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Announcement
BETA - 10-year anniversary
It feels like only a year or 2 ago since I did the 5th year anniversary update for this game, but it's in fact been a full 10 years already since the initial release and I couldn't just do nothing for it.
NEW CONTENT:
A new quest has been added to the game, and it's accessible at any time from the start of the game. Now, this thing isn't super big or anything, but still, go check it out. Completing the quest also gives the 10th Anniversary Celebration Suit, which Roth can now equip right away from his brand new Portable Wardrobe. Collect the Portable Wardrobe by examining the tutorial poster at the start of the game, and then access it from the Items Menu. It'll display all the costumes in the game, and lets you change into any you've unlocked, free of charge!
POLISHING:
I've also done another round through the game and polished up a few of the rough edges, fixing some minor issues here and there, as well as touched up some of the old dialogue.
Now, I feel like this might be my final update to the game, at least one that isn't to just fix some important bug. But we'll see... Maybe I will still manage to gather up enough motivation and inspiration for a 15 or 20 year anniversary if I'm still around by then.
NEW CONTENT:
A new quest has been added to the game, and it's accessible at any time from the start of the game. Now, this thing isn't super big or anything, but still, go check it out. Completing the quest also gives the 10th Anniversary Celebration Suit, which Roth can now equip right away from his brand new Portable Wardrobe. Collect the Portable Wardrobe by examining the tutorial poster at the start of the game, and then access it from the Items Menu. It'll display all the costumes in the game, and lets you change into any you've unlocked, free of charge!

POLISHING:
I've also done another round through the game and polished up a few of the rough edges, fixing some minor issues here and there, as well as touched up some of the old dialogue.
Now, I feel like this might be my final update to the game, at least one that isn't to just fix some important bug. But we'll see... Maybe I will still manage to gather up enough motivation and inspiration for a 15 or 20 year anniversary if I'm still around by then.
Progress Report
Update - Anniversary Version V1.1
-Reworked the rooftop ninja battle some more, to make it a fairer challenge:
Added a quick dash that can be performed by pressing SPACE, granting invulnerability for a split second while it's used. The dash has a short cooldown, before it can be performed again.
Upon hitting the ninja with a Lightning Bolt, for a short period of time, he gains an electric aura, increasing his visibility, and his movement speed is decreased a little.
Getting hit by the ninja will result in the ninja vanishing for a short period of time, to prevent getting hit multiple times in quick succession.
The ninja is no longer allowed to appear nearby a Lightning Bolt while it is being grabbed by the player, to prevent unfairly getting hit.
Shuriken now properly reset to their starting locations after disappearing, and are no longer able to re-appear in the middle of the arena.
Added the option to lower the difficulty level, after failing to defeat the ninja. Easy Mode increases the ninja's visibility, further lowers his movement speed when getting struck, and reduces the number of shuriken that are thrown.
Reduced the amount of dialogue when challenging the ninja again after a failed attempt.
Fixed an issue with the ninja (non-combat) staying invisible after a failed attempt.
-Added the quick dash as well to the rock gathering challenge inside the magma cave.
-Added the quick dash as well to the King Cyborg Jigg boss battle.
-Hitting the Jigg punching bag 250 times now results in a new and different mini-event.
-Fixed a bug that prevented Zelda from decaying for too long.
-Fixed a few minor dialogue box issues.
Added a quick dash that can be performed by pressing SPACE, granting invulnerability for a split second while it's used. The dash has a short cooldown, before it can be performed again.
Upon hitting the ninja with a Lightning Bolt, for a short period of time, he gains an electric aura, increasing his visibility, and his movement speed is decreased a little.
Getting hit by the ninja will result in the ninja vanishing for a short period of time, to prevent getting hit multiple times in quick succession.
The ninja is no longer allowed to appear nearby a Lightning Bolt while it is being grabbed by the player, to prevent unfairly getting hit.
Shuriken now properly reset to their starting locations after disappearing, and are no longer able to re-appear in the middle of the arena.
Added the option to lower the difficulty level, after failing to defeat the ninja. Easy Mode increases the ninja's visibility, further lowers his movement speed when getting struck, and reduces the number of shuriken that are thrown.
Reduced the amount of dialogue when challenging the ninja again after a failed attempt.
Fixed an issue with the ninja (non-combat) staying invisible after a failed attempt.
-Added the quick dash as well to the rock gathering challenge inside the magma cave.
-Added the quick dash as well to the King Cyborg Jigg boss battle.
-Hitting the Jigg punching bag 250 times now results in a new and different mini-event.
