Mystik Belle

Mystik Belle

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DarkFalzX  [developer] Jul 27, 2017 @ 2:15pm
Beta branch updates
Rather than spam the Bug Report thread with Beta branch news and discussions, I'll move those here.
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Showing 1-6 of 6 comments
DarkFalzX  [developer] Jul 27, 2017 @ 2:16pm 
Updated the Beta branch again (RC5A54). Mostly minor fixes to the main game, like collision tweaks to the final battle, LOI backer credits name changes, fix to the boulder puzzle etc. The biggest change is the addition of DLC hooks in the front menu. This can't be accessed normally, but at this point can be tricked into appearing by creating a blank text file at %localappdata%\Mystik_Belle\DLC\dlcunlock01.key
(obviously, this will not be so simple once the actual DLC is released)
For those curious, you can access the first few screens of the upcoming winter scenario, and even begin solving the first puzzle. Please note, unless you are using the default English text mode, the scenario will crash.
Again, this isn't something a regular player would be interested in, but rather a curio for whoever wants to see this thing develop: )
Last edited by DarkFalzX; Jul 28, 2017 @ 9:18pm
DarkFalzX  [developer] Aug 28, 2017 @ 10:36am 
Beta branch updated with RC5A55,
  • Added musical intro.
  • Better DLC hooks. The language for the DLC is now a separate file.
  • Better Japanese language file (E10 only).
  • Preliminary German translation (E10 only).
  • A few minor fixes.

The DLC scenario hasn't really been updated, and might even be more broken, as the screens don't correspond to the minimap.
DarkFalzX  [developer] Sep 3, 2017 @ 10:52pm 
New update, this time to the Beta and Default branches.
  • Added some art to the good ending. Region-specific monster names can be inserted at $$370
  • Added a bestiary to the good ending.
  • Changed the way game speed works (Normal/Turbo only now)
  • Changed the way View Port works (16:9/4:3 only now)
  • Fixed intro frame in 4:3 mode.
Last edited by DarkFalzX; Sep 3, 2017 @ 10:52pm
DarkFalzX  [developer] Sep 22, 2017 @ 8:35am 
The main and beta branches were both updated.
  • Added support for D-Pads on (legacy) Direct Input controllers.
  • Added a brand new VFX for collecting items.
  • Added a short animated clue when passing by the Raccoon lair for the first time
  • Added a subtle indication of the Raccoon lair if a stolen item is inside.
  • Re-spaced the uncensured English dialogue to minimize the "wall of text" effect.
  • Added the E10 versions of Spanish, German and Italian languages.
  • Fixed a minor bug with item-combination.

For those adventurous enough to mess with the WIP DLC scenario, not much has changed.
  • The map has been restructured, with new rooms added and some old ones removed.
  • 2 new enemies added.
  • 1 new prop added. It can't be interacted with yet.

I have finally figured out some design choices for the first DLC, such as the story basics and the first major puzzle. Now to implement it!: )
ej Oct 6, 2017 @ 5:45pm 
Great stuff! The game really needed to have some sound immediately after being launched, and gamepad support improvements will definitely make some people much happier (I hate when devs only care about XInput)
I hope Playstation sales are good.
DarkFalzX  [developer] Oct 17, 2017 @ 1:22pm 
Updated the Beta branch today with a bunch of new stuff. Mostly improvements to the core game.
  • Some changes to Sinclair's portrait and model. Added another state for him during end-game.
  • Replaced player run animation.
  • Changed player gravity to minimize "floaty" complaints.
  • Changed how double-jump works. Can now be executed at any point of the trajectory.
  • Minor platform tweaks across the map to eliminate close call jumps and just-out-of-reach ledges.
  • Fixed plant-shooter-platforms to spawn at consistent height.
  • Added item name popups - the pickup names should be located at index $$371, otherwise defaults names are used.
  • Fixed up the 30 fps mode, as it's been falling by the wayside.
  • Made the Turbo mode the game default (thinking of locking the game to Turbo and removing the option in future updates. What do you think?)
  • Fixed a bug with Bitterwarts, where her item collision could become picky.
  • Increased frog sleep timer by one second. Might not be enough.
  • Lowered some of the enemy HP early in the game.
  • Fixed Skelebro's AI, so he wouldn't jump onto platforms, or flicker when backed into a corner.
  • Added a few new sound effects.

I would really like some feedback on the player gravity. I was getting really fed up with hearing how my game has "floaty controls/jumps".
Last edited by DarkFalzX; Oct 17, 2017 @ 1:26pm
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