Game
Immortal Sins
8 years ago

Build 20180223 uploaded!


A rather unexpected hotfix.

OK, this build fixes a bug that caused the DP counter to show garbage numbers at the start of a battle. While this doesn’t break the fights, it’s pretty annoying. This bug is caused by the “Preserve TP” flag on the VX Ace engine not handled properly. Why? The script package that handles the Battle UI doesn’t handle TP (or in this case, DP) counter when the number is preserved between fights. So, this can cause the counter to freak out every time a battle starts and there’s some DP in reserves. What this fix does is that it forces the DP value as interger.

Why am I releasing a hotfix for such a minor bug? There were complaints about it. I implemented a workaround so it doesn’t take as much space. And I just learned where the bug was. So I said: “Why not? I was going to fix it anyway.”

And so, here’s the hotifx.



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While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.

Overhauls on the way.

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A small teaser for the next update.

Added a simple audio system to the launcher.

It's pretty early, but here's a look at a mob manager, handling the enemies in the game. The code streamlines the programming of the enemies. Hopefully, I can expand it to more useful ways.

A bit of an old but goodie coming back: Quick Load! In an upcoming update, you can jump back to where you left off with a push of a button.

Taking the wraps off. For real this time.

Something something... Stuff that I worked on.

Waz zis? An overhauled map? Yes. Coming soon.