-Fixed a bug that prevented Zelda from decaying for too long.
-Fixed a few minor dialogue box issues.
Announcement
BETA - 5-year anniversary
Man, time seems to fly. It's already been about 5 years ago since I finished my first game, BETA. And a little over 10 years ago since I first created the project in 2007. As a way to celebrate the anniversary of the release of BETA, I thought I'd go over the entire thing and polish it up a little. Add some new things here and there and work out some of the smaller bugs that still remained, even after all the updates it's already had in the past.
Instead of listing the boring patch notes, which you can find in the other blog entry, in case you need every little detail, I'll go over some of the bigger changes that I've made.
NEW CONTENT
Let's start with the good stuff. New content, yay. Yes, a new optional quest has been added to the game. It involves beating up stuff, so obviously it fits right in with the rest of the game. To access the quest, you must make it to the 2nd night, and then choose to either go for a walk, or to visit Eldin (depending on which path you're on). Unfortunately for those who chose to not help out Matthew after beating him on the rooftop, as that will cause the new quest to not appear at all.
If you've made it this far, talk to Mr. Fatass who's waiting just right in front of the villa for you to help him out find his missing children and beat up all the evil squirrels in the woods, just outside of the town area.
Inside the woods, you're tasked with finding the 8 missing children who are hiding in the far corners of the map. Additionally, you'll be assaulted by mad squirrels, and at the end of it, the big boss is waiting for you.
As a reward for taking out Badbonez and bringing back all the children to Mr. Fatass, Roth will receive the Squirrel Suit. As with any other unlockable outfits in the game, it grants no special bonuses, but it might just satisfy your inner-furry.
And speaking of new outfits to wear, Roth's blue-haired appearance in his brief visit to Gielinor is now unlocked after making it through that quest. It also comes with the wide range of facial expressions that the other outfits provide (unlike in the previous versions of the game, where it had only the default face).
QUALITY OF LIFE
One of the things that kind of dragged down the gameplay experience of BETA as a whole were the many inconveniences and poorly thought out pieces of content. I've gone through the entire game and picked out the worst ones, and improved upon them. Some of the most notable improvements:
Cow Racing no longer requires manual input to move forward, and jumps are done with much more freedom. The cow now runs forward on its own, while the player only has to move up or down to change lanes. Jumping no longer requires you to stand still on a dirt patch and then interact with it. Jumping is now done whenever and wherever, with a simple press of the SPACE key. That's all it takes. As a result, this mini-game feels much more intuitive to play.
This was my first major mini-game ever created in RPG Maker, and it really showed. It was clunky and new players usually required several failed runs to get the hang of it. Hopefully, the new version will provide a better experience.
Next, the battle against the ninja on the rooftop... this one really suffered mostly from text boxes popping up on every attack, or every time getting hit. With the newest update, no more. All of the texts are placed inside picture balloons that show up at the top corner of the screen, where they don't interfere with the gameplay. In addition, health bars now display the amount of health Roth and the ninja have left before going down.
While on the topic of health bars, these have also been applied to the King Cyborg Jigg (KCJ) boss battle, both for Roth, as well for the current target, making it easier to track how much more hits you're able to take. And man, that finisher for beating the KCJ was so lame in the old version of the game. I totally improved upon that, with Roth now shooting at it in a beam of light and having the boss go down in a sea of explosions. Way cooler!
For some of the less flashy improvements: hitting a dialogue option again after having it selected it before now returns a shortened version so you don't get stuck in another row of dialogue boxes you've just gone through. The same goes for talking to certain NPCs, or examining objects again - most of these will now result in shortened dialogues if they contained more than a single text box.
REWRITTEN
Now, it's not like I've rewritten the entire game. Far from it, as that would not only take way too long, I wouldn't want BETA to not be BETA. That said, there certainly were some really poorly written lines of dialogues, or boxes with text that felt completely redundant, adding nothing really to the scenario. I've ploughed through all of the game code and hunted down these so that I could rewrite them, or remove them entirely in some cases.
I've also condensed some of the poorly spaced out lines of dialogue (which there was A LOT of) and made texts fit on fewer lines to save space, and in quite some cases, clicks.
All in all, I really enjoyed working on BETA once more. Well, the game code really is a nightmare to look at, but the game itself is pretty solid and plays just fine. Who knows, I might be back here again in another 5 years for the 10-year anniversary update. For now... I'm going to take a break and work on some other things instead...
Instead of listing the boring patch notes, which you can find in the other blog entry, in case you need every little detail, I'll go over some of the bigger changes that I've made.
