Sunday, June 5, 2016

Good/Great news

Well, finally I have recent news. They could be good or great ones...

If you had problems with the saving slots, news are great, because I finally implemented the new saving system (using the MDM zinc 3 functions). So, now the game doesn't use Flash shared objects any longer. Saved games are stored in a local file. WARNING: this may cause future bugs, that I still haven't discovered. I'll need your help.

If you don't have any problems with the game, the good news are that I finally defeated this millstone, so I can progress with the content development.


Also, as side note, those days I've been playing a great H-RPG game.
Married Warrior Emma - Ruins of the Ancient Empire (人妻戦士エマ 古代帝国の遺跡) 

I also found an english translation by m1zuki ( thanks a lot !!! )
So, that's my recomendation while waiting my next release

PS: New black dress (suggested by anon)

Sunday, April 17, 2016

Time to change MDM Zinc

It seems that windowed mode is wining.

I've been trying to find some ways to make it work by the compiler (MDM Zinc) functions.

So, anyone of you guys know about another Flash to EXE compiler I could use? Even better if it adds some AS2 funtions I could use to toggle fullScreen or write/read files. Just as MDM Zinc was supposed to do.

- UPDATE !!!

Finally Zinc and me got an agreement ! I'm starting to understand how it works. So, for the next version you can swap from FullScreen to Windowed mode ! Also, ESC won't close the game anymore.

Things are going pretty well. I finally understood how to use MDM Zinc funtions. Finaly my game can toggle fullscreen, exit, read and write archives. Now I'm working in a new saving algorithm. The bad news are that Zinc is gonna die in a few days... (more info here) :-(
So I'm try to get as much knowledge from their docs before it passes out!!!

Monday, April 4, 2016

More items

Hi! I'm still alive!
Still working on items for background...

About the features I've been investigating:
- New save game systems: Impossible.
- Switching window mode / full screen : Almost impossible.

So, do you prefer the game in window mode or full screen ?

Monday, November 2, 2015

Help with AS2

Some players are having problems with the way AS2 stores the variables information as cookies. Thus, I'd like to find a way to write my own files from AS2, but from everything I've read, it seems almost impossible.
Does anyone know how to do it?

Thursday, October 22, 2015

A matter of perspective

I'm doing some new background items. So, I have to define the perspective. What do you think I have to use? Left column looks more realistic, but right one seems more in the same perspective of mage house or RPG maker games...

Tuesday, September 8, 2015

Open request

I'm still interested into finding translators to asian languages, such as chinese, japanese, korean, thai... etc. If you want to make the translation to your language (not asian laguages are welcome too), contact me.

Here you have the list of available languages for SR, and instructions to contact me.

Saturday, August 29, 2015

Facing the big problem

It's time to go back to work. And now I must face a big issue I've been avoiding for months: I must create an algorithm that supports different zones. The issue started when the map grew too much. Now it's so big that adding more space produces performance problems, as making game slower and FPS reduce (mainly in old computers). For now is OK, but I need more space for new enemies and quests. Thus, before adding more stuff, I must fix it.

I've thought about creating different zones, so when you go out from zone A to enter zone B, the game must delete all elements in zone A. So players keep feeling the map as a continous zone, with no FPS reduction.

Imagining it is easy, making it real is hard. So, it's time to work.


- Update 1: The algorithms to detect where Beth is, and the Algorithm to swap zones are perfectly working! The next steps are:
  • Delete sprites in the zone Beth is going out. But only the not important sprites. Bosses and items with state (such as chests or quest items) must not be deleted in order to mantain their states.
  • Divide the map details into zones and between zones.
 - Update 2: Deleting sprites task finished. Now I'm proceding with the final step to get the algorithm ready.

- Update 3: Algorithm es basically done and working. I'm finally polishing a couple of bugs.


The algorithm is finished. Game works perfect. The game performance is supposed to have been improved for slow computers. The only difference other users will find is some slight pauses when Beth gets into a new zone due to the creation of the new area.

That's why next update bar has progressed to 70%.