Game
Equestria Stories: Soul and Shadow (Crystal Warfare)


























1 year ago

Equestria Stories: Crystal Warfare v3.2 (Experimental, ENG?)

Dev. Preview v3.2


Happy new Fe... Year. Yes.


The release of this update was originally planned as a version that I tried to keep down in weight and fix bugs I missed earlier. In the end, v3.2 ended up with a lot more innovations and tweaks. Honestly, I'm simultaneously happy that I was able to add something new, but simultaneously frustrated with Vx Ace because of its limitations, which are ... annoying. A prime example is screen resolution and optimization.

Was over 1.4 GB, became 812 MB.

There are many fixes, changes and innovations in this version, some of which I've probably forgotten, but I'll mention the "significant" ones.


Changes, with screenshots:

  • Changed the Save System (again...);

    image.png
  • The Pause System has been changed. Now when you press ALT you will see PAUSE.

    However, be warned in advance: when the game unfolds to full screen, the game is paused. To exit the pause, press ESC (B);

    image.png
  • Added a "Text Color Tags" script, so that character names will have their own color also in the quest log and biographies. To some extent simplifies the job of coloring character names and keywords, although there is one unpleasant problem - similar words will also be colored (but it's better than coloring the same name a thousand times for one text);

    ___.png
  • Changed the display of the map name (again...). The map name will now be visible... better;

    _.png
  • Poker mini-game added;

    pony_poker_game.png
  • Space Invaders mini-game added. Nothing special, just for fun;

    ___.jpg
  • Added a choice on the "Game Over" screen when you can immediately load the game, start over, or close the game. Also, the "random end of game" should work more... reliably (this affects the game's randomly selected end-of-game image and the ME played);

    ____.png

    Experimental systems:

  • Added an Encyclopedia that will display collected items, weapons and armor, and monsters (except for most of the bosses) that have been defeated;

    image.png
  • Added in-game Achievements. Now you don't have to have a GameJolt account to get and view all the achievements you've received.
    Bonus: added new achievements that are not currently linked to the game page;

    image.png
  • Added "Picture Gallery". All collected drawings (especially puzzles) will be saved and can be viewed;

    pic_gal.png
  • Added Notification when a drawing is received. Linked to the gallery where the given drawing will be available for viewing;

    _.jpg
  • Added "Lighting Effects".
    (Not fully implemented due to FPS issue due to multiple events in large locations)
    Although the game previously had lighting effects (specifically in the Russian version), it was removed due to serious problems with both optimization and conflicts with other scripts. The new lighting system should not cause the same problems. If necessary, it can be turned off in the "Settings Room";

    test_2.png
    __.jpg
  • A "Settings Room" has been added, replacing the previous "Options". Among the options available for this version are:

    • Audio Settings. More reliable, saves changed values instantly and allows you to change BGM, BGS, ME and SE volume (previously BGM and ME volume was shared).

    • Enable/Disable Lighting Effects (new system);

    • Enable/Disable Autodash;

    • Text Display, allows you to display text instantly;

    • Disable/Enable animations during battle;;

    • Text SE (ON/OFF);

    • Disable/Enable checkpoints;

    • Change screen mode: fullscreen, windowed, standart (640x480), special (1664x936).
      The game remembers the last screen mode you selected, so you don't have to select the resolution you want again when you restart;

    • Function for disabling the start selection of the screen mode;

    • Minimap (debug);

    • Connect/disconnect to GameJolt. This function is only needed to get achievements on your GameJolt account.

    __.jpg
  • Position Map. For some locations it will be possible to get maps, thanks to which it will be easier to navigate. You should get the maps yourself by going to the local library. The key to call the map is Z (see below);

    image.png
  • Added hotkeys:

    • F4 - Autosave (if the function is not switched off);

    • F5 - Save Screen;

    • F8 - Load Screen;

    • TAB - Quest Journal;

    • E - Item Inventory;

    • I - Encyclopedia;

    • P - Setting Room;

    • G - Gallery;

    • L - Achievements;

    Default controls (does not apply to the keys described above). Don't forget to customize them by pressing the F1 key!
    (You can also play using the joystick (and it's actually much... relaxing).

    image.png
  • Replaced the tilesets for Twilight's library (again);

    __.jpg
  • New game mode - "Freedom". A mode without a storyline that allows you to explore locations without restrictions.