NEW CONTENT
Let's start with the good stuff. New content, yay. Yes, a new optional quest has been added to the game. It involves beating up stuff, so obviously it fits right in with the rest of the game. To access the quest, you must make it to the 2nd night, and then choose to either go for a walk, or to visit Eldin (depending on which path you're on). Unfortunately for those who chose to not help out Matthew after beating him on the rooftop, as that will cause the new quest to not appear at all.
If you've made it this far, talk to Mr. Fatass who's waiting just right in front of the villa for you to help him out find his missing children and beat up all the evil squirrels in the woods, just outside of the town area.
Inside the woods, you're tasked with finding the 8 missing children who are hiding in the far corners of the map. Additionally, you'll be assaulted by mad squirrels, and at the end of it, the big boss is waiting for you.

As a reward for taking out Badbonez and bringing back all the children to Mr. Fatass, Roth will receive the Squirrel Suit. As with any other unlockable outfits in the game, it grants no special bonuses, but it might just satisfy your inner-furry.
And speaking of new outfits to wear, Roth's blue-haired appearance in his brief visit to Gielinor is now unlocked after making it through that quest. It also comes with the wide range of facial expressions that the other outfits provide (unlike in the previous versions of the game, where it had only the default face).
QUALITY OF LIFE
One of the things that kind of dragged down the gameplay experience of BETA as a whole were the many inconveniences and poorly thought out pieces of content. I've gone through the entire game and picked out the worst ones, and improved upon them. Some of the most notable improvements:
Cow Racing no longer requires manual input to move forward, and jumps are done with much more freedom. The cow now runs forward on its own, while the player only has to move up or down to change lanes. Jumping no longer requires you to stand still on a dirt patch and then interact with it. Jumping is now done whenever and wherever, with a simple press of the SPACE key. That's all it takes. As a result, this mini-game feels much more intuitive to play.
This was my first major mini-game ever created in RPG Maker, and it really showed. It was clunky and new players usually required several failed runs to get the hang of it. Hopefully, the new version will provide a better experience.
Next, the battle against the ninja on the rooftop... this one really suffered mostly from text boxes popping up on every attack, or every time getting hit. With the newest update, no more. All of the texts are placed inside picture balloons that show up at the top corner of the screen, where they don't interfere with the gameplay. In addition, health bars now display the amount of health Roth and the ninja have left before going down.

While on the topic of health bars, these have also been applied to the King Cyborg Jigg (KCJ) boss battle, both for Roth, as well for the current target, making it easier to track how much more hits you're able to take. And man, that finisher for beating the KCJ was so lame in the old version of the game. I totally improved upon that, with Roth now shooting at it in a beam of light and having the boss go down in a sea of explosions. Way cooler!
For some of the less flashy improvements: hitting a dialogue option again after having it selected it before now returns a shortened version so you don't get stuck in another row of dialogue boxes you've just gone through. The same goes for talking to certain NPCs, or examining objects again - most of these will now result in shortened dialogues if they contained more than a single text box.
REWRITTEN
Now, it's not like I've rewritten the entire game. Far from it, as that would not only take way too long, I wouldn't want BETA to not be BETA. That said, there certainly were some really poorly written lines of dialogues, or boxes with text that felt completely redundant, adding nothing really to the scenario. I've ploughed through all of the game code and hunted down these so that I could rewrite them, or remove them entirely in some cases.
I've also condensed some of the poorly spaced out lines of dialogue (which there was A LOT of) and made texts fit on fewer lines to save space, and in quite some cases, clicks.
All in all, I really enjoyed working on BETA once more. Well, the game code really is a nightmare to look at, but the game itself is pretty solid and plays just fine. Who knows, I might be back here again in another 5 years for the 10-year anniversary update. For now... I'm going to take a break and work on some other things instead...
Progress Report
Update - Anniversary Version V1.0
-Added the Squirrel Woods map. This map can only be accessed after finding Mr. Fatass in front of the villa during nighttime when meeting certain conditions. The map contains a new quest and includes a boss encounter against Badbonez, leader of the Nut Squad. Completing the quest unlocks the Squirrel Suit costume, and the option to receive the next circus prize without needing to play the mini-game.
-Added the Blue Hair Wig as an unlockable costume after completing the gameplay section in Gielinor.
-Added new, unique dialogue during certain events if the player has the Squirrel Suit or the Blue Hair Wig equipped.
-In the maze to catch the Jigg, the player is now able to lay down a trap that will temporarily slow down the Jigg's movement when it steps on it.
