Tuesday, 16 January 2018

New menu + re-fixing stuff

Hey, So between 1.0.2 and 1.0.3 I managed to accidentally roll back one instance of the Linux fix which a few kind people have sent me reports about. This'll be properly fixed again in 1.0.4.

I've also spent tonight fixing a big problem area: The menu system.
It was all based in choices and dialogue boxes which meant they couldn't be closed except by user input, which posed a problem when a scripted event was trying to close the menu to keep going.

A more lasting solution would be figuring out how to pause absolutely everything onscreen while still letting the user use some functions in game, but I can't find a good way to do this at present.

So the new menu I'm pretty happy with. It feels good to be building systems again. It will be rolled out alongside fixes with 1.0.4 either tomorrow or Wednesday.






I'll replace the game's main menu so that they use the same system. Should be nicer overall this way.

See you later,
Oko

Friday, 12 January 2018

Lateshifter Episode One: Night Rain - Public Release!

Episode One: Night Rain


"A routine assignment at a Data City processing firm gets way too complicated, way too fast. 

Save the girl or seal her fate? A story of late, rainy nights, breathless desperation and hard sex."



Features:

x Romanceable characters
1+ hours of gameplay (first playthrough)
39,000 x Words of dialogue and story

35 x Minutes of new music
508 x New sound effects

10 x H-Scenes* (3 x Deluxe, total of 15 scenes)



Download:




Thanks very much to everybody supporting on Patreon, those who send me bugs and good vibes.
I'm really blessed to have you here.
More to come, working hard every day, so stick around!

Your pal,
Oko

Tuesday, 9 January 2018

More bugfixing; 1.0.3

Jesus christ I literally haven't slept more than 5 hours at a time this year so far.
Please work, 1.0.3.
Pls.

I will literally die.

Hey, how's it going, here's the roundup for 1.0.3:

I've introduced Save / Load options, but limited saving to times where the player has free roam, not mid-conversation or while there's scripted walking around.
It should be blocked off as an option during those times, but please be careful for now all the same, in case it stays enabled when it shouldn't be.
If in doubt, the elevator is a pretty foolproof save spot when it's stationary.

Fixes:
- Fixed players getting stuck in Maintenance if they ran in too fast.
- Fixed Elevator and Terminal repair crashes by replacing last remnants of an old, buggy caching system.
- Added bug submission form to the Esc menu.
- Fixed bug where capitulating to Mola too early made her unreliable in delivering promises.
- Fixed bug where train would crash through the pink salon, killing everybody probably.
- Added Saving and Loading -

Again, saving is enabled at safe points in the script, disabled during cutscenes and highly-scripted movements.
This is mostly down to the way I'm absolutely assfucking RPGMaker MV to behave like a real engine. I'm sorry RMMV, I don't mean that. It's been a long week.

Hopefully this release will see us into the weekend. I'm gonna take two days off, then get onto the new material.

Later dudes,
Oko

Monday, 8 January 2018

Lateshifter 1.0.2 Patch

Hey, so I released yesterday and its been crazy positive, as well as helpful- some nasty bugs slipped by me and I'm happy to say I think I got everything that was reported to me.

Fixes:

- Fixed getting stuck in bottom left corner with Estella.
- Getting stuck on computer or talking to Cybil too early
- Getting stuck after Mola deactivation scene
- Estella disappearing after the roof scene
- Player getting stuck in Maintenance under a certain ending
- Player getting moved around and stuck due to Cybil dialogue not terminating correctly
- Jedd and Stace would smoke forever until they died of lung cancer, under certain circumstances
- Player appearing too far from the couch after animation
- Player brought back incorrectly from Puzzles in all cases
- Puzzles had a second-long delay before accepting the right combo, now it's instant
- Puzzles would not load the next level if you failed the level while still 'holding' a block
- Player could go back to main menu AND progress into scenario at the same time and things would get weird
- Stopped the player leaving the room after Terminal is fixed because the freedom at this point was too confusing. Next objective was really unclear.
- Clarified objectives in areas that reports had shown it was unclear
- Added slight delay between the end of text and choice selection (Also affects Escape menu, but that'll be replaced in time)
- Added some spelling and formatting corrections
- Fixed Linux-specific filename problems, no need to make duplicate files to account for lower case

These will be included in the public build out on Friday, in case you aren't on top of the leaks at this moment in time.

Cheers,
Oko

Saturday, 6 January 2018

Lateshifter 1.0.0 Releases tonight.


Hey, what's going on?
Sorry I haven't been actively posting over the Christmas period. I've just been working on this every single day, including Christmas day and New Years and I wanted to cut myself off from online activities until it was ready.

Well, it's ready.

There are way too many changes to list because I wasn't keeping track during my Christmas Crunch, but I loaded up a build from early December and holy shit, I'm happy with myself.

I've rebranded it to 1.0.0 for simplicity and to set it apart from the demo versioning system which was as poorly thought out as the structure of the demo, itself.


This is episode 1's first release, so it'll be 1.0.0.

Featuring:
4 Romanceable characters
1+ hours of gameplay (first playthrough)
39,000 x Words of dialogue and story
35 x Minutes of new music
508 x New sound effects
10 x H-Scenes* (3 are Deluxe, with multiple angles / acts)
I'll be posting with links at:
PST: 15:00
EST: 18:00
GMT: 23:00  
CET: 00:00 (Sun)
AEDT: 10:00 (Sun)




So this is 1.0.0, there may still be bugs, but I would certainly hope every game-breaker has been removed or will be found before it goes online.
I'll be hammering this the entire day, trying to break it, and then I'll upload the builds for Patrons.


ps.

Steam hours were at 138.3 but sadly this number is normalizing because I've also been back at IRL work since the start of January.


Thanks,
Oko