
Hello, everyone! I haven't seen you guys since last year!
Haha.... ha. That joke is significantly less funny when it's actually true.
All that being said, it's nice to be back! I'd be lying if I didn't say that life hasn't been a bit of an ... unpleasant experience as of late, but we persevere as we always do!
To touch base with you a little, as it HAS been a little while since my last devlog (if anyone asks, I was totally playing Deltarune Ch 8 early), I'm proud to say there's been a lot of development regarding Purple on a lot of fronts!
Lets get straight to the big updates, shall we?
Graphics!

My wonderful sprite team has been hard at work updating the graphics for Purple! It's been really fun to watch them work (even if, due to my own mistakes, I ended up shifting everything to the left and causing a couple of monstrosities). Not just that, but the water - previously broken in Undertale - has been fixed to work with Gamemaker's new animated tile system!
Tedious, but worth it!
Now, Purple has a shiny couple coats of paint that should make everything feel that much more welcoming (and new!)
I mean, look how cute everything looks!
(Hey, who're those guys?)
Puzzle(s)!

As a part of my trying to flesh out the opening area a little more, I spent a good chunk of time working on a statue puzzle! This... took an embarrassingly long amount of time.
Try not to get stuck here like I did several times when I tested it (I have a zero second memory, apparently).
It's okay, though! Even if you do get stuck, if you just hit that conspicuously large button, I'm sure you can reset everything and try again!
Code!
Ah, the big boy. Let's run you through a list of all the updates!
Optimized the Title Screen, as well as added UT:Y-esque menu landing areas.
Added several handling scripts to automate sprite choice (to make the world more dynamic).
Added in many more NPCs, including unique flags to remember who you talked to about what!
Worked on dialogue scripts to improve VFX, including colours and text shake.
Implemented a shop menu that (mostly) works! You can buy, sell, and interact in general with the little guys behind the screen! Talking fully is still a WIP.
Added more pages to the book!
Updated and changed the save system so more variables are being saved (previously not implemented for testing reasons).
More dynamic flags for more dynamic interactions!
Changed textboxes so they can be at the top or bottom of the screens, as well as implemented dialogue portraits that move with text.
Fixed a problem in which thousands of spike objects were being spawned at once. For some reason.
Fixed a few text overflow errors!
Realized the crushing weight of my sins that will surely come back to bite me if I implemented the punch card.
Implemented something new...?
Removed [REDACTED].
Conclusion!
Purple's back, baby! Or rather, it never left - it just kicked my ass for a little over four months as I tried desperately to nurse the wounds left by code ... oh, woe is me! Or something like that.
Anyway! Stick around for more updates!
Happy 2025, and may the world not explode before I finish this game (or at least a playable demo)!

Iris really needs to stop hanging out in dark alleyways though...
2 comments