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(+1)

I still haven't been able to reproduce the bug on my end and I'm starting to go a little crazy.  I was beginning to wonder if I had already done something in my end that fixed it without realizing,  so I downloaded the same 1.2 Alpha that everyone else has and started looking at the code there. I still have no idea how this is happening so I just wanted to clarify what I'm looking for.


(Spoilers for anyone reading this before playing the game, you have been warned)

When you say "The MC showed their partner pokemon to Cynthia twice, the second time happened even after it evolved," exactly which scene is it that happens twice? Is it the scene where you're chatting with Cynthia back at the hotel in the evening? Or is it the scene where you go up to Cynthia's suite to get TM's for Metang? Or is it two different scenes but both of them act like you haven't shown your pokemon to Cynthia before?

If it's the same scene twice - when does the scene show up? It should be the first scene you see when you go and get drinks with Cynthia for the first time, and nowhere else. When it shows up for a second time - what day/time is it? Does it happen on Day 2/Tuesday, or on Day 3/Wednesday, or on Day 4/Thursday? Does the scene play at the end of the day at the hotel, or is it popping up at some other point during the story? What happens after the scene?

The scene I'm referring is the chat at the hotel, when he shows her his Beldum, the TM one works fine. 

I don't really remember what day it was, only that I never went to the ranger mission, nor the bar with the Mallow look-alike, also didn't go inside Jasmine's house since I chose to call Cynthia, those were the things I specifically remember not doing the first time.  

I'm pretty sure this is all the useful info I remember, sorry if is not that useful. Also it never popped up anywhere else, just twice at the hotel bar.

(+1)

Okay, I found the problem and it'll be fixed as of the next version. It's sorta-kinda a bug I knew already could potentially happen. The game was getting to the end of the list of if/else statements that told it what chat scenes to play, and then it would try to pull up one more scene after it had run out. With nothing else left in the list of scenes, it would just start reading whatever other code came next, which in this case just happened to be the entire dialog for that first chat scene. There was supposed to be an error message that played if the game ran out of scenes to pull from, but I didn't set it up right and the game just sort of went off on a tangent until something told it to stop, which in this case just happened to be the "return" statement at the end of that chat scene.

Luckily the fix is simple, I just need one or two more chat scenes. I was probably going to do that anyway, and also make an adjustment to the way the game prioritizes which chat scene to play. So this would have been fixed eventually. Probably. Maybe. I never would have found it without your help. So thank you!!

Glad I was able to help out :D