XaiJu
SilverEarsEntertainment
SilverEarsEntertainment

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Build 0.5.0.5 (0.5.0.6 Devbuild)

Update: I moved all the extra info about the patches down to the bottom of this. So if you want to see what I changed then scroll all the way to the bottom.

Latest ver - 0.5.0.5 (0.5.0.6 Devbuild only)

Last updated - 07/17/24


Make sure you delete your own config file before using this build!

So we're officially moving into 0.5 now. I was hoping to have gone back and finished up the gargoyle death cinematic, but I just kept putting it off. (For some odd reason. It's not like it will take a ton of time to do even...) I will get to it eventually, possibly as something I do now that 0.5 has been released. The game will remain in 0.5 until after the next boss is done and then it'll progress into 0.6 as I had said previously.

But I'll save chitchat for the devlog which I'll write after this. Here's all the usual build information.

You can find your save game and settings at %localappdata%/Aria_s_Dreamland_Dissonance

You can also type %localappdata% into your file browser and it should take you to the folder before that if the above doesn't work


If you are having difficulty locating this folder after that, then here are some manual instructions:

1. In the bottom search bar, type in 'this pc' and click on the item that comes up. (If you have an older computer, you will need to go to 'my computer' instead)

2. Find your local disk drive (It will usually be C: and show up as 'Local Disk (C:)' )

3. Find the folder 'Users'

4. Locate the folder with the name of your PC. It will be different for each person but it will likely be the name of your windows login username.

5. Find the 'AppData' folder. It might be a hidden folder and you will have to right click and go to properties to display it.

6. Find the folder named 'Local'

7. Find the folder named 'Aria_s_Dreamland_Dissonance' Ensure you aren't going into the demo folder.

8. Delete the config file only.

Here is a link to the normal build: https://drive.google.com/file/d/14FIXsDllRlmMFxGuS5apruut9ygqaSXi/view?usp=sharing

Here is a link to the dev build(Which if you're worried about screwing up your save file, I recommend making a backup of your save before using this build): https://drive.google.com/file/d/1wQkBc0HSItSZOuJZ_HwPc_tmGlOaxzN9/view?usp=sharing
(Also there is a small bug that I know about in this build I didn't spot before making it that makes charge cards appear as a flame icon in the menus. It's nothing to worry about though, just a display error on my part. It shouldn't be there in the normal build though.)

(Also here is a build that allows you to remove the max boob power cap, but it's experimental so be careful and backup your save file: https://drive.google.com/file/d/1dM8Va2KodCiIE8iooCA-aj9cA5hk_gr6/view?usp=sharing . Instructions in the text file that comes with it)


As before, there is a text document with attached information in the zip file.


And now I'll write everything I can remember adding. (I should start writing this stuff down as actual patch notes just to get used to being professional about it) If you don't want to be spoiled, then don't read any of this.

New:

Fall forgiveness system - Throughout the world there are a small number of wing artifacts which will permanently grant you a charge of fall forgiveness. You can see how many charges you have by the wing icon on your Energy bar. (After you unlock one) Once the wing icon vanishes from your energy bar, the next fall will be lethal. Every time you enter, or stand outside the door of, your cabin, you'll restore all charges.

Currently there is only one wing artifact in the game. It's located in the first mountain area so you'll have to revisit it if your save is far past it.

Aesthetic Power Level system - You can now go past just 3 symbols, but you'll need to find a shrine and donate some of your power in order to get a higher level of max power. Right now there are only two in the game and only one of them can be unlocked. The second one has too high a power requirement to unlock. The first is in the first forest stretch and you can't miss it.

I will be adding more shrines as we go. Any shrine that I put in the main road that you can't possibly miss will follow sequential power level requirement increases. That way you will always be able to unlock the main path shrines as you go. It's the hidden ones that will have higher requirements so you may not be able to unlock them immediately as you find them.

With that said, I also added in a door unlock system which costs a small amount of power to unlock them. These will let you bypass the challenge associated with unlocking that particular shrine when you return. You just have to go back and so long as you unlocked the passage you can go right in and try the shrine again when you have the required power. (Symbol count)

Speaking of, you can now view how many symbols you have(and your max) in the pause menu.

There is also a hidden shrine somewhere that is under construction. You'll know it if you find it. Just step on the teleporter to leave since right now you can't actually do anything there. It's pretty well hidden though. I'll add an NPC later on that hints at it's location though.