  • Others:

  • Fixed that some texts did not have a translation;

  • Reverse translation into Russian is still in process...;

  • Removed unused Audio files, and changed formats for some BGMs to reduce their size;

  • Removed unused Graphics files, changed PNG files to JPG where possible to reduce file weight;

  • The "Disconnect" from GameJolt will now not appear if you have not connected to the site for achievements;

  • The beginning of the game has been simplified a bit. It will now show you where you should go before you can exit Crystal Castle;

  • The in-game menu will now be available upon awakening Soul. However, the menu "Items", "Equipment", "Journal", "Organizer" and "Save" will be locked until Soul's bag is picked up;

  • The "InRarity" line has been removed from the item description, now the item's rarity can only be viewed in the Encyclopedia;

  • Weapon/armor prefixes/suffixes will now have static parameters instead of percentages. Previously, this led to the fact that an item that was the same in name and characteristics could have a different selling price or parameter that could not be seen in the game fairly (and made no sense);

  • Changing the use of "Unidentified Equipment" (still being tested!):

    • When you use this item, there will be several outcome options such as "Crumbles to Ashes", "Common", and "Unique". In the first option you will get nothing; the second will be the normal equipment option; the third is divided into several sub-items, which includes the probability of getting a weapon with a prefix, suffix or all together, the last option is much rarer;

    • If you have 2 or more "Unidentified Equipment" items in your inventory, you will be prompted to identify one item, identify all items, or do nothing. If you select "identify all items", the entire stack of "Unidentified Equipment" is consumed and statistics are shown including the number of failed identifications (crumbles to dust), the number of "Common" and "Rare" items received, and the total number of the original number of "Unidentified Items".

  • Achievements related to money and battles should now work properly;

  • Some item icons have been changed;

  • Disable F12! (.dll, test);

  • Zomd.dll file has been moved to the "System" folder (.dll associated with GameJolt);

  • Fixed a strange bug that was causing unique weapons to be added to the inventory when loading the game;

  • Removed the Parallax Ex script (used for parallax animation on the "Mysterious Labyrinth", "Soul's Dream" locations; and the "Sombra's Dream" cutscene;

  • Minor changes to character parameters/bonuses.
    I don't have time to work on balance at the moment, so this version may be easier than v2.8 (and I wanted battles to be optional, I'm even thinking of introducing a separate mode without battles). A "Balance and Difficulty" update is planned in future updates, as there is a chance I will replace the battle system;

  • Added animations for "Angry Bat, Snake..." creatures;

  • Diagonal movement is back in the game;

  • Fixed other minor and major bugs... AGAIN;

  • More, more, more... NightMOre...


Canceled:

  • Tiles that are mostly above the character now display correctly depending on the player's position relative to the object, regardless of whether the character is under or in front of the texture (default bug in RPG Maker Vx Ace);
    Severe FPS loss was noticed during long-term testing. Although the script for this "fix" is still contained in the project itself, it is disabled.

    fzuk9ika-kc-3f77cdub-u7tmzaup.png

Note(s):

  1. Basically, I didn't like this 3.0 version of the game as a whole, even though I put a lot of effort into it, I wasn't able to achieve the goals I originally wanted. However, that doesn't mean I'm going to give up on Crystal Warfare despite the slow pace of development;

  2. By default, the game will run in full screen mode. I strongly recommend NOT TO USE the F1 function associated with full screen mode autorun, as your windows and folders may minimize to the corner of the screen. For full screen mode I use a different method to open the game window in full screen, in extreme cases after starting the game there is a function ALT + ENTER;

  3. This version includes some bug fixes and reducing the size of the game folder by deleting currently unused files and changing file formats to reduce their size. This is most likely the last update for the ENG version at the moment (unless there are more problems or suggestions), after which I will continue to develop the second chapter and expect a version with back translation into Russian, as it is much easier for me to work with it than with the so-called "English version" of the game.

    nightlands.png
    __.jpg

Special thanks:

  • Regie Falcon;

  • Just Yuki;

  • Endie-Fanis Twoff;

  • HA0S67;

  • Voldemar Helm;

  • Bush Raccon;

  • Sophia;

  • Akira Rouds;

  • Mari Meow;

  • Anya Cleverok Tyan;

  • Anya Sakura;

Пуськи, Спасибо за то, что ВЫ есть. За вашу поддержку, рисунки и... Много эмоций, мало слов. Знайте: Вы лучшие!

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