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Genre: RPG

Average Demo Time: 1-2 hours (depends on play style)

Latest Stable version: D0.20 Update 4 (0.20.3-2080222)

Download from GameJoltfrom IndieDB, from itch.io or from the Windows Store (Windows 10 Version 1607+ only mirror)

 

Story

Step into the shoes of Maria, a noble girl on a distant island who was exiled for a murder she never committed. Now away from her mother and her little sister, she and Elena, a trainee Dragon slayer, will travel across cities and kingdoms to uncover the truth and seek redemption. However, what she finds may be the key to change the entire world...

 

Characters: 

 

 

Maria is a noble girl that liveon a peaceful town. Her dad is a well known priest on Rengrum. She takes care of  her sister, Nicole, and her mother when he is away.

Elena is a rookie dragonslayer, a clan whose goals were to exterminate the dragons but defeated by the alliance. Raised by a nomadic tribe, she learned the techniqes for slaying dragons but never accomplished her missions. Her dream is to join the Corsairs, an elite group specialisingon spec ops.

(more are being added)

 

 

 

Features:

 

 

 

Robust APR-ATB (Active Player Response Active Time Battle) system.

Up to six hours main campaign

Access additional features through the accompaning launcher (Gamejolt version only)

Unique Reputation System (not your standard good - evil bars)

Fully customisable equipment (From helmets and Handgear to footwear and shields)

 

 

 

Screenshots:

 

 

 

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mPc5Mz6.png

yWMlKvy.png

 

 

 

Assets and Source Code(Credits):
 

 

Game made with RPG Maker VX Ace by Enterbrain, Inc/Yoji Ojima.

Northbridge Platform made with Visual Studio 2015.

Installation Software made with Installshield LE for Visual Studio by Flexera Software.

Part of the software is open source.

----------Dev Team--------------------------------------------

Developer:

AceOfAces

Artwork:

Wings_0f_Silver_Wishes

 

Map Design:

AceOfAces

Wings_0f_Silver_Wishes (Part of the maps)

----------Assets-------------------------------------------------

Music Providers:

Geoff Moore

Scythuz

McTricky

Patrick de Arteaga

 

Windowskin:

Maker Systems – RPG Maker Source

Roboto font – Google Inc.

Tilesets:

Celianna

Liberty

Enterbrain

 

Original Music composers:

Joseph Cowan

Scythuz

 

3rd Party Sound effects:

William Ramsey

Qubodup

LittleRobotSoundFactory

Kodack

Aaronsiler

TheSubber13

Adriancalzon

OtisJames

Alvinwhatup2

Enterbrain

------3rd Party Scripts-------------------------------------

Xilef:

RMVXA-GL (Alpha 2)

(This script is disabled on the Windows Store version)

Luna Engine Team:

Luna Engine

 

Yami:

Classical ATB

DoubleX:

RMVXA ATB Addon for CATB, Addon to Yanfly Engine Ace - Party System Add-On: Command Party

 

Hime Works:

Shop Manager, Command Args Loader, Vehicle BGM Fix

Yanfly:

Yanfly Engine Ace, Yanfly Battle Engine, Yanfly Menu System, Yanfly Save System, Skill Steal, Element Absorb, Command Autobattle, Combat Log Display, Party System, Skill Restrictions, Enemy HP Bars, Victory Aftermath, Buff and State Manager, Cast Animations, Steal Items, Learn Skill Engine, JP Manager, Ace Shop Options, Command Party

 

Killozapit:

Text Wrap, Cache Back, Crossfader

Maker Systems - RPG Maker Source

Smooth Cursor, Enhanced Camera, Menu Scrollbar, Command Equip, Help Description Scroll, Save File Doctor

 

Kread-EX:

Skill Upgrades

Yami

Classical ATB

 

DoubleX

CATB Compatibility and Bug Fixes

Party System Add-On

B&SM Bug fix

Galv:

Region FX, Visual Novel Choices, Confirm Save, Event Respawn, Move Route Extras

 

Zeus81:

Fullscreen++

Milthran:

Text Cache

 

DoctorTodd:

Gameover+

Shaz:

Override Save

 

Dekyde Studios (Developer: Dekita)

Splash Screen, Developer Control and Utilities, Heavily Optimized Input System, Game Save File Control

V.M. of D.T.:

Build Number

 

Mr. Bubble:

Shield Blocking

Rokan:

Symbol Encounter

 

Iavra:

Auto States

 

 

System Requirements:

 

 

 

Windows 7 with Service Pack 1 and later

1.6Ghz CPU (multicore reccomended)

512MB RAM

Intel HD Graphics 3000 or equivalent

OpenGL 3.1 support is optional

200MB Free Space

1024x748 resolution or greater

Microsoft .NET Framework 4.6.2 is required for the launcher (included).

