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vgperson

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A member registered Nov 25, 2015 · View creator page →

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As of 1.2.0.3, the Play Highlighted code that checks preceding state changes seems to not proess persona switching properly if you use multiple persona codes, as opposed to just using one as a toggle.

^g a. ^m a. ^g a.

If you enter this and play just the last "a" (without highlighting the preceding ^g), it plays as Morshu, presumably because it sees an even number of ^g's and figures that means they canceled out. (In fact, if you add extra ^g's to the start such that there's an odd number overall, highlight-playing the last "a" will properly use Grant.) This seems to happen with any persona codes arranged in this way.

As of 1.2.0.3, an unmodified ditto does not properly copy the previous pitch if + and - were used in combination; it effectively ignores the - portion unless you only used -.

^s +-n1 * . +2-* * . -5* *

The above results in the notes playing at 105%, 110% (when it should be 105% again), 115%, 120% (when it should be 115% again), 75%, 75% (correct).

Also, less important, but "+2-3n1" (combining + and - with a number after the -) doesn't work, though I'm not sure whether it ever did. "+2---n1" does work, however.

The engine sure is not designed for some of this stuff (I'd have to add lots, including letting Rewind cross levels, to properly accomodate this kind of design), but your efforts are commendable. I couldn't figure out some of the later puzzles, but there are some very clever tricks ard dungeon design here.

I had to keep things the way they were in the main game because each level ultimately has to be self-contained enough to beat no matter what state you reach it in, even if you use Restart, or else you could get stuck (and for the purposes of time trials, too). And it's hard to force a split when the girls don't start out split; making Brooke Berserk away is the easiest way, but that doesn't show up until late. A few levels do it, but it's risky to have it span multiple levels if there's a chance of getting on the wrong sides. So yeah, that's an advantage of custom dungeons.

Well, this was intense. There were some pretty clever puzzles there! I don't think anything strictly requires two-player (even what I assume is the trick to Time It Just Right), but it helps, especially if you're not good at jumping and quickly Unmaking at the peak of the jump.

I should note that when playing this "locked," there's an invisible wall a few screens in due to a bug that currently exists in v1.07, so I'll fix that. As well as some wonkiness with the Armors.