-Catching the Jigg no longer requires the player to interact with it. Simply touching it will be enough now.
-Completely revamped the gameplay on the cow racing mini-game, making it much smoother and more intuitive to play.
-During the fight against the ninja on the villa rooftop, there are no longer textboxes popping up, and health bars for both Roth and the ninja are displayed at the top of the screen.
-There is now a counter for the number of the remaining number of rocks to catch, during the mini-game in the magma cave.
-The cave maze will now automatically lead to the correct exit after a certain number of unsuccessful tries.
-Fixed an issue that made gaining the "Combo" and "Combo x2" bonus during the Jigg Rampage mini-game much harder than intended.
-During the King Cyborg Jigg boss fight, health bars are now displayed for both Roth and the enemy targets, and the volume of firing laser beams has been adjusted to no longer be lethal to headphone users. The laser beam particles no longer shift out of position over time. The boss's force shield graphics now disappear while Roth is holding a Lightning Bolt.
-Slightly adjusted the damage values on projectiles, in the King Cyborg Jigg boss fight.
-Updated the finisher animation upon beating the King Cyborg Jigg, and added explosions.
-Added an easy mode for the second round mini-game in the circus, to assist players who struggled to find the pattern.
-The Town Map now stays up on the screen until the confirm or cancel key is pressed.
-Thieme's girlfriend is now an actual girl, instead of a guy looking like one.
-Fixed an issue that wouldn't let Roth change his clothes into the Ninja Suit.
-Roth now returns in the clothes he wore before stepping into Dr. Kaputnik's machine, after having travelled to Gielinor, instead of returning to his base appearance.
-Updated several maps to make them look a little better.
-Rewrote a bunch of dialogue lines to sound less clunky, and correcting a large list of typos and missing punctuation. Also, some conversations have been cut down on the amount of dialogue and textboxes to scroll through.
-Rewrote a bunch of the examine texts on items, removing some outdated jokes, or to make them more sensible.
-Removed or reduced many of the pauses during dialogue.
-NPCs following Roth can now be walked through without the need for interaction.
-The conversation with Dr. Kaputnik will now progress automatically after going through all possible dialogue choices.
-Implemented checks to either shorten or remove the option to open the same dialogue branches that lead to failure, after selecting them for the first time, in several of the choice-heavy events.
-Implemented checks in certain dialogues and examine texts to shorten the texts when inspecting them, after having checked on them once.
-Fixed an issue that would cause a black screen after loading a saved game in certain locations (unavailable for any saved games made on older versions of the game).
-Added colour codes to key items in dialogue. Red for inventory items. Purple for unlockable costunes. Yellow for GP (gold piece).
-Changed the BGM in several locations and events.
-Updated the circus sign-post with the new prize when it's made available.
-The circus sign-post can now only be read from the front.
-The General Store girl, under certain circumstances, will now temporarily summon the Apocalypse.
-Animated the machines in Dr. Kaputniks laboratory.
-A bunch of other, smaller changes to improve the overall gameplay experience.
-Added the Blue Hair Wig as an unlockable costume after completing the gameplay section in Gielinor.
-Added new, unique dialogue during certain events if the player has the Squirrel Suit or the Blue Hair Wig equipped.
-In the maze to catch the Jigg, the player is now able to lay down a trap that will temporarily slow down the Jigg's movement when it steps on it.
-Catching the Jigg no longer requires the player to interact with it. Simply touching it will be enough now.
-Completely revamped the gameplay on the cow racing mini-game, making it much smoother and more intuitive to play.
-During the fight against the ninja on the villa rooftop, there are no longer textboxes popping up, and health bars for both Roth and the ninja are displayed at the top of the screen.
-There is now a counter for the number of the remaining number of rocks to catch, during the mini-game in the magma cave.
-The cave maze will now automatically lead to the correct exit after a certain number of unsuccessful tries.
-Fixed an issue that made gaining the "Combo" and "Combo x2" bonus during the Jigg Rampage mini-game much harder than intended.
-During the King Cyborg Jigg boss fight, health bars are now displayed for both Roth and the enemy targets, and the volume of firing laser beams has been adjusted to no longer be lethal to headphone users. The laser beam particles no longer shift out of position over time. The boss's force shield graphics now disappear while Roth is holding a Lightning Bolt.
-Slightly adjusted the damage values on projectiles, in the King Cyborg Jigg boss fight.
-Updated the finisher animation upon beating the King Cyborg Jigg, and added explosions.
-Added an easy mode for the second round mini-game in the circus, to assist players who struggled to find the pattern.