If you have trouble installing Microsoft .NET Framework, download it from here:

https://www.microsoft.com/en-us/download/details.aspx?id=53345

 

 

Edited by AceOfAces_Mod

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Announcement of the Disc 1 Update.

 

Since it takes a long time to develop the game, it will be splitted into two parts (I’ll refer these as discs). The first disc includes portion of the story, picking up where the prologue (featured in the demo) picked up up until the point where the second disc picks up. New characters new plot elements and more are coming this fall (or winter if there are issues that need more time to be resolved).

 

Along with this, the following changes will also be applied:

 

-New Saving system, smaller file size, better compatibility and designed with Windows NT (Windows XP and up) architecture in mind (your save files are not accesed by other users in the same computer).

 

-Performance Improvements.

 

-Mouse Support (currently in menus only).

 

-Beefed up Gus.

 

-Enemies are now 25% more skilled.

 

-Smaller Space Consumption (more space for your stuff!).

 

-Battle system tweaks.

 

-Improved tutorial.

 

-And more (along with bugfixes)

 

It will be availiable on IndieDB (http://www.indiedb.com/games/immortal-sins/), Gamejolt (http://gamejolt.com/games/immortal-sins/35569) and on the Steam Workshop. Stay tuned!

 

NOTE: Save files from the demo are not compatible with the save files from Disc 1 Update onwards. I apologize for this inconvinience.

Edited by AceOfAces_Mod

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I played the game out of curiosity. I don't have a lot of time these days so I only played 10 minutes.

 

I liked the maps, simple but nice, and the dialogues. Also the menus and the battle system are very well done.

 

Some things I didn't like:

In the dialogues it really bothered me that the sentences didn't go to the end of the message window and were continued in the next line for no apparent reason. It is very simple to fix with a script.

 

The door is locked... (Do I really have to wait every time? Annoying!)

 

I would also suggest to make the environment more interactive.  f.e. Talking to the piano, or the cross in the church could say something about them.

 

Finally, even though I liked the classic beginning (small town, family house), it also got me a bit bored.

 

Maybe later, when I find time, I will try it till the end.

 

Till then, keep up the good work!

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Some things I didn't like:

In the dialogues it really bothered me that the sentences didn't go to the end of the message window and were continued in the next line for no apparent reason. It is very simple to fix with a script.

Hmm... I'll see what I can do.

 

Thank you for your feedback.

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ATTENTION!

 

I am happy to annnounce the availiability of Version D0.10 Preview 1 for Immortal Sins. In these preview versions, I will release a tested, but more unstable builds to be tested by you (if you want, I won't bite you :-)).

 

In today’s preview version, you’ll download the demo of the game, with a twist: some of the features, changes and bugfixes from both Version D0.10 and Disc 1 Update are availiable to you but in an experimental (and possibly buggy) stage. What you have to do to test them is to download the latest preview. Note that it has only the content from the demo. Instructions on how to join:

 

 

Gamejolt:

 

Download from the Preview Release (At the time of this writting, the Starter Kit was updated to the preview version. This will be fixed ASAP).

 

IndieDB:

 

Download the version with [Public Preview] text on the title.

 

Steam Workshop:

 

For now, you cannot opt out from preview builds. I’ll see if I can work around it.

 

 

WARNING: While I have tested them, I cannot guarantee optimal operation. If you don’t want to risk it, DO NOT JOIN!

 

Release Notes (NOTE: Changes marked with (X) do not apply in the Steam Workshop version):

 

 

Game:

 

-Sped up ATB.

 

-Added Critical Point State.

 

-UI and Graphical Enchancements.

