Wednesday, December 30, 2015

Welp

 



Yeah, it was pretty much inevitable.

So you've probably figured it out by now, but there are no Christmas miracles this year. There are still way too many bugs that need fixing, and I don't want to have to patch it 20 times after releasing it. Even though I'll have to patch it 20 times regardless.
 
I'm getting a test build set up for a few other people to play through, so it shouldn't be too much longer. The last update went relatively smoothly with this method, and there were only one or two major bugs that I can remember. I'm not going to give a new release date, because that's basically a guarantee that it won't release on that date. I think I've released exactly one update on time since starting this mod, out of like ten. You'd think that I would learn, but I'm stubborn.

Now for some good news. One very generous person actually got a working word wrapper for Onscripter. This means that words won't get broken up by a new line anymore (which was already the case for the old Nscripter, but NG+ was literally too big for Nscripter). The only problem is that I'll have to edit and rearrange a lot of the script before I can use it without breaking anything. It will also probably break old saves, but that was likely to happen anyway. Because of this, I'll probably wait until Part 3's done in 2050 to actually use it. 

That's about it for what's going on right now. It's still progressing, just very slowly for various reasons. On a side note, I've noticed a sudden influx of people who say they've just played the mod for the first time. I'm not sure if that's just a coincidence or not. But either way, I'm glad you enjoyed it. Hopefully there'll be more to come soon.

Tuesday, November 24, 2015

Minor Thing



I added links to the sidebar for the two NG+ artists. So you can go see their stuff if you want to. Update is still set for next month.

That's all.

Tuesday, November 10, 2015

Next Demo Update is set for December


A bad crop of a CG you've already seen.


The next update for Part 3 will hopefully be out in December, probably around Christmastime. I didn't want it to be this late, but college sucks and I just haven't had the time to work on it. I've still been making progress, but it's going very slowly and I still can't give a solid release date for the full part yet. 

Life sucks, what can you do. But I still have no intention of dropping it, so don't panic.

Tuesday, October 6, 2015

Bugfix Patch



https://www.mediafire.com/?xag5ow778h72gr1

This is way overdue, but I finally got around to fixing the bugs in the release version's script. As I was going through it, I noticed a lot of bugs that I already fixed. So either I screwed up and put an earlier version of the script into the full download link, or I fixed the script and forgot to upload it. Either way, I'm a complete moron. So, sorry about that.

The link above is just the 0.txt file. Put that into the game directory and you're done. The various Undine bugs have been fixed (and you DON'T have to start your game over for it to work again), as well as some AI and menu errors, and a bug where you couldn't unlock Crab Girl in the encyclopedia. A few other minor problems were fixed, too.

There are still a couple of visual bugs. The worst one being that any instance of a music note in the original game's text is replaced with a ?. I'll try and fix those soon.

Monday, September 28, 2015

Whoops...


I accidentally broke the blog.

I was messing around with the settings on the blog to see what I could actually change with it, and I accidentally set the permissions wrong on it. The theme I'm using for windows makes it hard to see what I'm doing, because it's not compatible with everything (I could have just changed it to default, but I'm stupid that way). I didn't realize my mistake until after I woke up.

Sorry about that.

Monday, September 14, 2015

NG+ Update: What's going on




Hi.

I'm the guy who develops the NG+ mod.

All NG+ updates will be posted here from now on.


Q: Why the new blog?
A: I didn't like how the other person was running it, and he refused to give me control of it. Since I'm the one actually developing it, I think it's better if I directly post the updates myself.

Q: What does this mean for the mod?
A: Absolutely nothing. Literally all that's changed is that the developer is the one running the blog now.

Now, about the status of the mod. The last update for the part 3 demo might still take some time. The reason is that I'm working on several parts at once to get everything ready for the final release. The problem is that about 80% of the work I'm currently doing is for parts not in the demo. This probably seems weird, but I think the final result is better (and faster) when I'm not forcing myself to do one area at a time.

Hopefully, this will lead to the full part 3 release coming sooner at the cost of the demo being delayed a bit. I don't have a new date yet, but I've been working on it much more lately, so you shouldn't be worried. When I do have a concrete date, I'll update the Release Dates section in the corner. I don't want to make another release date yet, though. Because as you all know by now, if I say something's going to come out on a certain date, it's pretty much a guarantee that it won't. I'm horrible about that sort of thing. But it will be out Soon™

That's all.