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February 13, 2023

Game Version 0.0.2 (A) Bug list;

Hello all!

Sorry, I’ve been radio silent for the past few days. I was sent an extensive bug list that needed sorting out ASAP, resulting in a much more stable experience for Version 0.0.2(A)!

· The dreaded “random crashes at random intervals”

--Solution: Removed Spaces in titles.

--Status: FIXED

--Dev note: How was I supposed to test the game for random crashes? In a word - I couldn’t, as these crashes seemed to be popping up randomly, in random places, AND for random players – so no two players were getting the same one – but luckily they all had something in common. Thanks to a detailed report thread by Anon21 containing crash logs, I was able to google what went wrong and after some searching and forum-ing, came to the conclusion that it was all down to a naming issue.

Ok, I have NO scripting/coding knowledge, but this is how I saw the problem in layman’s terms. Basically RPG Maker (and all game engines in hindsight) hates spaces in names, and so replaces them with something it can understand better, replacing each space with “20%”- so for example, the file “Kyrsten 1” becomes “Kyrsten20%1”.

So every time the game called for “Kyrsten 1” the engine would go, “hmm, don’t recognise that, maybe they meant Kyrsten20%1?” and show the picture. Now we have 2 “Kyrsten 1” pictures in the game’s memory. BUT the engine would do this EVERY SINGLE TIME a picture with a space in the name is called, thus creating multiple files called “Kyrsten20%1” over and over. Eventually the game has so many of these that it can’t tell arse from elbow and nopes out – or in more technical terms, the memory was overwhelmed; there were so many of the same file it didn’t know which to pull up, and so crashed.

Oh, and it was doing this for every picture in the game that had spaces. Guess which ones had spaces in ‘em?

All 314 of ‘em, as well as ALL the custom sprites I made (Enemies 1, Enemies 2 etc.), and the comic panels (like in the tutorial fight), even the battler portraits – all because I forgot to follow the rules of naming. That’s why it was so random for everyone, this was a ticking time bomb just waiting to go off!

So an easy fix right? Just remove the spaces, put the pics back in. Yes… and no.

Now I had all the pics but the game doesn’t know where they are (it’s still looking for “Kyrsten 1” instead of the new “Kyrsten1”), so I had to go back into the game and edit every single time a picture pops up. Every event, every conversation, every scene.

THAT was a royal pain in the arse, taking over 12 hours of dev time, I’ve been working basically only on this issue since Thursday!! However, if it means the game is more stable, well then I wouldn’t call it wasted time.

And it was all because I’m an idiot :P

· Black screen bug has returned! – discovered by qwerqwer1Q (and others)

--Solution: Added auto casting Fade in Event.

--Status: FIXED

--Dev note: So this bug returned. I added a fade out event rather than a fade in – little oversight on my part haha.

· Game crashing when winning the fight against Skittling in Parent’s Room (Manor) – discovered by Anon 21

--Solution: Reduced number of troops at the start of battle.

--Status: FIXED (?)

--Dev note: So I couldn’t replicate this one. Maybe a result of the above crashes. I played the skittling quest for over an hour and never crashed. HOWEVER, I’m more than sure that this particular bug all stems from the Battle System plugin. As some of you know, RPG maker usually uses a Pokémon-like battle system, whereas I use a custom made plugin for the grid-battle system, but the author of this has basically gone dark, and while some on the forums are piecing together new bits of code here and there, the plugin is still a little janky beyond skin-deep. I can’t go in and tinker with the code because I have no idea about that stuff, but I think I can fix it via the RPG maker program (as in without coding).

I’m fairly certain that the engine is being over-taxed by the number of troops in battles – so I‘ve added a “reinforcement” option across the board. So, after X amount of turns, “more enemies” will show up to make up the original numbers taking part in the fight, easing the stress on the engine.

· Manor Survival Quest bug – (re)discovered by Lord154 (originally by Phantombeast)

--Solution: Fixed order of Rewards.

--Status: FIXED

--Dev note: Ah I see what went wrong. I misunderstood what Phantombeast originally pointed out, but realise what was up now. I structured the rewards system wrong, so the game was checking to see how high the “rounds won” count went to, but I had the rewards for the lower end on top of the equation.

So, even if you beat the quest, the game was rewarding players as if you guys only beat two rounds (Kyrsten will say “They sure do get in everywhere” instead of talking about the skittling king), even if you did all eight – because the game was asking: “did they beat more than two rounds? Oh, well that’s the outcome then”. Now the game asks, “did they beat all 8? No, well did they beat 7?”, and so on.

I also centred the King’s throne :)

· Garden Healing bug – discovered by Anon21

--Solution: Disable Menu

--Status: FIXED

--Dev note: I disabled the menu so players can’t heal up while working any of the jobs in game, just so there can’t be any sequence breaks :D

· Tutorial Bout – discovered by Anon21

--Solution: Awarded Title

--Status: FIXED

--Dev note: Now you actually get a title for winning the tutorial bout.

· Rio appears during KoZE Camp job – discovered by Anon21

--Solution: Added a check to see if player is working.

--Status: FIXED

--Dev note: So when you employ Rio, she follows you around, except when you go into the Camp Tavern, where she’ll be flirting with some drunks. This meant that when players stepped outside again, the game would show Rio following them again. Naturally when you’re working in the camp, Rio is off doing her own thing, but when you stepped out of the bar the game would have her following you again, creating two Rios on the map. Also fixed this for the Burrow as well!

· Enemy grabs still happen after being defeated – discovered by Anon21

--Solution: Made the grab event happen instantly.

--Status: FIXED

--Dev note: When 1 character was grabbed, the game would then show the struggle event at the end of the round. However, this meant that a second party member could rush over to “save” the grabbed member before this, only for the struggle event to play even though the grabber had been defeated. Now the scene plays pretty much instantly when grabbed.

· Game crashes when both grabbed

--Solution: Added a stun to the end of grabs so Players can’t move for the rest of the turn. (Lets the system catch its breath)

--Status: FIXED

--Dev note: So when both characters were grabbed at the same time, there is a chance that the game would crash. This is because the selector would then jump to the next available character… and there was none, so it would crash. Again, battle system plugin error really, but by adding a simple stun (that ends at the end of the turn) after a grab, this works fine and dandy.

· Trivial Battle Engine Issues

--Solution: Can’t fix without more knowledge of coding.

--Status: Not Fixed

--Dev note: Here’s a few Minor bugs brought up by Anon 21 that I can’t fix because it would mean tinkering with the Battle Engine code, which I’m not competent enough with coding to do so. To be honest though, they’re so minor that I can leave them in for now.

---- In battle maps, if you have long range attacks (like Energy Blast) they can go past the edge of the map and wrap around to the opposite side.

---- When fighting, it would be nice if the cursor was moved to an active character after the enemies' turns end instead of staying where it was last.

---- It would also be cool if you could use [tab] to switch between active characters in battle.

Sorry, nothing I can do about these for now :(


· Quest log doesn’t appear when picking “no thanks” in tutorial

--Solution: Added the turn on event

--Status: FIXED

--Dev note: If you picked the option to NOT help Krischara at the end of her scene, the Quest Journal didn’t turn on when you went to Brewlor Manor.

I guess no one reported this because no one who played EVER picked this option, you naughty people ;)