 

-Performance Improvements.

 

(X)-Improved Input

 

(X)-Disabled Alt-Enter Fullscreen. You can still fullscreen by pressing F5.

 

-New saving system.

 

-Added an options menu in the title screen.

 

-Shutdown and To title commands are now in a separate command in th pause menu.

 

-Re-worked some of the maps.

 

-Added a text wrapper.

 

(X)-Re-worked the Quick Load mechanism.

 

(X)-New icon for the game (shown during launch)

 

-Fixed the following issues:

 

–Crash on the headmaster’s office when moving to the upper floor.

 

–Fixed an issue where an NPC blocked the exit of the house (fingers crossed)(thanks to Gamejolt user thecenneth for reporting the bug).

 

–[Gamejolt/IndieDB] Fixed a saving issue when the game was installed in a folder that required administrative privilages (eg. Program Files).

 

–Fixed missing arrows in the level up screen after battles.

 

(X) Launcher:

 

-UI adjustments.

 

-Added a Save Manager.

 

-Re-worked the Quick Start feature (now renamed to Quick Load)

 

(X) Installer:

 

-Updated to the latest version.

 

-Altered some of the text.

 

-Now uses Windows Installer 5.0.

 

-Now installs Microsoft .NET Framework 4.6 if it is missing.

 

-No longer installs on Windows Vista.

 

Known Issues:

 

-Text not shown correctly.

 

-Junk glyphs (unrecognised characters) in some areas.

 

-[Launcher] Always shows the location of the save files at startup in a message box [Debug Flag, will be removed on the next build].

 

-[installer] May not install Microsoft .NET Framework 4.6 in Windows 8.1 and older.

 

 

FAQ:

 

 

-Why are you uploading preview builds?

 

-> Because it helps me fix up any issues that I did not encounter in my side but somebody would encounter. Plus it would please any bug-hunter :-).

 

-Why I cannot opt out from the preview builds on the Steam Workshop?

 

-> Due to the design, I cannot add an opt-in version. I’ll figure something out…

 

-How do I rollback to a stable version?

 

-Gamejolt and IndieDB players must uninstall the preview version and install the latest stable version from the download site. During the uninstallation, click yes on the message that follows and t will do the rest.

 

CAUTION: Re-install Roboto  and Roboto Condensed after uninstallation if you or an application uses them, because the installer registers the fonts on the game’s files and they are removed when you uninstall the game. The text may appear broken if you do not.

 

-Where can I report bugs?

 

-> Gamejolt and IndieDB versions have a built in bug report tool found on the launcher’s feedback tool. You can also comment on the game’s page (assuming you do have an account there).

 

 

Downloads:

 

Gamejolt: http://gamejolt.com/games/rpg/immortal-sins/35569/

 

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=356142754&searchtext=Immortal+Sins

 

IndieDB: (Coming Soon)

 

Updated Known Issues, Credits and System Requirements to reflect the preview version.

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Well, that was unexpected.

 

I’ve noticed that the last stable build had a few game breaking bugs (along with the NPC bug). To fix them up, I have pushed version D0.10 (with additional fixes for issues in the preview build) to the starter kit, thus ending the preview build for now. There will be a new preview build soon with mouse support (and other goodies), but for now the preview build is unpublished.

 

Unfortunately, the eManual is not availiable in this version as it was getting a re-work. It will be availiable to the Disc 1 Update.

 

Change log:

 

 

(Note: Changes marked with (x) do not apply in the Steam Workshop version)

Game:

-Sped up ATB.

-Added Critical Point State.

-UI and Graphical Enhancements.

-Performance Improvements.

(x)-Improved Input

(x)-Disabled Alt-Enter Fullscreen. You can still fullscreen by pressing F5.

-New saving system.

-Added an options menu in the title screen.

-Shutdown and To title commands are now in a separate command in the pause menu.

-Re-worked some of the maps.

-Edited some of the text.

-Added a text wrapper.

-Re-worked the Quick Load mechanism.

(x)-New icon for the game (shown during launch)

-Fixed the following issues:

–Crash on the headmaster’s office when moving to the upper floor.

–Fixed an issue where an NPC blocked the exit of the house (fingers crossed)(thanks to Gamejolt user thecenneth for reporting the bug).

