Is there anything else that you remember.
also is this like- a common thing? how many times has it come up?
I've been going through the project trying to figure out how either bug is possible.
the way I have it working right now is a variable for each character's action,
and a script you use to alter it by pressing [</>]
if it is 'ITEM' when [z] is pressed, it sends a message to open the item menu, then stops that script, if it is 'MAGIC', it sends a message to open the spell menu, and stops that script.
the 'stopping script' part specifically should make it impossible for both to trigger.
there are only two things that receive the 'open item menu' message:
first, the menu text controller, to delete the flavor text so it doesn't overlap the menu.
Second, the item menu itself, which opens.
the same is true for the magic menu, only three things receive that message:
first, menu text controller
second, magic menu itself
and third, something to hide the knight's HP bar, for when you're returning to the magic menu after canceling [rude buster].
there should be no way they get mixed up, there is no overlap between the messages that triggers either one.
as for the 'used the [FIGHT]' issue, when you're in the item menu and press [x], it sets your selection to 'FIGHT', which might be how you're getting that bug? But it should also immediately return you to the previous menu and end the item script, which should prevent that from happening.
Any additional information would be helpful, because as of now, I am more confused than when I started looking into this, and have no idea what could possibly cause the bugs.
Selene
Creator of
Recent community posts
what
I genuinely have no idea how that could happen.
the text for using Overheal is specifically X 'cast' Y
X 'used' Y is the text used for items
so somehow, not only did it take the input for a spell and output an item use, but also used an action as an item.
and ignoring for the moment the problem of item use triggering when trying to cast a spell, when using an item, usable items are pulled from an inventory list, which is only altered in 4 cases:
1 - start menu opened, delete all items from inventory
2 - battle started, add 8 items to inventory
3 - item used, remove used item from inventory
4 - if topchef assist triggers while you do not have a spincake, add a spincake
there is no situation where an item called 'fight' should be added to your inventory, and the item menu should ONLY pull from the inventory list
there are SO many things that had to have gone wrong for this to happen, and I have no idea what could've made any of them behave that way.
is there any more context you can provide, because that's REALLY weird.
And now that I know that, I can locate the issue easie...r...
I see the problem
I forgot to put the 'check for death' thing in a loop upon subsequent attempts.
And the way 'check for death' works is:
when Susie's HP is less than 1:
Check if 'HOPE' is active
If yes, set HP to 1
If no, die
but on subsequent attempts, this was not in a loop, so after it triggered once, (and hope was active, so it didn't kill you), it just... stopped
So it turns out I'm just stupid I think
what do you mean by 'speaking'?
like interacting?
you should be able to, I'm not sure what would have gone wrong to make it so that you couldn't
The only other thing I can think of is that you mean you can't leave once you're inside, you would just move down a bit from where you came in and press [z] to do that if that was the problem.
you can give healing items for Kris/use overheal on Kris to extend the 'timer' significantly
usually I'd defend turn 1 and 2, overheal turn 3, take the shadowmantle turn 4, and use festivemoss turn 5 to get both of their HP back up
probably use a bunkerration after the first [lower guard] and the spincake after the second, to keep Kris's HP up
this is not the first time people have had issues with the star attacks, I don't really get why people find them so difficult, but I might add an option to make those easier at some point if this many people struggle with them so much
the star/slash attacks require some planning going into them.
the stars spread out from the slashes, then aim at the SOUL, so you have to misdirect them away from the places you want to go.
move as far away from the initial slash(s) as you can to avoid the stars, wait to see which stars don't fade out, and find gaps in the enclosing stars.
If I were to change it, what would you suggest?
such as slower star movement, less stars, etc.
Very happy with it
it confirms, or at least provides evidence for a few of things I had predicted for this fangame:
someone, (ERAM, if the Ch3 mantle game is to be believed), commands several DEVICE_FRIENDs to hunt/stalk/watch people
There are multiple FRIENDs, (in the intro cutscene to this, there are multiple other faces, and during the chase, far more than one pair of eyes is watching you)
Chapter 5 did make my 'man behind the tree' theory a lot less plausible, the theory being that Kris had blocked the thing that took December out of their memory, insisting that it was only a 'man', and painting a tree over it, but other than that, Chapter 5 was surprisingly non-destructive towards my theories.
at least the side A ones... side B is... not... what I predicted.
I assume you mean in phase 1?
Each of the three phase 1 attack are telegraphed with a different visual or audio cue depending on the attack, at least 0.5 seconds before it could hit you, even if you run directly at it.
I have also previously made changes ensuring that the hitbox of the teeth is sized so that it can be dodged from any position in a hallway, even the middle of a a vertical one.
As soon as you hear the sound of the teeth appearing, hold either left or right, and you should be able to consistently dodge them.
is the damage revert only happening on the .zip version? because it's not happening during testing anymore, so I can only assume it's something about it being .zip
The hands should always will come from the direction you're running, and the 'laugh' sound cue should always play roughly half a second before the hands can hit you, even if you keep running directly at them. They are being changed slightly so there is more time between the sound cue and first possible hit.
Are they behaving differently for you?
The only thing I can possibly think of that might be causing the damage reset is that the options menu is somehow open but invisible during gameplay and it's somehow being navigated to damage and reseting it??? I'll add some failsafes to try to prevent that but otherwise I have no idea what could cause that.
There should be a list of things that will be changed in an update soon on at the top of the description page, which addresses most of the things you've described.
I'm not sure what could be causing the doubled menu inputs, it should wait 0.1 seconds after registering one input before it begins waiting for another, I'll look into that.
EDIT
Game has been updated
I think I figured out what caused that??
I'm not 100% sure because I never had that issue, and haven't been able to replicate it, but I've adjusted how it works so that there should be no way it doesn't work.
I guess we'll see in 1-2 days when I update it with a bunch of fixes to issues I saw in other people's uploads that I never encountered myself.
FULL SPOILERS FOR THE ENTIRE PROCESS
that is the path from my YT video of me clearing the game.
there is another one that involves the "more information" section of this page.
the YT video one leads to the description of my 6th video, and the 'more information' one leads to one of my games called "fractured memories".
both of those get you a string of characters, which are the end of a google drive folder link.
this folder has a single black png, if you brighten it, reveals "the date of its creation shall set it free" in wingdings.









