URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Xyrinfe Shadow Project Forums
  HTML https://lunarshadowcs.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Member Works
       *****************************************************
       #Post#: 15314--------------------------------------------------
       Re: Misery of Magic updates >_<
       By: AuroraDash Date: July 1, 2021, 11:40 am
       ---------------------------------------------------------
       Version 0.4.6 changelog:
       -- Fixed minor text-related oversight with the yellow box the
       Toxicity Star comes in.
       -- Fixed a very serious "roomflag" crash in Backwoods which
       somehow went undetected since 2017. There was one room where I
       just flat out forgot to make the walls solid... -_-
       -- Fixed a minor graphical glitch which affected both the eyes
       thing and Hunter in one of his appearances. I think this
       happened because I changed the behaviour of generic
       "interactables" slightly at some point which caused certain
       complex objects with unique sprite-drawing behaviour to subtly
       break.
       -- Subtle change to a certain thing happening in Backwoods --
       now it always happens. Previously it was tied to a weird feature
       I got rid of years ago but which still affects a few unimportant
       things in the first half of the game.
       -- Made Demon 21 a bit easier. Previously, its core had a bit
       too much regeneration and it was kind of a difficulty spike.
       -- Removed an old debug feature which automatically turns off
       the sound by default every time the game starts up. This was
       initially added because, before the music was added, the game
       would crash if it tried to play music in areas where no music
       had been specified.
       -- Fixed "Uneventer" bug where random encounters could appear in
       areas where they weren't supposed to. Some "Antechamber" bugs
       could also cause that to happen, but this is something else
       entirely. Several disparate methods are used to suppress random
       encounters and they're used kind of haphazardly.
       -- Fixed a really nasty bug where puzzles with push blocks or
       moving walls could ruin save files, by causing you to load a
       game directly inside a block or otherwise to a state where the
       puzzle is inescapable. Now, the game checks for the presence of
       a number of specific badly behaved objects when saving, and if
       any are found, it will instead save the game at whatever
       coordinates you entered the room at, which are assumed to always
       be safe, rather than your actual coordinates.
       #Post#: 15319--------------------------------------------------
       Re: Misery of Magic updates >_<
       By: AuroraDash Date: July 2, 2021, 1:06 pm
       ---------------------------------------------------------
       Version 0.4.7:
       -- Fixed bug where the game would crash in room (23,5) which is
       somewhere in Remnant. I'm pretty sure that never used to happen,
       maybe I changed something at some point.
       -- Demon 38 now targets you accurately, instead of a point
       approximately 14 pixels right and 16 pixels down from where you
       are.
       -- Demon 45 no longer jumps a short distance whenever it
       regenerates from its core.
       -- Fixed one of the "autospeakers" in Awakening, which had some
       glitchy text due to "autospeakers" erroneously borrowing too
       much code from generic "speakers".
       -- Fixed an oversight where the Upsilon Carinae's box in Sorrow
       Peak wouldn't appear and a bug where the box would instead
       contain Throw Sparkles for whatever reason.
       -- There was also another box which displayed the wrong subimage
       in the message that appears when opening it, but that was purely
       graphical.
       -- Fixed the "interactables" graphical glitch from yesterday in
       a more general sense: the code which was causing it (which
       shouldn't have been running at all, I am perplexed) now belongs
       to only "speakers" rather than the even more generic
       "interactables", so it can't screw up complex and unique forms
       of "interactable".
       -- Fixed bug where cats menu would display broken if there were
       exactly two characters in the party.
       -- Moved the sub-menu which displays descriptions of weapons 107
       pixels to the right, so the descriptions no longer go off the
       screen.
       -- Removed bogus extra copy of Emerald from some room.
       -- Fixed Ending 17 -- it had some very similar bugs to what
       Ending 15 used to have for whatever reason.
       -- Gave the Needle its own sound effect. (The Heat Needle gets
       one too).
       [font=verdana]-- Fixed bug where one of the Sorrow Peak puzzles
       would sometimes be already solved before you got to it. I think
       this might've happened due to me accidentally re-using its event
       flag elsewhere in the game -- I forgot which event flags I use
       for what purposes many years ago.[/font]
       #Post#: 15326--------------------------------------------------
       Re: Misery of Magic updates >_<
       By: AuroraDash Date: July 3, 2021, 1:18 pm
       ---------------------------------------------------------
       Aurora's literally nightly version, number 0.4.8:
       -- Re-fixed "interactable" draw bug because the previous fix
       re-broke some other things. If I weren't right at the end of the
       project, I'd reorganise my hierarchy of technical objects to fix
       it comprehensively, but instead I just slapped a bandaid on it,
       yay.
       -- Fixed Steelman dialogue.
       -- Random encounters can no longer rarely happen on Floor 4 of
       Fire Hole. This was due to a moderate-severity form of
       antechamber bug.
       -- Fixed the flying pyramid in ending 12, then decided to add it
       back in as an easter egg because it's hilarious.
       -- Fixed bug where knockback calculations would use an incorrect
       centre of most sprites.
       -- Can no longer warp from the end of Fire Hole directly to the
       middle of Energy Centre (!!?!?!?!??)
       -- Endings 3 through 5 no longer crash at the end.
       -- Buffed charge speed of the Upsilon Carinae and its broken
       white version.
       -- Demon 72's head now has a larger hitbox -- previously, it was
       so small that it would enjoy hanging out in the margin between
       the edge of the screen and the barrier just beyond it which
       stops demons from going offscreen.
       -- Can no longer simply walk past the penultimate boss. Like,
       wow.
       -- Buffed said penultimate boss slightly, by making him heavier.