(x)–[Gamejolt/IndieDB] Fixed a saving issue when the game was installed in a folder that required administrative privileges (Program Files, for example).

-Fixed a crash where it missed a file in a specific folder.

–Fixed missing arrows in the level up screen after battles.

(x)Launcher:

-UI adjustments.

-Added a Save Manager.

-Re-worked the Quick Start feature (now renamed to Quick Load)

(x)Installer:

-Updated to the latest version.

-Altered some of the text.

-Now uses Windows Installer 5.0.

-Now requires Microsoft .NET Framework 4.6 (for Windows 10 compatibility).

-No longer installs on Windows Vista.

Known Issues:

-Junk glyphs (unrecognised characters) in the mini-window.

 

-Installer may not install Microsoft .NET Framework 4.6.

 

 

Downloads:

 

 

Also, added article:

http://aceofaces-mod.tumblr.com/post/131561545617/weekly-update-19

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Immortal Sins hits 4.4k views and 500 downloads! Thank you for your interest in the game!

 

Added a photo album with a preview of the Northbridge Launcher: http://imgur.com/gallery/JLyGc

 

Also: http://aceofaces-mod.tumblr.com/post/133271463622/a-mini-update-and-a-psa

 

And a sneek peak of the Firehawk ADK Engine Stack:
 

Edited by AceOfAces_Mod

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It has come to my attention that some players had Microsoft .NET Framework installing incorrectly, resulting in programs that use it not working right. There is a possibility that the installer did not work as it supposed to. Thankfully it’s easy to fix the damage. Simply download the setup package of the Framework and run it. Link to it here:https://www.microsoft.com/en-us/download/details.aspx?id=48137 (Select Repair when asked). Players that already have it installed (Windows 10 or manually installed it on Windows 8.1 and older) are not affected.

 

Unfortunately, I cannot fix the installer, since it’s made with third party tools, so I’ll have to send them a bug report. And this bug did not happen to me since my laptop already had it installed. I’ve also updated the system requirements to reflect the Framework’s requirements. Appologies for the damage it caused.

 

Did your installation went smooth? Let me know.

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November 27th Update.

An update was released for Immortal Sins.

 

Game:

-Minor Fixes

-UI Adjustments

-Added a splash screen (skippable with Space/Z).

Launcher:

-Code and Graphical Overhaul

-Added the following features (public beta):

—Auto-Backup

—Diagnostics

—Options (currently it has the option to always skip the splash screen).

 

Installer:

-Pretty much a complete rewrite (Hopefullly this will fix the .NET Framework issue).

-Added a install location reference on the PC’s Registry. It will be used by a patcher in the works (I will provide info when I have it presentable).

NOTE: Due to changes in the upgrade code, it will no longer update the game if you installed version D0.10 (0.10.2015.1008) or older. Uninstall the old version before you install this (you do not lose your progress).

Misc:

-Changed the versioning a little.

 

Known issues:

-Restore and Delete Backups, along with the Options menu do not work.

-Save Manager does not update the availiability of the Quick Load after changes on the save folder. Restart the launcher after using it.

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This update was released today (5/12/2015) to fix known issues with Northbridge as well as adding new features.

 

Game:

-Small fixes

-Small space optimisations

 

Launcher:

-Fixed most of the known issues

-Changed the Options UI

-Added a Test Button on the Auto Backup

-Added the option to disable Auto Backup when the launcher is bypassed

-Re-included Greek Localisation

-Northbridge can now create backups even when you bypass the launcher

 

Known issues:

 

-Enabling “Skip splash screen at startup†triggers an error.

 

NOTE: Due to changes in the files, the game will crash on the Crystal Cave. You’ll have to start over from the beginning. I apologize for this issue.

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An update was released in both Gamejolt and IndieDB.

Game:
-Fixed a bug where the battlers were on the wrong positions.
-Re-arranged the Ice Spiders a little
-Adjustments on the fonts
-Fixed the unrecognised characters
-Graphical tweaks on the Crystal Cave
Launcher:
-Fixed a bug where the Auto-Backup created two folders instead of one
-Replaced some of the error messages with easier to understand ones
Misc:
-Small things to set up for the patcher

This will be the last update I’m releasing this year (unless a hotfix is needed). There will be a slow down of the news (because family and stuff) and I will return to normal speed in January. I will occasionally be online here in case you need support.

