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Anniversary Blog and other Updates (No new demo yet)


It's been (almost) a full year since the first demo of this. Thank you guys for the supporting this project this far!

Anyways, I have a few things I want to let you know before I upload Chapter 6, there's going to be a lot of other updates to go with said chapter. I feel like I kept you all in the dark ever since Chapter 5's upload. So far, Chapter 6 is roughly half way done, and due to this snow-in it might be done before the end of this month.

Back on topic, Updates. So what will be updated, you ask? I'll give you a short list, this is mostly so I can keep track of things as well.

1. A new battle layout. The old one, done by Neon Black, was (and still) is a great script that got the job done. But due to some incompatibilities, I felt like it was time to 'update' the layout to something a bit less static. For reference, here's a picture of how it looks so far. (It may not be final).


This battle layout is Moghunter's Battle HUD Ex, with some simple custom assists I've created. There are some functionality differences in terms of battle pacing, but nothing with the mechanics of the battle system has been changed.

'But Seacliff-Senpai, wait!' you ask as if we were actually talking to each other, 'What kind of incompatibilities caused you to change the battle system?'. I'm getting to that, be patient.

2. Single Ingen and Duel Ingen are now different skill types. This might not seem like much, and it honestly isn't. The reason this was incompatible with Neon Black's battle engine is that the 'Duel' skill type won't even appear in battle until your get to the point of the game where Duel Ingen become available. Due to how CP Battle Engine handle's skills, I couldn't find a way to do such in it.

In short, it's my OCD. On the bright side, I feel navigating the skill menu is much more efficient and cleaner. So I think the overall effort was worth it.

3. Characters who die in battle will come back with 1 HP when the battle is over. This is mostly another compatibility issue, but you didn't hear that from me, think of this as a balancing mechanic.

4. Some previous scenes will be rewritten. This isn't too huge, mind you. In fact, it's hard to say if it's worth starting over just to read the re-written parts. The story and character growth will still be exactly the same. This is mostly for pacing reasons and to fix some conversations with characters I felt didn't go as smoothly as planned.

5. It hadn't been implemented as of yet, but I plan to have some sort of collectable item. Collecting them all will grant you a special item. There will be a total of 25 (maybe) of them, and I plan to put 18 of them in the new update. None of them are in areas you can't return to, so you can got back and find all of them if you like (there will be three in each world.) The reward is a secret to everybody.

Those are the biggest changes at least. With that, I think I'll end this by thanking you all again for trying out Flip Dimensions. I hope you all continue to look forward to what I have in store for the upcoming chapters. I've been building up for a big plot twist, but maybe I've leaked enough info through the game that you can get a partial idea where the plot is going. See you all in Chapter Six!