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Progress Report

Version 14 is up

Version 14 Change Log

- Fixed mistake where buying the Saloon Car Pass doesn't reduce money.
- Updated Dillon's sprites (hair, head size, added gloves to her attack poses)



- Added frame to Dillon's 'throw' animation.
- Amended some lines of dialogue.
- Added extra lines of dialogue to Executive PA.
- Removed pauses from between in-battle lines of dialogue, hopefully refining the pacing.

Announcement

Supporting is easy as pie

We've started a new awareness campaign on Epocu and only need 25 'supports' to reach our goal and get some extra coverage!

http://epocu.com/campaigns/omnis-erias-line/





Miscellaneous

OMNIS Not Responding??

Hi all. VVBlastFuryVV has pointed out a potential problem with an inexplicable crash when on the Solis Maglev - it's especially annoying because I can't replicate the crash, since all the events seem to be in working order. I'm gonna keep digging into it, if anyone else comes across it could they send me a comment or a PM?

Thanks - I'll post and update as soon as I've got some clues.

Progress Report

Reducing DL size

Omnis is packed with custom resources, which is why the file size is comparatively large. I'm currently working on reducing the DL size by every MB I can chip away. That includes converting the audio formats - a time consuming process (given that every reference in-game will have to be amended) but worth it, I think, in the end.

______________________
EDIT
Version 13 is up, it's 21.9mb smaller than version 12 :)

Progress Report

Version 11 now up and available

So...
I've done a lot of work over the last few days revamping the battle system, adding some new features and a shiny new HUD (thank you to Moghunter for those scripts. gosh).

Feedback still welcomed and looked for. Enjoy, RPG fans!


Version 11
Change log:

- removed first splash screen
- Overhauled parallax maps, reducing file size.
- Added all new, animated battle HUD (Moghunter)
- Added 'button combo input' to Orphan's knife skills (Moghunter)
- Added chain attack damage counter (Moghunter) for a bit of visual flair.
- FINALLY got the battlebacks animated, no more motion blur substitutes. This is another one thanks to Moghunter's scripts
- Added new Knife Skills icon
- Updated credits
- Fixed stuttering of 'move to' and 'move from' animations in battle
- Adjusted brightness/contrast of battle backgrounds
- Redesigned 'Woodwalk' and 'Outskirts' battlebacks, though I'm still not 100% happy.
- Added new Key Item 'lore'
- Updated Passenger Car 3 puzzle
- Corrected some 'clipping' in text boxes
- FINALLY FINALLY figured out the bug in the stealth section. Here's the explanation, for the technically minded among you:

Events (set to player touch) control a variable "Hidden", setting it to either 0, 1 or 2. If it's set to 1, you're invisible. But the events that handle the opacity/transparency of the cabin walls was set to change "Hidden" to 0 and was on the same priority as the character, so even though you remained in a hidden position, contact with this event could change the variable that determines (in the software's mind) whether you were hidden or not.

- Changed some terminology
- Added/amended some dialogue
- Changed some enemy stats (particularly HP and elemental weaknesses)

Game Design

New Battle HUD coming along nicely...

After having considered the battle system 'finished' for so long, i decided to use some spare time and go back over it, investigate some scripts and see if I couldn't add a bit of flare to its design.

Previously, the battle system HUD was a simple combo of transparent windows framed by a static 'picture', which served a minimal purpose.

I knew about Moghunter's scripts ages ago, but I quaked at the idea of figuring them out whilst translating them from Portuguese. On a second, more considered look, however, I've discovered that they're extremely user friendly and customisable with only a minimum of trial and effort.

Version 11 to follow, then. It may take some time because I'll need to play test the whole demo once or twice to make sure everything's still working smoothly.

Progress Report

And now it's version 10...

Fixed yet more some more things.
As usual everyone, I'm grateful in advance if anyone finds bugs/errors/breaks and lets me know.

Version 10 (....!)

Change log:

- fixed overlay issue on bailey 86 map.
- refined stealth section, should work much better now.
- changed pan distance, Bailey 87 right side.
- removed erroneous ground texture from Bailey 87 map.

Miscellaneous

Known issues

Thanks to the LPS by roleplayinggamer.tv, a few minor issues have been brought to my attention for immediate fixing.

-Mapping overlay problem at Bailey 86
-Stealth section mechanics issue, First Class Car

I'll get on these straight away. They don't break the game, just stop it from working as smoothly as I want in those two areas.

Updates to follow y'all.

Progress Report

Version 9 now Online

Version 9

Change log:

- reduced damage of "Breaking Cut" skill
- fixed "Dividing Line" AP skill cost mistake (mentioned earlier)
- added several hints to Passenger Car 3 puzzle
- fixed passability issue is Passenger Car 3
- changed character's heights (as listed in-game)
- added 'glow effect' to archive and stairwell fire doors

Miscellaneous

Forewarning for version 8 players:

Thanks to part 2 of roleplayinggamer.tv's LP, I've noticed that a super-skill Orphan can now learn much earlier only costs 1AP to use. Anyone who's seen how much damage it can do may have already come to suspect the truth:
That this is a bumbling oversight on my part and will be fixed in version 9, released later today.

Sorry folks!