As for raw content, I added in the crystalline beach called Telumur. (I want to add one of those fancy area text intros you get when you come to a new zone in some games) This area has two major branch paths with an intervening path if you decide you don't want to go into the depths. It's a relatively large pair of paths and I spent a lot of time trying to pretty them up, but not as much time balancing. So if they feel poorly balanced, that's definitely something I'd enjoy feedback on. I also mixed up the filimuri enemies with gobbos to hopefully keep things fresh. Though the filimuri enemies are pretty unique and I'm really happy with how they came out, they don't apply nearly as much pressure as the gobbos rushing you does. So a mix seems optimal.

There is one 'not so hidden' unlockable max energy gem along one of the paths. (Also there is a hidden poison resistance amulet unlockable somewhere.)

On the subject of poison, it's now in the game fully implemented. Your energy bar will turn green when you are poisoned and drain pretty quickly. Picking up any candy, or using the new heal spell, will cure it. All of the new enemies will apply poison to you if you touch them. (The grappler enemy only does so if you break her armor though) But yes, poison is fairly dangerous actually and the poison res amulet only mitigates it a bit. I will have probably a couple more poison res items later on to unlock too. Make sure you don't greedily gobble up all the nearby candy! (I tried to be lenient and put candy in the air slightly so you could avoid it while you're learning the enemy)

For the new enemies, they're pretty much how I said they would be, though the grappler enemy will be a bit rare in this build. She'll show up more when I add a few more levels.

Filimuri Lion Piken - You'll encounter quite a lot of these. They keep their distance from you for the most part and will block your attacks from a distance. They stay tethered to an area and won't pursue you beyond a certain range. They also will only run so far from you before their leash runs out.

I added in a kind of 'block durability' for them, which I think I haven't expressed very well since they use the same guard indication as the golem. The golem's block never runs out, but the Piken's block has durability. If you keep hammering away at their guard, their spear will eventually break and they'll be vulnerable. Though during this time, the caster, or another piken, might attack you from behind their ally. They will also block Magic Star damage, but it hits their block MUCH harder than others.

If you don't like the 'bullet spongy' feel of chipping away at their block, then move in quite close and look for them to ready an attack. At this point they won't guard and you can get off a free series of hits. You can also just attack them at very close range and they won't block. (And the blade will destroy their spear instantly too)

As well, if you stand away from them long enough, they'll throw a poisoned dagger at you. (You can also hit them during this) They will still throw the dagger at you if you destroy their spear and will continue to try and maintain distance from you. (Like a lot of projectiles, the blade can destroy the dagger mid flight)

Filimuri Mystic - There's a good amount of them. Like the Piken, they keep their distance, but they won't block you. They're easy prey if there is no one to guard them. However if you don't make quick work of them, they can be quite dangerous.

Most of the time they will wait for you to be standing on the ground and attempt to strike you with a bolt of lightning. There is a charge up time and rolling thunder to warn you it's about to hit. (I also have a small spinning circle appear at your feet, but it's not as noticeable as the faded lightning) If you stand between the two end points, you'll get zapped just as bad as if you didn't move at all. If you barely avoid it, you'll be thrown upward.

If you run off, they will attempt to cast a ball of lightning your way, which will endlessly pursue you until you stand on ground and let it deploy.

Finally, if you rush them down, they can squirt water at you and shove you back pretty hard. You can avoid this by attacking at mid range, or by jumping and trying to swipe at their head.

Also, I didn't mention it for the piken, but both the piken and mystic will go back to idling if you leave them be long enough out of their sight.

Filimuri Grappler - There are very few of them in the current levels. I tried to really emphasize giving them a nice intro. I will avoid spoiling how I tried to do that though.

The grappler hides while having an item as a lure (usually a gummy worm). If you take that item, then she'll jump out and attack you. While hiding, you can't hit her or inflate her or anything of the sort. But you can just not take the bait and avoid her ambush. (Most of the time)

The grappler is armored and won't suffer stuns until you break her armor. She will also soak quite a bit of damage before going down. To balance this out a bit, she doesn't actually do any direct damage to you. (Though you can get poisoned by touching her after her armor is broken)

The grappler is a bully however and will spend her time trying to grab you and take you to a 'nest' location. (I manually define these) When she grabs you, you'll get a little button popup showing buttons to press. (Basically left and right which you need to press back and forth) You will need to struggle to escape her grip otherwise she'll slowly push/pull you to the nest location. To make matters worse, if you get hurt, she won't let go of you. (You still get iframes though)

Once at the nest, she'll release you. Then she'll occasionally shove you (quite hard). If you go outside the nest, she'll pursue you and try to bring you back to bully you more.

