Last Dream
info  [dezvoltator] 2 sept. 2015 la 13:44
MKXP Version - Now Live on Default Branch
An alpha version of Last Dream is now available for Windows, Mac OSX and Linux testing through the mkxp branch.

Users playing the Windows MKXP version should experience zero to minimal lag. Please post in this forum letting us know your experience and if you find any issues.

The Linux and Mac OSX versions are working bug-free to our knowledge although testing has not been very extensive.

Remember: Please backup your save files by copying them to a safe place before switching branches.

How to switch to the MKXP branch:

1) Open Steam
2) Go to the Library
3) Right-click on Last Dream
4) Go to Properties
5) Go to the Betas tab
6) Use the dropdown box to select the mkxp branch. There is no password.

Please let us know if you have any questions.
Editat ultima dată de info; 10 oct. 2015 la 13:21
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Se afișează 16-30 din 47 comentarii
Thank you! :D
Been playing for a couple hours now, the game worked perfectly. :)
Linux Mint 17.1 64.
info  [dezvoltator] 10 sept. 2015 la 19:06 
Postat inițial de Marianojoey:
Been playing for a couple hours now, the game worked perfectly. :)
Linux Mint 17.1 64.

Excellent! Thanks for letting us know about your experience.
Postat inițial de info:
Postat inițial de Marianojoey:
Been playing for a couple hours now, the game worked perfectly. :)
Linux Mint 17.1 64.

Excellent! Thanks for letting us know about your experience.
Sure, I hope the next one also goes for Linux :)
You should change the store page already, indicating it works on linux at least. :)
Hi Marianojoey, I can't speak for the developers, but at least from my perspective I'd like to make sure the game works on multiple Linux systems before pushing it to everyone. (In particular, you and I are running exactly the same version of Linux, so although it's great to hear it works on your system it's not that surprising.)
@Sorlok_reaves Yes, I understand that, but if the store page hints at the fact the game is being run on linux (Mint is almost the same as Ubuntu and Debian, so SteamOS should run it too), more people will take it into consideration and they'll sell more. :) If the game only shows windows as the OS to play it, no linux (or Mac, if they can play it too now) user will even consider the game.
Marikhen 30 sept. 2015 la 13:25 
I downloaded and tried out the alpha release the other night, and so far I've found a few issues with it.

The first issue is that with F1 bringing up a key binding menu I can no longer tick off "Reduce Screen Flickering" The default operation of the engine in either game version results in a scrolling line of screen tearing that is quite distracting when moving around, and unlike some other game options this one doesn't transfer from the current engine to the alpha.

The second issue is that when saving my game I can see the following message box:
Script "WORA_NeoSaveSystem3' line 309: RuntimeError occured.
ERROR: SaveFileDetails unexpected error for save file 20

It's only happened with Slot 20, it doesn't happen under the current/non-alpha executable, and it doesn't prevent the save process from occurring. Whatever's going on just crashes the game and kicks out that error message after the game state is saved to file.

Something else I'm noticing is that save files sometimes seem "bloated." I've got 15 save files at the moment. Three were created with the alpha engine while the other thirteen were created under the current engine. Two of the saves from the alpha engine were from games started in the alpha engine and are approximately 4MB in size while the third was the slot 20 save from a party started under the current engine. Only 4 of the thirteen saves created under the current engine are 4MB; the rest range from approximately 550KB to 750KB with the majority, six, of them being in the mid-700s range.

There's no real apparent rhyme or reason to the bloat either. It's not like something you'd expect from one of Bethesda's engines where the longer you play a given game the more its saved values get bloated up. All the saves under the current engine are from a single party, and the most recent save for it is 737KB in size while a save from nearly 10 hours prior is one of the 4MB files.

Even though it's cropping up with both engines and so isn't an alpha-specific concern it does seem like it might be more prevalent under the alpha engine than the current engine.

I've also had some issues with the controls. I had to do some fairly annoying key rebinding when I first ran the alpha executable, and that was only after I figured out that I needed to set the "DirectInput Gamepad Compatibility" option to "On." The current engine works just fine with it "Off," however.

I do like how the engine remains active when the game loses focus however. Being able to activate a macro, do something else quickly, and have a combat turn finished when I get back to the game is nice. Likewise even though the new F1 menu makes it impossible to fix the screen tearing I do like how it's a more visually effective way of rebinding the controls. Edit: One other thing I like with the alpha engine is how it can hide the mouse cursor. IIRC I usually have to click outside of the game window and then give the game focus again for it to hide the cursor, but that's more than the current engine does.

I would like to make one suggestion for consideration as part of the alpha/update process. Please review the Party sub-menu/window from the main in-game menu/window with regards to key bindings and function. I'm somewhat used to console games that have the dash/walk button combined with the cancel button, and when I tried to do that with Last Dream it resulted in me almost having to Alt+F4 the game to get out of the party window because the Dash/Remove binding/function was given priority over Cancel/End.

If the menu/window could be reworked so that the Action/Select binding/function's selection cursor could move between the "Current Party" and "Standby" rows it would allow the player to both move individual characters around in each row as well as between rows. That would subsequently negate the need for "Menu binding to be used for the Sort function and free it up to replace Dash as the Remove function.

