XXXXX"
IF item count is 31-50, then display image EllaB3
Display image EllaFB2 (facial position shifted due to different images)
Use text: "XXXX"
Character speed is -1
The protagonist turns to the side (because the belly is too big to wash from the front)
IF item count is 51-70, then display image EllaB4
Display image EllaFB2 (facial position shifted due to different images)
Use text: "XXXX"
Character speed is -1
The protagonist turns to the side
IF item count is 71-90, then display image EllaB5
Displays image EllaFB4 (face position shifted due to image difference)
Text: "XXXX"
Character speed -2
IF Item count 91+ or less, then display image EllaB6
Displays image EllaFA1 (face position shifted due to image difference)
Text: "XXXX"
Special event: Character leaves the party. Ella airship switch is NO.
(The above can be applied to other events. Note the speed setting for deletion. Each character needs a set of cluster judgments; otherwise, images may appear even when the character is not in the party.)
Image deleted!
...Specific room door:
IF Ella in party true
IF Ellabelly count 51-70, then display image EllaB4
Displays image character name FB2
Text: "Hope the door frame doesn't break..."
Sound effect
Map relocation
IF Ellabelly count 71-90, then display image EllaB5
Displays image EllaFB4
Text: "Too big, can't get in..."
Image deleted!
IF Ishura in the team::true
IF Ishura's belly count is between 51 and 70, then display image Ishura B4
Display image Ishura FB2
Text: "I need... to squeeze a little harder"
Image deleted!
Sound effect
Map relocation
IF Ishura's belly count is between 71 and 90, then display image Ishura B5
Display image Ishura FB4
Text: "Even if I break down the door, I still can't get in..."
IF Quinn in the team: true
IF Quinn's belly count is between 51 and 70, then display image Quinn B4
Display image Quinn FB3
IF Quinn's belly count is between 71 and 90, then display image Quinn B5
Display image Quinn FB3
Text: "You think I can squeeze through a door the size of a human?"
Image deleted!
(She's an anthropomorphic dragon, so she can't enter most doors; only her character portrait needs to be checked.) Character Action: The protagonist takes one step back (Note this is the final check; otherwise, the protagonist will retreat three times due to multiple characters in the party).
Important: Delete the image!

Oh, by the way, this is something I helped another author create... The "pregnant woman's" walking image isn't simply "adding a sphere," but rather requires adjusting the upper body to move back slightly. Because of the pressure on the pelvis, the legs walk more like a penguin or a duck.
I'm not entirely positive if it's a bug or a feature, but during the last 10-minute timed sequence, I've been getting puzzle patterns that are unwinnable. I'll complete 6-7 tiles correctly, only for none of the remaining tiles to count as correct (in some cases there being only a single possible tile remaining, but not working as the solution)