And this is a good time to mention that while the other two filimuri can be squished by blueberry form, (You will need to jump to do so) the grappler can't be. In fact, she will still grab you and roll you toward the nest. (Or fling you over her shoulder if the nest is behind her) Worse than that, you can't struggle while you're a blueberry. (Though you will still squish enemies if the grappler rolls you over them) You just have to hope the blueberry form wears off before the grappler decides to shove you off a cliff. (She will release you anytime a TF form ends. She can also grab you while your boobs are inflated if you lower yourself down to her level. She won't touch you while you inflate/transform, but the animation lock can mean she'll be readying up a grab just as you finish pumping up.)

Ah! But I almost forgot fatty ratty! There's only a few instances of him in the game right now, but he'll be sprinkled across the game and I will even likely have a couple stronger recolors of him later down the line.

He works very simply. He will chase you down and hit you with his bag, stunning you for a long time and stealing your spell. If you don't have a spell, he steals golden candy from you.

After pinching your pennies (or spell), he'll run away to a designated spot and attempt to jump into a cartoon hole. If you hit him before this, he'll drop your stolen goods, and usually a little bonus. If you fail to stop him, then your stuff is gone for good.

Also I wouldn't bother trying to inflate him. This fatty ratty is inflation immune and will only giggle at you for trying.

One other thing to mention is that there is a new silence mechanic too. Though the silence mechanic is localized to shadow crystals. Currently there's only a few situations where you'll encounter them. Silence just prevents you from casting a spell. It's indicated by a big blue X over your spell icon and will make a fizzle sound if you try to cast while it's on you.

Oh and I added a menu item which lets you select what you want your max boob size to be in case you want to limit it. Currently you can't get boob size too big so it's somewhat irrelevant, but it'll be there in case you want to limit the size later on down the line.

And that's pretty much it. I have a devlog to write as well so I'll do that and then I am going to go to bed as I have been up way too long trying to make sure things are as polished as can be. If you've read this far then please accept my thanks for both your interest and support!


Edit: I completely forgot to mention that you will have to delete your config file to run this build since it has new options in the menus! Sorry about that!

Edit 2: 0.5.0.3 Fixed up some small issues. Fatty Ratty was only giving back windforce spells regardless of what he stole. I also made a slight adjustment to the filimuri behavior as they were getting stuck on edges. And I modified a couple of areas just a bit because the intended effects there were not working. (Silencer not being obvious and also making it so you couldn't even use your spell on the balloon. Also a couple areas where filimuri would move in a way to make it so they couldn't see you and be easy prey for the player.) Also a few menu display issues. (Though I didn't fix a small bug where your max power doesn't show as increased until after you pick up a symbol. It doesn't affect the actual cap, just makes it so you have to pick up a symbol to see how many your max is)

Edit 3: 0.5.0.4 I fixed up some more small issues. I fixed a crash on enemy dying under rare circumstance. I tuned the gargoyle boss slightly so now she shouldn't be able to get stuck in or on solid objects. I also fixed Aria's chest still showing after perishing. And I modified the menu text to say 'aspect ratio' instead of resolution. There are a few other tweaks too, but nothing noteworthy.

Edit 4: Updating to 0.5.0.5, added in a retaliate mechanic for the filimuri piken. Now when you pressure them with attacks, they will move into their attack stance forcibly (even if blocking) and attack at a faster rate (and recover quite a bit faster too). During this 'retaliation attack' they will take half damage and you'll be notified they are retaliating via a pop up icon and SFX similar to the block icon. I also nerfed the shuriken damage at max power level by 25% and boosted the damage of the level beneath it to the same amount as max level, just with only 4 shurikens.

I have also changed the block icon for breakable blocks to a wooden shield icon to let you know that it's breakable. Though now that they retaliate, it's unlikely you will need to break their block anymore. I lowered their max block health by a modest chunk. (And I slightly increased magstar damage so now it should bust their block in just 3 hits while still only raising their retaliation counter by 1. So you can break their spear with magstar and not trigger retaliate for example.)

I have modified the weather so now all weather should last almost double the duration it did before with the exception of clear weather which should be more than 3x the duration than it was before. It does still pick the weather randomly though with the exception of stormy weather which it attempts to avoid storming after it's already stormed. I may adjust it further though, but this should definitely result in more clear weather.

I also added in a new item somewhere in the beach area which functions like the weirdbox in that it allows you to buy a couple more items from Shopia.

