Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Just finished playing through, liked the depth of your writing,  but noticed some minor bugs:

Data Corruption:

  • "Remove Consumable" if $Consumable_Update_Position is 19 or 28,  doesn't include 
    <<set $Inventory_c_slots_filled to $Inventory_c_slots_filled - 1>>
  • "Zipper Arm Cannon Modding" Smartlink Integration overwrites mats with tek.
    <<set $Player_crafting_mats to $Player_crafting_tek - 1>>

Missing function:

  • "Monster Pen Corridor 1-2" is missing the <</link>> tag from the statement 
    <<if $MS_Calibrations_My_Dear gte 5>> /%...%/
  • "Special Attacks Weapon" looks for 
    $WSA_$WSA_Homing_Blast instead of $WSA_Homing_Blast
  • "LEVEL CAP" enforcing a cap of 10 by setting $Player_exp_max 's magic number to 0, ignoring $level_cap set to "Disabled"; .

Momentary confusion:

  • "Inventory Consumables2" and "Inventory Consumables3" show the value for the next 'stack' in position 4 ($I_C_{15,16}_S and $I_C_{25,26}_S respectively).
    (I used a script to generate a replacement, see below)

No-effect/Code-style:

  • "Inventory Consumable Move Left" sets "I_C_Swap_S"

Suggestion:

  •  <<If>>'s instead of <<switch>>'s
    <<if $Player_success gte 1>>
      <<if $Player_element_effectiveness is 0>>
      <<else>>
        That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <<switch $Player_element_effectiveness>>
         <<case 1>>effective 
         <<case 2>><b>very</b> effective 
         <<case 3>><b>incredibly</b> effective 
         <<case 4>><b>overwhelmingly</b> effective 
         <<case -4>><b>pathetically</b> ineffective 
         <<case -3>><b>incredibly</b> ineffective 
         <<case -2>><b>very</b> ineffective 
         <<case -1>>ineffective 
         <<default>>
        <</switch>>against <<= $Enemy_article>>!<br><br>
      <</if>>
    <</if>>
  • I rewrote my local copy to replace collections of mutually-exclusive <<if>> statements to use <<ifelse>> and <<switch>>.  (mostly for optimization reasons)  But I didn't notice any other bugs that might have written over.
  • Arrays, Datamaps, Datasets  parallel how your data-scheme/names are organized, but can be used with SugarCube's  <<for>> iterator(s) instead of unrolling/pre-writing every variation (or generating code the Wikifyier).
  • <<widget>>'s might be able to make procedurally generating repeating elements less human-error prone.
  • UGH, Itch.io or Chrome auto-corrects corrupts the SugarCube code I try to paste here.
    Was going to share a piece of fancy code that uses a template without changing your data-scheme to use an array or maps. . . It was built around <<for>> loops with something like this:
    <<print "$i_c_"+$smart_bandage_position+"_d">> 
  • Instead, here's Javascript that (pre-/re-)generates the SugarCube code for "Inventory Consumables[...]" so that you don't need to worry about searching for  typos:
    _m = "";
    for(_jjj=0;_jjj<=20;_jjj+=10){
      _m+="<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include \"Inventory Page Turner\">><<replace \"#inventory_replace\">><<include \"Inventory Base\">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include \"Inventory Page Turner\">><<replace \"#inventory_replace\">><<include \"Inventory Base\">><</replace>><</link>>\n<b>@@#tooltip;@@</b>\n<<nobr>>";
      for(_jj=0;_jj<=5;_jj+=5){
        if(_jj==5){_m+="\n<div class=\"Consumables2Div\">"}
        for(_j=1;_j<=5;_j++){
          _i = _jjj+_jj+_j;
          _ii = _jj+_j;
          _m+="<<if $I_C_"+_i+" is \"empty\">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_"+_i+"]]>><<dialog>><<include $I_C_"+_i+"_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_"+_i+"_T>>:<<=$I_C_"+_i+"_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class=\"ConsumableI"+_ii+"Div\"><<if $I_C_"+_i+"_S is 0>><<else>>$I_C_"+_i+"_S<</if>></div>";
        }
        if(_jj==5){_m+="</div>"}
      }
      _m+="<</nobr>>\n";
    }
    _m


Meow; looking forwards to see where this goes.

(1 edit) (+1)

Uh, wow. Could you maybe hop in the discord so we can discuss this somewhere easier than the game's comments section? That's a lot of things to fix!

-- The bugfixing's done and it's been uploaded, though the level cap thing is intentional. 10 is the limit for MERCANOID. Level Cap sets an increasing level cap that scales with Main Quest progress, it's for people who don't like to over level for an area's intended difficulty - akin to Pokémon Nuzlockers not going over the level of the next Gym Leader, as an example. 

Everything else is potentially useful, but I would need more discussion on it before implementing any of it. My code is jank, but it's jank I understand, and I've been burned by relying too heavily on proper big-girl code I didn't understand in the past.