-The Town Map now stays up on the screen until the confirm or cancel key is pressed.
-Thieme's girlfriend is now an actual girl, instead of a guy looking like one.
-Fixed an issue that wouldn't let Roth change his clothes into the Ninja Suit.
-Roth now returns in the clothes he wore before stepping into Dr. Kaputnik's machine, after having travelled to Gielinor, instead of returning to his base appearance.
-Updated several maps to make them look a little better.
-Rewrote a bunch of dialogue lines to sound less clunky, and correcting a large list of typos and missing punctuation. Also, some conversations have been cut down on the amount of dialogue and textboxes to scroll through.
-Rewrote a bunch of the examine texts on items, removing some outdated jokes, or to make them more sensible.
-Removed or reduced many of the pauses during dialogue.
-NPCs following Roth can now be walked through without the need for interaction.
-The conversation with Dr. Kaputnik will now progress automatically after going through all possible dialogue choices.
-Implemented checks to either shorten or remove the option to open the same dialogue branches that lead to failure, after selecting them for the first time, in several of the choice-heavy events.
-Implemented checks in certain dialogues and examine texts to shorten the texts when inspecting them, after having checked on them once.
-Fixed an issue that would cause a black screen after loading a saved game in certain locations (unavailable for any saved games made on older versions of the game).
-Added colour codes to key items in dialogue. Red for inventory items. Purple for unlockable costunes. Yellow for GP (gold piece).
-Changed the BGM in several locations and events.
-Updated the circus sign-post with the new prize when it's made available.
-The circus sign-post can now only be read from the front.
-The General Store girl, under certain circumstances, will now temporarily summon the Apocalypse.
-Animated the machines in Dr. Kaputniks laboratory.
-A bunch of other, smaller changes to improve the overall gameplay experience.
Miscellaneous
Update V1.6 (14-05-2013)
-Fixed a bug that would cause the player to get stuck inside the villa.
Numbers on the Jigg Rampage mini-game have been adjusted:
-Killing Jiggs gives better score
-Grabbing Lightningbolts and scoring combos gives twice as much score
The King Cyborg Jigg boss battle has been made easier (easy-mode only):
-The homing orb during phase 1 moves slower
-Rockets don't get a speed boost in the later phases
-Rockets respawn slower
-Removed some rockets
Any existing Save files should still be fully functionally.
Numbers on the Jigg Rampage mini-game have been adjusted:
-Killing Jiggs gives better score
-Grabbing Lightningbolts and scoring combos gives twice as much score
The King Cyborg Jigg boss battle has been made easier (easy-mode only):
-The homing orb during phase 1 moves slower
-Rockets don't get a speed boost in the later phases
-Rockets respawn slower
-Removed some rockets
Any existing Save files should still be fully functionally.
Miscellaneous
Update V1.5 (12-03-2013)
-Fixed a few minor typos.
-Fixed a faceset in one dialogue that wouldn't change when wearing different outfits.
-Fixed a bug that caused increased movement speed.
-Added the walkthrough to the download files again (forgot to do so in previous version, lol). Also, there is now a seperate download for the walkthrough available.
(existing save files should still be 100% functional with this update)
-Fixed a faceset in one dialogue that wouldn't change when wearing different outfits.
-Fixed a bug that caused increased movement speed.
-Added the walkthrough to the download files again (forgot to do so in previous version, lol). Also, there is now a seperate download for the walkthrough available.
(existing save files should still be 100% functional with this update)
Miscellaneous
Update V1.4 (24-02-2013)
-Removed an animation glitch that occurred every time the player would stop moving.
Miscellaneous
Update V1.3 (23-02-2013)
-Jigg boss fight is now easier when challenging it on Easy Mode.
-Removed a bug that could cause the player to get stuck at the part of getting the Stone Tablet.
-Removed a few Knights.
-Fixed a few typos.
(existing save files should still be functional with this patch -- existing save files may not be affected with the Stone Tablet bug fix if the player has already progressed beyond that point)
-Removed a bug that could cause the player to get stuck at the part of getting the Stone Tablet.
-Removed a few Knights.
-Fixed a few typos.
(existing save files should still be functional with this patch -- existing save files may not be affected with the Stone Tablet bug fix if the player has already progressed beyond that point)
Miscellaneous
Update V1.2 (05-02-2013)
Updated the gamefile.
-Fixed some events that did not update after the end of a quest.
-Fixed a line of dialogue.
-Fixed a typo.
-Fixed some events that did not update after the end of a quest.
-Fixed a line of dialogue.
-Fixed a typo.
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