Of course! It's par for the course with game making that you deliver a bug-free project :) I seem to have sorted out most of the mess by now.
Transformae
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I'll need an exact 1:1 retelling of every action you took because I can't replicate this bug. The table dialogue playing too early is a yes, that's a bug I fixed in the build I'm releasing later, but after seeing it you can just walk up to the door.
Do need to confirm that no one being there is still after you interacted with the table. Nothing is supposed to happen before you interact with the table, that's the only way to progress the story. And the npcs only appear for specific interactions (cake & fish only)
Will rebuild and rezip the Mac version to see if that fixes it.
What resolution are you playing on? The text balloon is an UI scaling issue, but it shouldn't happen for 16:9 aspect ratios. But if you give me the aspect ratio / resolution I can test the UI and make it fit that size. I can tell in your 2nd screenshot that the image that's supposed to cover the screen also isn't properly scaled.
The arrow keys/sliding isn't a bug, that's what happens when you press faster than the code/animator can update the animation. So unfortunately there's no fix for that, but since it's just cosmetic I also don't see it as a priority - game breaking stuff like the UI disappearing/not being interactable and saves not working is my main focus right now.
That's a bug I've been working on for a long time. For now, the only solution is to use the settings to disable typing and set the auto skip to "fast", which skips the dialogue as soon as it loads. Don't spam the skip button. It might also just be a "player spamming faster than UI can handle" issue - but also haven't been able to find a 100% fix for it.
The sequence restarting is indeed a bug I admittedly neglected to properly iron out. The main cause would be someone spamming the skip button, but I should fix it regardless - I believe what happens is that because you're standing next to the mannequin when pressing space, it restarts the dialogue (because you were at the last line of the dialogue file, it loops back to 0).
I've decided I'll be disabling the spacebar when dialogue is active to prevent confusion. It was never meant to be used as a skip button.
Thank you for reporting the bugs! If you can give me the resolution you were playing in it would help a lot.
Yeah, that CPU's newer than mine, so it's definitely something in the game. I'll look into it. Removed another couple of minor bugs today, didn't have time to get to the saves yet but I'm pretty confident I found what was causing the dialogue not to progress properly.
Just to confirm, does the CPU spike only when playing dialogue, or also when just walking around?
You never have to wait a month for bugfixes. The last two builds I released were within a week of each other - nugfixes are always released immediately, I just don't always post about them bc I don't want to spam "devlogs" into people's inboxes. I spent the past 2 weeks fixing bugs. Or I thought I did.
I'm sorry this happened, it's my very first game, even with Ren'Py. I could have sworn everything was working in the most recent (monday) build.
I'll be changing the comment section to forum, so that I can open a bugfix topic there. I want to hear them all and exactly what happens and when. I don't want to sell anyone a broken game.
Monday I made the Ren'Py version available again, which is a playable "substitute" for the time being - I know it's a bandaid solution, but the best I have for now because clearly I have to tear the game open again to have another look inside.
I'm not an Alex Mahan type - I don't make thousands of $$ off this game on Subscribestar and I don't work with volunteers. Just a solo guy making a solo game. That still means I need to fix my shit though. Reporting bugs helps more than you know.
I'm really sorry this is happening! When did you download the game? Because I released a new build monday that enables the settings page. I'm starting to really scratch my head because I swear I had things working...
Could you tell me which platform you're on? Mac/Linux/Windows? Computer specs would in theory be helpful too, but there's no way anything in this game should do that to your CPU...
Bugfixes are always released immediately, I just don't always post about them bc I don't want to spam "devlogs" into people's inboxes.
Correct, I had plans to put the settings live this week, but that caused major bugs so it's just an empty button for now.
Those bugs you've mentioned are new to me though, with exception for the table - since the system is fixed, walking up too close to the item will trigger the item on the other side of the table. I'm learning Unity as I go with this and I think I've got an idea to fix it, but haven't gotten around to implementing it yet. Whilst fixing that major bug earlier this week I gave the dialogue system a major streamlining fix which makes the process less prone to bugs.
The save system has honestly been giving me a lot of headaches, but hearing that it also happens in new files which should *completely* reset Alice back to the default state is... well, it's good to know but odd lol. I'll take a look at all of it! Guess next week will be entirely dedicated to just bugfixing as well XD
Thank you for playing, and I'm glad to hear you're enjoying the game nonetheless haha. And to others, don't be shy to report bugs to me when you find them! It really does help!
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