Happy holidays!

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Hello there! Time for an update!

 

Northbridge Changes and open sourcing:

 

While the following new features are not groundbreaking, are at least welcome. These are Multi-file import, selective export and auto-skipping the launcher.

 

Selective export and multi-file import allows to export and import some files, instead of exporting all the save files and importing one file respectively. Skipping the launcher automatically is useful if you just want to play the game by double-clicking the shortcut. Of course, since the launcher doubles as the control panel for the game (for some things), I’ve also added a small routine to reset that setting.

 

In addition, I will open source the entire launcher and make it available to developers. With the launcher, I wanted to address some things that pissed me off when I was playing games, which they offered nothing to manage the save files good enough (such as backing up the save files). I have open-sourced the Save Manager (can be downloaded on itch.io and Gumroad, free or pay what you want), since I think that it would be really useful for both developers and players alike. Open sourcing the launcher will provide the developers the foundation to build that with useful user-friendly features. Hopefully it will be appreciated.

 

Disc 1 update release is imminent (almost):

 

I have almost completed the story part of the Disc 1 update, and after that (along with a few changes), it will be released to the public this spring (if everything goes well). Not all features I talked about will make it fully realized, but I’m getting there. This was quite hard, since I had the college stuff, I had to slow down the development due to exams, etc. I (for the most part) have to develop the entire game by myself, and developing the game is hard. It can be a pain, but I don’t mind it. I have a limited budget for it, but I work with what I can get. I hope you guys and gals enjoy the game, from the demo, up until the final version of the game.

 

Oh, and I will include a save file patcher to convert your save files and transfer it to the Disc 1 update. I’ll provide more info about it when the time comes.

 

That is all for now. See you in the next post

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Time for another update! There isn’t anything ground breaking but there are a few notable things coming in.

 

New versioning:


You’ll notice that there’s a new version on Gamejolt. I haven’t issued an update yet, I just revised the versioning a bit.

 

The current version used a simple format: Major.Minor.Year.Date(mmdd) . This is pretty simple, but sometimes it can be confusing, since I sometimes release patches to the game. So, to conform with Semantic Versioning and make it easier to separate the patches from updates, I’ve done a revision on the versioning. The newer format is like this: Major.Minor.Update.Date(yyddd), for installer and launcher, and Major.Minor.Update-BuildDate for the game and the Gamejolt Client. So for example the latest update (0.10.2015.1220) is translated to 0.10.4-201512220 on the new versioning. On the launcher, if I released an update today, it would show its version as 1.10.0.16104 (built on the 104th day of 2016). This is only for convenience, so don’t worry. It is already rolled out here, but neither the game nor the launcher and the installer have been updated to reflect it yet. They will on the next game update.


 

Side Missions:


When the Disc 1 update hits the mirrors, I will add a few hunting side-missions. Hunting missions are essentially, well, hunting. When you visit the guilds, you will receive a side mission to hunt down a certain creature to receive gold, experience and hunter coins. What do you do with hunter coins? You can upgrade your hunter license, to handle even harder missions and get some extras, such as discounts of healing items, additional weapons and others. Currently, there aren’t many of them, but subsequent updates will add more. There is another type of side missions, but I’ll talk about them later on.


 


Save Transfering:


When the update is ready to download, it will have some under the hood changes, so much so, that it will break the save files. So, I’ve worked on a conversion tool for the game that it will available at the same time with the update. Please note that it may change (I’m still working on the details), and I’ll make a new post to provide the latest information if needed.

 

I’ll start from the easiest to transfer over: Northbridge Engine will transfer your launcher and backup settings automatically when you start the launcher after the update. It will also add new settings, to make sure that it will work. This is a design found on Microsoft .NET programs, so there wasn’t need of writing code to achieve this. It does keep copies of these by version, in case something goes wrong.

 

Now, for the game, this will be a two part procedure. First, a tool will be released soon to copy your save files and most of the game settings to the new locations. Since the screen settings (Fullscreen/Windowed, Original/Double Resolution) were saved on the game’s folder, I cannot transfer them for now (I’ll see if it is possible).