       Was way too easy to throw around and heavily stun with strong
       late-game weapons.
       [font=verdana]-- FINALLY fixed the bug where Breeze occasionally
       displays as a white block in certain menus. This had me stumped
       for ages but turned out to be something really obvious
       >_<[/font]
       -- Picking up the Nuclear Blaze no longer causes the small
       puzzles in North Edge to disappear. Taking the Nuclear Blaze was
       supposed to get rid of the colour fences which make up the
       Radioactive Hall puzzle so you can just walk out after grabbing
       it, but it turned out it was getting rid of all the colour
       fences in the entire game.
       -- Fixed some of the text in Breeze's epilogue area.
       -- Fixed bug where Nuclear Blaze's weak initial hit would deal
       red damage instead of yellow damage.
       -- Fixed a few minor menu bugs associated with the endgame
       sequence.
       #Post#: 15327--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: AuroraDash Date: July 3, 2021, 1:25 pm
       ---------------------------------------------------------
       To do for 0.4.9:
       -- A certain weapon breaks when given to Max because I didn't
       think anybody would ever decide to do that. Will need to come up
       with something to fill the gap.
       #Post#: 15330--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: AuroraDash Date: July 4, 2021, 11:14 am
       ---------------------------------------------------------
       Done for 0.4.9:
       -- Made that [font=Verdana]one [/font]weapon work for Max like I
       mentioned. It has a different effect for each character, which
       is why it broke. Like the other Max-exclusive attacks, the new
       version works on the End Tools, and is in fact very effective
       against them...
       -- Also generally buffed that weapon's damage by a significant
       amount but made one of its limitations a bit harsher.
       -- Fixed an assortment of bugs related to some of the remaining
       endings.
       -- Fixed bug where trying to open the menu during certain
       epilogue rooms would cause the game to softlock.
       -- Slowed down the extra part of the credits which appears in
       the good endings.
       To do for 0.4.10:
       -- Rebalance all the music so different songs don't wildly vary
       in volume quite as much.
       -- Test endings 13 and 16, which are the only ones which haven't
       been tested yet. Both of them have secret requirements.
       #Post#: 15335--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: AuroraDash Date: July 6, 2021, 7:40 pm
       ---------------------------------------------------------
       Been doing this all morning, I'm really tired, here's 0.4.10:
       -- Rebalanced the audio somewhat, kinda.
       -- Bugtested endings 13 and 16.
       -- Reduced Fire Hole encounter rate from 4.0 to 3.4.
       -- Fixed bug where Meteom would deal yellow damage.
       -- Added a decoration to Bad Space.
       -- Even more re-fixes for the interactable draw bug thing which
       I'm sick of dealing with by now.
       -- Added a feature where, if demons revive from a core too many
       times, they will eventually just die outright, to prevent them
       from ever getting stuck in an unreachable place and becoming
       impossible to kill.
       -- Fixed bug where demons 72 and 73 would sometimes absorb
       projectile-based attacks without being affected at all.
       -- Buffed Nuclear Blaze.
       -- Added extra regenerators to Sorrow Peak, Backwoods and
       Underpath.
       -- Being unawakened no longer skips the bosses in Energy Centre.
       This is a relic of the idea that solo unawakened Emerald would
       turn evil and have a different endgame, but that idea was
       instead made into one of the endings.
       -- Fixed a really bizarre crash in Luminous Cenotaph -- there
       was a small chance whenever a room in there was loaded that the
       game would get stuck in a non-terminating loop for some reason.
       (There was a run-of-the-mill roomflag crash in there as well as
       the weird crash)
       #Post#: 15336--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: AuroraDash Date: July 6, 2021, 7:51 pm
       ---------------------------------------------------------
       Because of how completion percentage is calculated, 105%
       completion is possible... o_o
       #Post#: 15337--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: King (2.0) Date: July 7, 2021, 4:23 am
       ---------------------------------------------------------
       [quote author=AuroraDash link=topic=421.msg15336#msg15336
       date=1625619096]
       Because of how completion percentage is calculated, 105%
       completion is possible... o_o
       [/quote]
       That reminds me of how Donkey Kong Country 3 allows you to get
       105% completion. I wonder what you'll do with Misery of Magic's
       105% completion?
       #Post#: 15339--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: Kim Tyranto Date: July 7, 2021, 4:58 am
       ---------------------------------------------------------
       Some other games also have over 100% completion... whether
       intentional or not...
       #Post#: 15351--------------------------------------------------
       Re: Misery of Magic updates &gt;_&lt;
       By: AuroraDash Date: July 9, 2021, 8:22 am
       ---------------------------------------------------------
       [quote author=King (2.0) link=topic=421.msg15337#msg15337
       date=1625649811]
       That reminds me of how Donkey Kong Country 3 allows you to get
       105% completion. I wonder what you'll do with Misery of Magic's
       105% completion?
       [/quote]
       As a kind of last-minute addition, I might make a little award
       for that and a few other things, which is stored in the extra
       data file and appears in the title screen, kind of like the
       stars from SS1.
       [quote author=RKS link=topic=421.msg15339#msg15339
       date=1625651880]
       Some other games also have over 100% completion... whether
       intentional or not...
       [/quote]
       It arose, basically, because there are a heap of rooms which
       technically count towards completion but which weren't accounted
       for in the calculation, and that, under certain conditions, it's
       possible to get one more weapon than the usual maximum, which
       also counts towards completion.
       For 0.4.11, all I did was fix some of the stuff associated with
       ending 7 -- for whatever reason it was handling textboxes in a
       completely different way to everything else.
       *****************************************************
   DIR Previous Page
   DIR Next Page