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Updates to Justice in Unity: Redux's Change Log for the month of April 2018.

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April 26th, 2018

  • Arranged one new music track, sequenced by YASKAWA Moclin.
  • Began writing dialogue for “The Case of the Royal Flush”.

April 25th, 2018

  • Arranged three new music tracks, sequenced by R. J. Stratton and someone who didn’t credit themselves.

April 24th, 2018

  • Added MobiusXVI’s More Scroll Speeds script, to make scrolling text slower (but also fast enough to be skipped if desired).
  • Made the upstairs hallway of Elliot’s House four tile blocks shorter.

April 23rd, 2018

  • Playtest Copy 01 put out.
  • General dialogue fixes.
    • Color code error when getting kissed on the cheek by Emilie.
    • Emilie’s name not fitting in the “Call …” list.
    • Maci no longer answers Elliot’s questions after he’s asked Bellamy about the suspect.

  • “The Case of the Disappearing Act” can now be (more-or-less) completed!
  • Added a 1/100 chance of the front desk clerk in the Suite Complex saying something different when asked for the key.
  • Moved the smoke alarm in the Peaches & Cream, because where it was originally meant it would always be going off.

April 22nd, 2018

  • Addressed elevator calling bug.
  • Added to “Fantome d’Or Casino”.

April 21st, 2018

  • Added to “Fantome d’Or Casino”.
  • After Emilie’s death, her hospital bed becomes unoccupied (sheets folded instead of strewn about).
  • Flipped “Elliot’s Room” back over (facing down) to make it easier spriting-wise.
    • Replaced the beds in “Elliot’s Room” and “Simon’s Room” with beds by Ayene as events instead of editor-friendly tiles.

April 20th, 2018

  • Began writing “The Case of the Royal Flush”.
  • Began adding “Fantome d’Or Casino”.

April 19th, 2018

  • Began adding “Chapel”.
  • General bug fixes.

April 17th, 2018

  • General bug fixes.
  • Began writing/polishing dialogue for “The Case of the Disappearing Act”.

April 16th, 2018

  • Began writing/polishing dialogue for “The Case of the Poisoned Diner”.
  • General bug fixes.

April 15th, 2018

  • Started writing “The Case of the Garden of Angels” (Case 4).
  • Added item pickup sounds.
  • Found Hime’s updated Choice Options script, which fixed the issue of skippable non-skippable choices. (Also fixed the issues of location names scrolling out of the choice window and, apparently, the issue of choice windows being too long after a choice is hidden.)
    • Frankenstein’d scroll choices back into the Choice Options script, because why was it even removed in the first place?

  • Added a banner for “The Disappearing Act”.
  • Added a banner for “The Garden of Angels”.
  • Added a banner for “The Poisoned Diner”.
  • Renamed “Mortensen’s House” to “Elliot’s House”.
    • Renamed “Callahan’s House” to “Simon’s House”.

  • Renamed “Mortensen’s Notes” to “Elliot’s Notes”.
  • Began adding “Cheshire Estate”.
  • Applied NeonBlack’s Star Tile Passability fix, correcting that issue at last.
  • Added new tilesets. See Credits for authors.
  • Swapped out some doors to ones by Ayene.

April 14th, 2018

  • Maximum save files cut down from 60 to 20 to reduce a) lag b) confusion.
    • Tweaked the delete sound a little in the hopes that it won’t be so startlingly loud.

  • Added a custom car dashboard tileset so the car interior map looks a little less strange.
  • Threw in a bunch of generic NPCs.
  • Added playtime to gold window by snagging some code from a script by Shadowmaster.
    • Removed updating method from Shadowmaster due to massive frame rate drop in regular gameplay (60fps to 30fps, mmm, delicious).
    • Re-added updating method by adding an additional check to only update if the window is visible (not sure why I needed to define this… It seems obvious to do that. Good engine is good).

  • Added quip/queue notifications for updates to the Case Journal and Mortensen’s Notes.
  • Added to “Callahan’s House”.
  • Player can now log out of GameJolt once logged in.

April 13th, 2018

  • Added “Mattieu’s Suite”.
  • Removed “Equip” and “Skills” options from the menu.
  • Added to “Le Jardin des Anges”.
  • Began adding “Rillieux Warehouse”.
  • Connected all phones to same common event tree.
  • Began adding custom text color codes.
  • Removed “General” and “Parameters” sections in “Status”.
    • Renamed “Status” to “Info”.

  • Removed “Weapon” and “Armor” sections in inventory.
  • Removed most mentions of currency (essentially removed Gold window).

April 12th, 2018

  • Began adding “Callahan’s House”.
  • Added three new attract maps based on game progress.
  • Added to “Luis’ House”.
  • “The Case of the Poisoned Diner” can now be (more-or-less) completed!
  • Began adding “Le Jardin des Anges”.

April 11th, 2018

  • Began adding “Luis’ House”.
  • Redid Event Footstep scripting again.
  • Added attract map.
  • Redid title screen image and game icon.
  • Added the ability for one actor to be in the party, but not be visible in the menu.

April 10th, 2018

  • Switched all message boxes to Normal/Down.
  • Started writing “The Case of the Disappearing Act” (Case 2).
  • Added the “Parking Garage” and “Forensics Lab”.
  • Added script methods to Game_Party to check if actor is/isn’t in party using code from Marrend.
  • Mortensen’s Notes can now be opened by pressing “W” as well as from the menu. Also, opens to latest page instead of first.
  • Added Day/Night/Evening outdoor lighting setups.
  • Redid Event Footstep scripting in Game_Map, now utilizing the setup_events method.

April 9th, 2018

  • Began adding “Police Nationale HQ”.
  • Began adding “Peaches & Cream Cafe”.
  • Started writing “The Case of the Poisoned Diner” (Case 1).
  • Switched to black feathered windowskin.
  • Added “Sample Checker” item.
  • Polished the Case Journal scene.
  • Started adding to Mortensen’s Notes.

April 8th, 2018

  • Added more sprite sets.
  • Went through relevent bugs for Crimson Cove and began fixing.
  • Began adding “Point Hydrangea”.
  • Added to “Mortensen’s House”.

April 7th, 2018

  • Officially switched to RMXP sprites (edits of sets by Sithjester).
    • Added a bunch of sprite sets.

  • Switched back to custom art portraits instead of MMD renders.
  • Updated maps in Crimson Cove to suit taller sprites.
  • Did general polishings. (ex. Removing pauses in dialogue so it can actually be skipped in a timely manner)
  • Created elevator system.
  • Added diagonal movement.
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