 

The second part is a little more complex due to the game engine’s design. I have included a compatibility script on the current versions of the game to make sure that the saves will be updated once loaded (although you have to save after loading, so the new information is stored). The issue is when the new face artwork is loaded. It is currently impossible to change the faces with that script, so I wrote an event that automatically fixes the faces. Note that this will render the saves unusable on the demo, since that doesn’t have the new faces.



 

That is all for now. See you on the next post.

Edited by AceOfAces_Mod

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Forgot to post updates

:-s

April 13th, 2016

 

 

Time for another update! There isn’t anything ground breaking but there are two notable things coming in.

New versioning:

If you visit the Gamejolt mirror of the game, you’ll notice that there’s a new version. I haven’t issued an update yet, I just revised the versioning a bit.

The current version used a simple format: Major.Minor.Year.Date(mmdd) . This is pretty simple, but sometimes it can be confusing, since I sometimes release patches to the game. So, to conform with Semantic Versioning and make it easier to separate the patches from updates, I’ve done a revision on the versioning. The newer format is like this: Major.Minor.Update.Date(yyddd), for installer and launcher, and Major.Minor.Update-BuildDate for the game and the Gamejolt Client. So for example the latest update (0.10.2015.1220) is translated to 0.10.4-201512220 on the new versioning. On the launcher, if I released an update today, it would show its version as 1.10.0.16104 (built on the 104th day of 2016). This is only for convenience, so don’t worry. It is already rolled out to the Gamejolt mirror, but neither the game nor the launcher and the installer have been updated to reflect it yet. They will on the next game update.

Side Missions:

When the Disc 1 update hits the mirrors, I will add a few hunting side-missions. Hunting missions are essentially, well, hunting. When you visit the guilds, you will receive a side mission to hunt down a certain creature to receive gold, experience and hunter coins. What do you do with hunter coins? You can upgrade your hunter license, to handle even harder missions and get some extras, such as discounts of healing items, additional weapons and others. Currently, there aren’t many of them, but subsequent updates will add more. There is another type of side missions, but I’ll talk about them later on.

That is all for now. See you on the next post.

 

 

 

April 26th, 2016

 

 

Welcome back! Time for a small progress report.

 

There hasn’t been much to say, since I’m preparing the game for a massive update, but I did some under the hood changes to improve the game a little more.

 

Reduction of unnecessary parts:

 

Older versions of the demo kept the entire Runtime Package with the game’s files to ensure that it works. However, since the graphics are shaping up to their final versions, RTP files soon end up being redundant. Alongside replacing audio files with the custom ones, I’ve also removed unnecessary graphics, to save up space.

 

Transferring saves:

 

You may have noticed an entry for the Save Transfer Tool. Well, this was ready before the release and I decided to release it earlier than planned to reserve a spot. You can still transfer the saves (and the settings if you want), but you may want to hold off until a later update coming soon (it will either be Version D0.12 or the Disc 1 Update) to make sure that everything is in place to transfer.

 

That is all for now. See you on the next post.

 

 

 

May 29th, 2016

 

 

Time for another progress report.

 

UI refinements:

 

As I continue to renovate the game (in preparation for the Disc 1 Update) I’ve done some refinements on the UI, with new icons and re-adjusting some of the vocabulary and the windows. Here’s a small peek:

 

 

Internal Changes:

 

Along with that, I’ve also done some re-works on anything under the hood. For the side-missions, I’ve done re-works on the issuing and checking in completed missions so it is easier to add more missions as easy as possible. So, when a new update adds new side-missions, I can just edit a few lines of code and we are done. There is a need for some things so I can add bounty mission (which may be added after the Disc 1 Update). At first, there won’t be a lot of them, but an expansion might be released (or when the Release Candidate Update is available).

 

That is all for now. I wanted to release the update today, but due to delays for the new artwork and technical difficulties with the battle system I had to delay it to summer.

 

Anyways, see you on the next post.

 

 

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It's been a while since I posted here. So, why not post a compilation?

