i swear to fuck i blink and then it's been 10 days since i posted (Patreon)
Published:
2020-07-30 23:22:29
Imported:
2026-06
Content
i need to try really hard not to blink during this post
call me aizawa-sensei
anyway i have NO plan for this post other than knowing that i need to post, so let's just look back at my channel on the starlight dev server and see what things i've been doing in the past ten days.
i'm pretty sure it's nothing?
i can't remember doing a single thing.
7/20:
- finished and imported zaharald's combat model
- fixed a bug where zaharald was accidentally TEENY:

- looked into a warning about save data being 'too big', whatever that means. it's probably nothing, but we'll keep an eye on it (actual save data is less than 200 KB so idk what it wants from me)
- found a secret cache of plugins and resources hidden deep within the resources of RMMV where it thought it could HIDE from us and collected some Useful Things
- learned what steamworks is. not sure how i didnt know before. found an integration for it for the future.
- tested out a plugin that makes graphics smoother. "But nothing happened!"
- tested out a plugin that smooths out the game while lagging. game is not lagging so i can't really tell if it does anything but left it in just in case.
- implemented a controller remapping plugin which was the entire point of the last like four bullet points anyway
- got very confused when it didn't seem to work but actually we think marcello's controller is just bad. we'll see.
7/21:
- dealt with a bug that made the entire parallax system bug out when spawning a reinforcement into the map.
we would go from this: 
- to this:

- ...and it gets worse with each additional reinforcement:

- realized that i caused this bug by trying to fix a very minor one where reinforcements would spawn on top of the cursor instead of below one, and fixed it easily
- tried to fix a bug where reinforcements would spawn on top of the cursor instead of below
- this bug was much harder to fix than the previous one but did so in a way that is visually correct but inefficient on the back-end until the scene changes
- next bug: reinforcements could not be attacked even though combat worked fine and they could themselves initiate attacks
- " i see, so the basic reason this is happening is because as usual there's no reason it would've ever worked in the first place "
- switched around pathfinding methods to use the array that reinforcements update instead of the one that it doesn't.
- next bug: enemies take damage immediately upon parrying instead of upon -hitting- the parry
- parries were being treated as just parries, as opposed to both a parry -and- a successful dodge. but since combat reversed, the enemy took the hit instead. which technically works! that makes sense!! but it's wrong.
- bug: sometimes parrying doesn't remove the parry block so you can parry a non-existinent hit after parrying a real one.
- AKA yo dawg we put a parry in ur parry so u can parry while u parry
- cried and could not figure out a reliable way to replicate it even though it still haunts me to this day
- changed end of combat flow to speed up combat-closing and yeet players back to the action ASAP
- changed flow from end-of-parry blocks to not have to switch back to the original attacker before closing combat if parrying would be the last thing that happens
- rediscovred a previous comment reminding me that this is definitely functional code:

- added additional scotch tape.
- fixed a bug where karus's Martyrdom skill would apply to any unit he stood next to permanently, as opposed to only as long as he was still next to them, meaning they would get free parries forever.
7/22:
- fixed a bug that allowed enemy turns to be skipped if you were really quick about it after moving all your own units
- but im watching you speed runner type folk out there. i dont trust you.
- no jk i trust u ur valid.
- but use your powers for good, not evil
- adjusted when during battles complete objectives get processed so as to make turn flow and story scenes not crash into each other
- added some general control classes so that story scenes can better direct and prevent turn flow themselves
7/23:
- added a plugin to control camera flow and integrated it into enemy turns so we now focus on the moving units and then come back to the cursor
- fixed a bug where cutscene skipping only worked in combat if it was in the middle of an out-of-combat scene
- fixed a bug where my fix to the bug with parries broke mortal combat and prevented combatants from attacking more than once
7/24:
- rubbed my face all over FL studio and its audio drivers for hours in a desperate attempt to get them to be compatible with any or all of my computer's audio, my headphones, or my midi keyboard
- failed
- died in Hades repeatedly as hard as i died fighting audio drivers
- game fun tho.
7/25:
- fixed a bug in the parry system that was probably causing the earlier double-parry issue i couldn't replicate
- mostly working on story stuff though, actually was working on it a bit each day anyway but details, this isn't about story this is about suffering
- ^ good attitude/10
7/26:
- added support for an AI pattern to do fuck nothing except wait in place
- "but ame, why would you want them to do that"
so that every unit on the 110x85 tile map doesn't rush you all at the same entire time. trust me. - broke AI entirely by doing that.
- fixed a bug in the AI where apparently a switch not having been set to on is not the same as it being off -.-
- adjusted camera control to not bother panning to units who aren't going to do anything this turn.
- realized ranged combat was broken again.
- fixed range combat to account for the minimum crit-width threshold that was recently added and broke it
7/27:
- gave up trying to make the audio drivers work and just started trying to make music the old non-functional way.
- realized i do not remember how 2 music
- was personally offended when Hades crashed and killed all my progress right at the climax of a really good run :[
- fixed a bug where HP Splash portraits would just hang around for the entire enemy turn
- implemented scene wrappers so i can just sanitize story stuff and turn it off whole-sale to prevent HP Splash and other issues from appearing mid-scene as well.
- tried to play my own game and got fuckin' slapped because i suck dick at it
- realized that the double-parry issue was not fixed at all by the previous change :c
- edited waiting-AI to not try and face themselves defensively since that just results in them breaking the aesthetic formation we set up
- realized that ranged combat broke again.
- super angy kirby time

- fixed a bug where tiles bugged out when skipping rounds on top of a unit
- 'fixed' is a strong word but fiddled around with shit until a bug that involved spawning lynnoe and glasya into the map no longer mattered
- fixed ranged combat again specifically for a certain dead zone of critblock width that crashed.
7/28:
- fixed a bug where a certain unit's graphic wasn't being updated by the story
- tried to implement animated loading image into battle load; could not because it tries to do it all in one fram eso that's a larger project
- fixed a bug that prevented units from attack from squares that had non-unit events on them
- implemented stairs, ish.
- looked into a bug where opponents weren't parrying
- realized it is not a bug but because they're defensive-only, parries always take an accuracy drop from facing attackers head on. doubled their length to compensate.
- realized the bug duplicating cell tiles when loading out from a scene was in fact not fixed
- fixed a bug where cell tile owners could be duplicated
- worked around a bug where scenes duplicate cell tiles when loading out...
- fixed some dumb shit whoops tied up girl can no longer face different directions
- fixed a bug where a certain unit failed to have a move range because it forgot it had legs

- fixed a bug where movement commands weren't working on lynnoe specifically by patching up the plugin that was only half-finished by its original creator and was then only half-patched up by the next person to come along

7/29:
- after a lot of days of mostly bug-fixing, decided to take a break from the scripts for today by making some tiles
- made some tiles
- tried to put the tiles in-game
- realized that the way of putting these tiles in that she tried in the test map does not actually work in practice, much like everything else
- once more returned to the scripts to try and fix it
- suffered for hours because every time i try to blit anything nothing happens and i have to rub my face on the screen in a desperate attempt to get it to talk to me
- accidentally murdered cass




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- later realized that the fix only works in very specific circumstances anyway so there is MORE FACe-RUBBING TO BE HAD
WOOO
....so yeah basically i've done nothing. sorry guys, maybe next week.
anyway my eyes are getting pretty dry by now so i've really gotta hurry up and fini