Admittedly that isn't an issue with the alpha engine as it stands, but I figured I'd mention it as it could be a quality of life thing for some players and QoL adjustments are usually part of game updates.
Editat ultima dată de Marikhen; 30 sept. 2015 la 13:26
Axer 30 sept. 2015 la 17:44 
re Marikhen:

Haven't played the game much but was interested in mkxp so i downloaded to play with it.. Some infos:

- Save file bloat:
The way rpgmaker handles saves is every single event on a map has it's status saved into the file - even if you never interacted with said event. It also includes all of the code for said event. As soon as you leave said map, every event is erased in memory, and only internal switches/variables can remember the state of them - they are simple 0-99999 variables, so don't use up much memory.

So if you save on say a huge map with a ton of events. :EG the world map. The save file will be huge. But if then after that save in say a small dungeon room, or a temple, the save file will be small, as there likely won't be nearly as many events.

So you can undo the bloat simply by saving somewhere smaller/simpler.

re: Tearing - the mkxp engine has much better options, just they can be only be controlled by editing the config file. mkxp.conf in the games dir is what you want. It's well documented so you should be able to find the setting you need to resolve that, but ill do a quick search for you:
Line 72: #vsync=false
change to
vsync=true
(remove the #)

A lot of the default options in the files are kinda bad imo. Devs should update it to include the nice features it has on by default, like smoothscaling option. Makes the game look a ton better. Default is nearest neighbor which looks super pixelated. Also don't like the comments in there about it, they are pretty wrong. I'd recommend you turn that on, especially if you use fullscreen.

re: key combination.

Yea I really don't like that they mucked with that either.
The default for rpg maker vx engine actually combines cancle+menu into one. It works quite well, because I means theres never any time youd want to press both at the same time. eg: when in the menu, you'd not try to re-enter it Or when canceling a dialog, youd maybe want to enter the menu, but you actually cant anyways.

And yea no easy way to restore that functionality. With my gamepad (I use a ps2 controller with usb adaptor) the games weird config plain doesn't work. Even restoring it to directinput mode results in no functionality. Which is very weird because it actually works flawlessly with the default engine, and even the default key config is exactly as youd expect it. (Cross = confirm, circle = cancle/menu), triangle = alternate functionality many people program in (eg many games scan monster/ability info)

For combining cancel+sprint.. Yea I dunno, I played the old school snes rpgs that did that too, but no recent ones do that anymore. It has at least one issue: Say you're about to sprint off somewhere, but a npc/event initiates the moment you hit the key, well you just cancelled that dialog, and maybe it was something important/one time only.
Plus the game has an auto sprint option, so I just use that. Very rare do you ever want to walk in these types of games so i don't see the point. I mean it wouldn't be a bad option to have, for nostalgia reason i guess. Just glad the game has auto sprint.
Editat ultima dată de Axer; 30 sept. 2015 la 17:47
@Marikhen,-Axer: Thanks for trying out the mkxp version and reporting the issues! My current focus is playability concerns, so these are definitely helpful.

"Reduce Screen Flickering" -- I'll have a look at this; in the mean time, can you try -Axer's suggestion of turning on "vsync" in the mkxp.conf file?

"Save slot 20" -- Good catch! We should have a new build with a fix for this up soon.

"Bloated Save Files" -- I have a hunch what might be causing this; will investigate. There's a chance we might not be able to do anything about it, though. :(

"Mouse Cursor" -- I'll look into keeping the mouse cursor off by default; this also varies per OS.

"Smooth Scaling" -- This should eventually be incorporated into the main Settings menu, so players can choose the scaling style they prefer.

"Gamepad Woes" -- What gamepad do you have, -Axer? We use SDL for gamepad input, so this should be fixable.

The other ideas (cancel/menu/sprint bindings and party menu improvements) certainly affect the flow of the game, so thanks for reporting them! But I'll be looking at the more critical flaws first.
info  [dezvoltator] 30 sept. 2015 la 19:34 
New build is up with sorlok_reaves' new mkxp fixes.
Axer 30 sept. 2015 la 20:03 
wow you guys are fast.

Like I said I use playstation controllers. I have lots of them heh, ps1-4. Generally I use a PS2 controller with rpgmaker games because it works by default with the engine for every game, except this one. And i prefer the digital L2/R2 over the analog for 2d rpg games.

Adaptor i use is called tigergame multijoy, tho it's not really relevant pretty sure they all work the same way, translates it to standard usb/dinput.

Works fine anyways after i mucked around and set it up thru joytokey. But yea i guess one of your custom scripts is conflicting and messing up the default dinput, even after setting the option.

I'll try my ps3/4 controller to help you guys out anyways to see how they work.

Also impressed you guys have a built in fast forward button heh. I actually use cheatengine to apply to this most rpgmaker games i play, as its speedhack works nice when you bind it to a key to speed up boring battles.. But yea having it avail to all players it pretty cool. The CE version is a little smoother but the built in works decent.
Axer 1 oct. 2015 la 10:37 
My PS controllers work fine now on the mkxp build after turning on directinput :)
@-Axer: Thanks for the update! Glad it's working now.
info  [dezvoltator] 6 oct. 2015 la 18:40 
We plan to release the mkxp version on the default branch on 10/31. Please continue to help us test it before it's release.
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