 

 

Internal re-works (again):

Sometimes, certain issues need an efficient solution. I went back and re-worked some of the code to be, well, common. Why? Some of the events (especially the in map enemies) are cumbersome to update, since I need to go on every map and fix them up manually. Making them common, I only need to fix the common code and the events are fixed.

The launcher also sees something similar, mostly to fix a bug that affected the option to skip the launcher and launch the game directly. In the preview build, if you tried to enable the launcher via the Jump List, it would instead run the game 4 times. This is fixed on my part and I’ll update the preview soon.

Graphical changes:

-All dungeons got a new coat of polish.

-Re-done the character sprites to better resemble the face graphics. Small preview below:

game_2016-08-23_19-54-40-i6zbkxzd.png

 

Northbridge Improvements:

Save Manager is a cornerstone on Northbridge’s design. Managing your saves (along with backing up) was something I wanted to add since the first version (although it did took quite some time until it was implemented in Version D0.10). Each update has improved this. But there are some kinks to take care of. One of them was the Export option. While it worked, it was error prone. So, I re-done it with a new UI and new logic. Here’s a preview:

2016-08-31_22-47-58-jhsfywrb.png

I’ve also made a stand alone version of the Save Manager (accessible on the Jump List) to make it a little easier to access it.

Graphical Improvements (again):

As I am adding the finishing touches, I have done more graphical changes. Some of the dungeons got a new coat of polish and I made the water to reflect the sky (although it depends). Some previews:

2016-08-29_13-18-56-mjhmkftc.gif

2016-08-29_14-56-24-yg2qteky.gif

game_2016-09-01_23-58-08-f8iq5uvh.png

OpenGL support!
For a long time, the game was more of a CPU dependent game (as in, it relies heavily on the processor). While it can play well on more recent computers, it has the issue that if the CPU lowers it’s frequency (say, to prevent burning itself) the game’s performance would suffer (figuratively speaking). This can make the gameplay a painful experience in some cases. To counter it, I’ve implemented an anti-lag system to improve performance. Now, I’m taking it a step forward: I’ve implemented OpenGL support. With this API, it will allow the GPU (your graphics card) to at least assist in processing the graphics. Although it doesn’t bring big performance boost, it’s the best way, since it provides a nice balance of speed and compatibility with the scripts (so it doesn’t break them and I end up having to completely rebuild the engine).

Patcher:
Older followers may recall that I’ve mentioned on the patch notes on D0.10 that the installer added a registry key for a patcher I was working on. Well, it’s almost ready! Using that registry key, the patcher can detect the location of the game. With just one click, the game gets patched in seconds. The UI is simple and it’s packed into one file. This was more difficult to make, since I had to figure out how to pack the files into one executable. Here’s a preview:

NIMdPSA.png

 

Nothing much today, but here are some highlights.

- Engine Re-writes:

Some of you may have noticed that the latest preview had the engine re-written in some areas. The re-writes were done to improve the engine overall (along with upgrading some of the scripts). A quick rundown of the re-writes:

- Some bug fixes were improved.

- I/O stuff (keyboard and file handling) was improved. Better support of Unicode in particular.

- Additions and fixes for Project Centennial. I'll explain why at a later date, as I need to iron a few more things.

- More bug fixes.

- Updated part of the engine. There were some old scripts that could wreck the game. Now it should run more smooth (or at least more stable).

Misc. stuff:

I'll round up some misc. stuff in a list as well:

- New optional dungeons were added to the game.

- UI received some improvements. New sounds (so they are less annoying) and  the HP bars change colors, depending on the remaining HP.

- Refactored part of the events, to remove unnecessary code.

 

 

That is all for now. See you on the next post.

Edited by AceOfAces_Mod

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It’s finally here! The most massive update to Immortal Sins yet!

Version D0.20 is finally available as stable version. This brings a lot of improvements both technical and game wise. Although this doesn’t ship with the Disc 1 Update, this update brings a new foundation going forward. Here are the highlights:


r6ufKV0.jpg

A heavily re-worked Northbridge Engine:

This update ships with version E1.10 of the Northbridge Engine. This version ships with a new user interface. The tabbed interface brings all the features in your fingertips. Most of the updates are in the foundation. Save Manager has a new logic and refined the UI. Backup works more reliably, utilizing the FileWatcher function (which monitors the save folder and backs up the saves when you save). Diagnostics got more powerful, providing enough detail. Wrapping the engine nicely is the support of Jump Lists. All shortcuts are kept in a nice list accessible by right clicking the launcher’s shortcut (this works especially in Windows 10, since you can call up the Jump List from the start menu’s All Apps menu).

