Game
Gate:Way - Crystal Fragments | Aurum Demo
5 years ago

Update 1.9.1 released with patches to bugs, glitch fixes, one temporary fix, and several new graphical changes


UPDATE: had internet issues, but now the update is live!


Hey everyone! With the release of 1.9, some new bugs arose in the system that had to be tackled. Furthermore, there were some unimplemented new files that just weren't finished by the time the demo update was released. So let's give a quick preview of what the update does:

  • Due to the way names are now addressed in code, I've changed the in-game code to "\n[?]". Switching the code allows for the choice you made for the character's name to actively show, rather than showing their default name accidentally.

  • The Gate in Peaceful Area has some outdated text, an old choice selection, and no background to the choices. Fixed that up.

  • Speaking of the Peaceful Area, there was a small issue with the music that played in the opening cutscene as well as the timing. Instead of "Noble" playing from the beginning of the scene, "Strangers" now rightfully plays, and after a certain bit of movement to give the scene more SCENE.

  • Entries in the Database Book were slightly askew, but that's been fixed now.

  • Sorry, but I did have to remove a DevAccess event in a certain area that gave the player max money. Don't worry, though, there's another one hidden away somewhere else, so go ahead and have fun with that until the next patch.

  • There have been some inconsistencies with textbox designs, such as "Examine", that don't show up at the proper times, making dialogue and explanations interchanged incorrectly. That's been fixed up a BIT, but there's still going to be some missed ones here and there until the next patch.

  • Another returning problem is the background of choices. You might occasionally notice that the background to some choices is completely invisible? Sorry about that. I've fixed the main ones so far, but there might be more patches in the future to fix more.

  • The wrong name code was being used in some battle dialogue, that's been fixed.

  • Older files that have since been updated or replaced were still in the game's directories. No point in an update if the old stuff is around, right? Deleted some older, now unused files. Still going through it, though.

  • The newer, updated images have been optimized for size.

  • The Save/Load screens now have new backgrounds! For nostalgia, I just had to leave one of the old ones in, for comparison to how we've changed.

  • The Credits list has been changed, and the design tweaked slightly. I've noticed that some newer names weren't listed, so I figured this would be the perfect time to add those in.

  • The opening splashes were somehow disabled upon release, so I've fixed those up.

  • A little coding change, but the healing water event (when you walk up to some waters and it asks if you want to fill an empty jar) has been altered slightly. The name code has been switched to "\p[0].", which is the name code for the party leader. It has also been placed in a common event, rather than a copied event, which will make any future edits to it a lot quicker.

  • Gave a temporary fix to a rather strange bug that would crash the game if you used items in battle. I say temporary because the fix in question might have side effects, I just haven't found them yet.


There are still going to be patches after this. Wednesday, I plan on releasing yet another patch, to fix any issues I find between now and then. The future patch should fix:

  • Textbox issues

  • Outdated scenes

  • The development process date on the second splash file (whoops, still says 2019)

  • Any invisible backgrounds for choices

  • And more...

And it should add:

  • A menu graphic update for three menus

  • Full implementation of the Otnemarcas Dungeon

  • Full implementation of a new area

  • A new Save Point to teleport to

  • A new shop

  • An enemy redesign


There will be another DevLog alongside the next update, so see you all Wednesday!

EDIT: Internet is down on my end, so, unfortunately, I cannot release a patch on time. I'll see what I can do about either Thursday night or early Saturday morning!

EDIT #2: alright, well that was a lie, wasn't it? WEDNESDAY IT IS! 2/12 is the next update, cross my heart! I'll be including a quality of life change along with the update. Thanks for all the patience!



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