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Re: Liminal (WIP name) by After
26 September 2021, 18:57:21

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Re: Gaming Thread by King (2.0)
25 September 2021, 13:49:11

Re: Liminal (WIP name) by King (2.0)
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Re: Liminal (WIP name) by After
25 September 2021, 07:39:36

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24 September 2021, 21:40:20

Liminal (WIP name) by After
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Re: Gaming Thread by King (2.0)
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Re: Gaming Thread by AuroraDash
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Re: Gun (Cave Story Mod) by King (2.0)
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Re: What songs are you listening to? by King (2.0)
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Re: What songs are you listening to? by Charlie
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Messages - AuroraDash

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16
Member Works / Re: Misery of Magic updates >_<
« on: 10 July 2021, 02:53:42 »
Fixed a rather rare bug where, due to an oversight, if you had two characters but one of them was at 0HP, there was a possibility that Demon 66E could become unkillable.


This is a demon which only appears in about 11% of random encounters in Fire Hole, so, I'm surprised I even ran into this bug.

17
Member Works / Re: Misery of Magic updates >_<
« on: 10 July 2021, 02:00:16 »
Fixed bug where some stuff could occasionally already be complete before you got to it. My fear was that this was some sort of savefile corruption caused by something screwing up when a file is saved or loaded. However, if that were the case, I'd expect it to cause creeping, progressive weirdness affecting the entire game, whereas all the damage was mysteriously confined to Sorrow Peak.


As it so happens, some of the flags used in Radioactive Hall were being inadvertently reused for various things in Sorrow Peak.

18
Member Works / Re: Misery of Magic updates >_<
« on: 09 July 2021, 15:22:13 »
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?


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.


Some other games also have over 100% completion... whether intentional or not...


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.

19
Member Works / Re: Misery of Magic updates >_<
« on: 07 July 2021, 02:51:36 »
Because of how completion percentage is calculated, 105% completion is possible... o_o

20
Member Works / Re: Misery of Magic updates >_<
« on: 07 July 2021, 02:40:00 »
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)

21
Member Works / Re: Misery of Magic updates >_<
« on: 04 July 2021, 18:14:23 »
Done for 0.4.9:


-- Made that one 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.

22
Member Works / Re: Misery of Magic updates >_<
« on: 03 July 2021, 20:25:53 »
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.

23
Member Works / Re: Misery of Magic updates >_<
« on: 03 July 2021, 20:18:43 »
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.
-- 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 >_<
-- 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.

24
Member Works / Re: Misery of Magic updates >_<
« on: 02 July 2021, 20:06:07 »
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).

-- 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.

25
Member Works / Re: Misery of Magic updates >_<
« on: 01 July 2021, 18:40:11 »
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.

26
Member Works / Re: Misery of Magic updates >_<
« on: 29 June 2021, 16:25:13 »
Lot of progress tonight! Went from version 0.4.2 all the way to version 0.4.5.


-- Updated the credits.
-- Fixed bug where Ending 15 couldn't be triggered at all and you'd just get Ending 1 instead.
-- Fixed separate bug where the credits would scroll 8 times as fast as normal in Ending 15.
-- Fixed at least one cause of what I call the "antechamber bug", which is actually a string of related bugs where some properties of one area could sometimes carry over into a different one. This is like the third time I've had to squash this thing, wouldn't be surprised if there were yet another version of it out there.
-- Fixed bug where entering the room where Ending 7 happens would crash the game.
-- Made the Ending 7 object's "softspeaker" into a generic "speaker" and made it visible -- I've mostly phased out "softspeakers" because they're a nuisance and if I make them visible they break.
-- Fixed two minor bugs relating to a minor character -- one associated with having more subimages than strictly necessary, another associated with having more than 16 textboxes.
-- Completion percentage of a save file now updates immediately when the file is saved over -- it would only previously update after going to the title screen, because for whatever reason the percentage was being written to the file immediately after being calculated without being stored internally in the proper place, so it wouldn't be visible in the game until it been read from the savefile at a later point.

27
Member Works / Re: Misery of Magic updates >_<
« on: 28 June 2021, 17:20:54 »
Can now turn on fullscreen mode if you like!


I kinda forgot to add this until just now...

28
Member Works / Re: Misery of Magic updates >_<
« on: 27 June 2021, 18:14:26 »
All the music is in the project file now, and should work!

I've built a simple debug feature, where I can enter a 16-digit code, and the game will crack open a save file and overwrite a small piece of it with whatever number I like. Should be able to do a lot of cool bugtesting with that, but also very easily destroy my save files. Good thing I don't care about any of my save files >;3


Also gave the title screen a nice looking background.



29
Entertainment General / Re: The Literature Topic...
« on: 26 June 2021, 02:17:48 »
I guess I don't really read very much anymore, unfortunately. I mostly just read academic papers these days. Might try to work on changing that once I submit my thesis.


Used to be really into Warriors, it was like my favourite thing ever for several years. I reckon it went downhill very very catastrophically after the 12th book, when the New Prophecy series ended, but briefly picked up again in the Dawn Of The Clans series, which I generally enjoyed a lot, before sinking drmatically back into the grim abyss of bad writing.

30
Member Works / Re: misery of music, the saga continues
« on: 25 June 2021, 04:30:06 »
So we will get to listen to music from the demo...?

That sounds great...

Progress is awesome...

(Hugs a lot...)

Yep! *hugs back tight*

The first demo -- Phase One or 0.1.0 -- which contained only Poison's Lair and which I gave to like 2 people, didn't have any music at all.

The 0.2.0 demo, which included everything up to Backwoods, had random music stolen from various sources. I only gave that version to a few people as well.

The Phase Three demo contained everything up to Underpath. Because that version is public, I took out all the copyrighted music and replaced it with music I have the rights to -- SS2 music, random cover/remixes I made years ago which I had lying around, and a couple of original ones.

I decided that I would replace all the SS2 music (although there will be a couple of new versions of SS2 songs -- I made a new version of "FQ3", although I'm not particularly happy with it, and a really cool new version of "Destiny Defeated Dreams" which is going to be awesome), but would keep most of the rest of the music from 0.3.0.

It turned out that I didn't have enough music, and needed to make at least five more. Out of those five, I've already done three, bringing the total up to 36 out of 38. I hope to finish the other two tonight.

Coincidentally, 38 is one of the numbers with a special meaning in the Misery of Magic universe, so, that's a good number to have~

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