 

VmsVcbN.png

The game’s engine got a facelift:

The engine got some heavy upgrades. First off, some parts of it were re-written with improved overall quality (from Input Output handling, to better reliability). In addition, the game partially supports OpenGL for Hardware Acceleration. This will speed up performance on low end systems (though this may vary). The biggest improvement is in the gameplay. The battle system is overhauled, with better customization in the code, allowing me to better balance the game and make the fights a bit more unique. The UI is retooled, with a cleaner state indicators. 

 

Audiovisual changes:

Finally, new artwork and audio stuff have been added.


Transferring your saves to the new version:


1. Download and install the latest version.

Note: I recommend that you uninstall the old version, to make sure that no unnecessary files are left behind.

2. Download the transfer tool here. Run the program and click on the Transfer button.

3. Run the game from the launcher, then load your save file.

4. Exit from Maria’s house. Head south and talk to the guy behind a rock. Select Yes when prompted.

(You may be asked if you pissed Rick on earlier point. Answer appropriately.)

5. Save the game.

And you are done! Your progress is now transferred. Repeat steps 3 to 5 for each save file you need. Also, check the character's equipment, since a recent change in the Database unequiped the characters.


There are a few things I need to take care (including one or two placeholder images). But this update is polished enough for general use. I hope you enjoy this update until the update that unlocks the first entire part of the game (one out of two parts, to be exact). See you on the next post.

Edited by AceOfAces_Mod

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Well, the last update of the year. Time to cover upcoming and already available changes.

 

Under the hood improvements:

 

The settings, although they worked it had some issues. Two bugs were:

 

1) The settings slowed down the load of a save file.

 

2) There were times where the settings were not loaded.

 

The code underneath the settings was heavily improved. The new version was written in such a way that the settings file isn't bloated with mostly junk (and trim it down to the actual options you want) and make it work well, without taking seconds (or even minutes in some cases). I've moved all settings to a separate folder named “Configâ€, for convenience and to avoid crashing the game. Plus, a new option was added to the game: Remapping the keyboard keys! Originally, you had to press F1 and change the keyboard settings to your liking. Unfortunately, this wasn't any helpful (so you had to try and learn from the errors) and you couldn't move the movement keys to WASD, if you wanted. With the recent update, I added a key configuration menu on the title screen, allowing you to reconfigure the keys as you like. And the settings are save on your profile on the computer, so everyone who has their own account on the computer can have their own key configuration.

 

Graphical Updates:

 

One last graphical update (aside from a new title screen, so it matches with the new style) is a change on the tilesets (these are used for making the maps). Along with overhauling the graphics, it also allows bigger flexibility, allowing me to build better maps. Plus it lets me to change the window graphics between two versions (one for morning, one for night) on demand. Here are some screenshots:


game_2016-12-26_11-25-37-8y7ucyq2.png

game_2016-12-26_11-21-15-mmjieuui.png

game_2016-12-26_11-19-59-ykpwazd6.png

game_2016-12-26_20-45-29-idbp3urt.png

game_2016-12-26_20-15-59-giqq6zwc.png


That is all for now. See you on the next post.

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I’m happy to announce that the Disc 1 Update is officially available. This update adds the entire first part of the story, along with two guild missions (and few side-missions as well). In addition:

 

Game:  

-Updated graphics.

-Added new BGM.

-Improved the battle system UI.

-Minor performance improvement during battles.

-Rebalances.

-Added a journal system.

 

Launcher:

-Refactored code.

-Transferred part of the logic to a common library file.

-Improved reliability and the Greek translation.

 

Misc:

-Translated the Readme file to Greek.

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Rolled out build 20170327 a few days after I released Disc 1 Update.

 

-Fixed a critical bug preventing story progression due to a passability bug.

-Re-worked how enemy encounters work.

-Graphical changes and fixes.

-Minor bug fixes.

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