There were also several fixes to systems which would've caused crashing when more unlocks came about, but thankfully the problem was spotted early and fixed. (It was a stupid problem I should've seen when I was programming it too)

And one final note, I finished the gargoyle death animation and her dialogue for if you beat her while she's hypercharged. (Though she only speaks to you if you beat her after hypercharging her)

Comments

I'll try to pay some extra attention to the checkpoint sections then and make sure that it's hard to get stuck in a loop of death. Also having a checkpoint before a blueberry pie chunk might make it more fun to repeat than after it. Also it's only partially my design that fighting enemies is optional. Not completely. Example being that the piken will actually do an upthrust if you try to jump over them and filimuri are rather tall. They're harder to avoid than gobbos for example. But there is also the phoenix dash spell which will let you dash through most enemy types. You can't dash through the golem though who you are 100% intended to defeat them. (Though if you are creative with phoenix dash you can get past them.) I'll also have another enemy type soon that you can't bypass at all and you're forced to fight. I do mostly intend you to fight enemies overall though. But I can see how not getting anything for beating them might be a little disappointing especially if it takes a long time to beat them. (I did think about this as a problem that's why golems drop energy items when you hit them to help with the issue of draining energy) I'll see about adding in a small bit of reward for beating the filimuri enemies since they force you to hang around a bit longer than most enemies. For the mountain level, was it the one with the temple area? That's my fault for not hinting better that the water in that area actually heals you when you stand in it. There is a SFX to go with it and I think your bar changes slightly, but I'll try to make it more clear that the water will heal you. I intended that to be a way to let you explore a bit without worrying about running dry on energy. I'll keep trying to balance things out! Also I think some new items I add in the next version will help out a lot too!

Brandon Cater

Awesome to hear that you've already got ideas for the balance, I found for the most part the difficulty curve was pretty reasonable, early game (first couple of biomes) wasn't very hard which was nice as I was still experimenting with what weapons did what and how, deaths there weren't super punishing I felt but it was probably around the forest that things started feeling like they'd stepped up a gear, especially after a death. Checkpoints feel like they might be somewhere worth placing an upgrade or two off the bat, as once you respawn so does everything else currently - pickups and enemies both, so doubling back from those positions feels nigh impossible off the bat. Looking again at the checkpoints in the forest and final beach level as particular stand out examples here, both checkpoints I recall came after a Blueberry Pie which would have let you level the hordes of enemies immediately before you reach the two checkpoints, but you obviously can't do that the other way around. In terms of specific enemies, the Filimuri Pikens were my biggest gripe, again when you're powered up they hold their ground but when you're weak, they're actually miserable once you combine their blocking with your low damage output and the reality that the way weapon attacks physically function will typically require you to get into harms way to line them up or be in range... it's pretty brutal. On the flipside, the Filimuri Grappler enemy from the latter section is brilliant, by the way, really interesting and standout enemy, the throw interaction while berried was especially fun! You did a great job with that one. The above raises another point as it turns out, I found at points it was smarter just to try and run past enemies rather than try to fight (again, after a checkpoint respawn usually) or otherwise deal with them which felt like a really jarring and disappointing strategy to feel like I had to use. I quite like the throngs of enemies in the current build, when you're able to fight them it's satisfying to clear the lot, but unless I'm mistaken you also don't get anything for actually doing so? They don't drop candies or power ups or anything else so there's no real incentive not to just dodge them entirely if you're having a rough time of it. Unsure if this was intentional or not (or even correct on my part), but thought I'd mention that. Despite the above criticisms though, I really enjoyed the overall challenge level of the game, it's just a matter of identifying where it's a bit too much and tweaking til it's just right I'd say. I had thought the flat drain was what was happening with energy, I really like the idea that the stronger you get the less threatening it is, but it's definitely something you really feel in specific situations. Once again with that final beach map for example, the opening fight takes a bit of jumping around, dodging and juking if you're freshly respawned and I was getting low after a hit or two before I'd even gotten going as a result of the drain. I'd be inclined to put it more down to the particularly brutal opening to that map than a system issue honestly, but I also found it really troublesome on one of the mountain levels where there's a little structure near the beginning you can use Wind Inflation to get to the top of, it takes a little bit to navigate all the platforms and beat the gobbos there, enough to feel strain from the drain. Apart from those particular cases, yeah I think it was pretty manageable if again something that deterred you from sniffing the roses, so to speak. Those upgrades you talked about sound like an ideal solution honestly, a higher pressure first playthrough followed by a more relaxed replay later with the upgrades sounds like the best outcome. I'd imagine increases in max mana will probably do a lot for the viability of certain spells, as would those later game cost decrease upgrades. That all sounds pretty positive and while I did regret not being able to go too hogwild with certain spells, I did recognise that they're very clearly powerful enough that being able to use them regularly would trivialise most encounters. With the transformation pick ups, I think you really nailed the pacing of those, as you say it'd probably cheapen the experience if they were absolutely everywhere and as they are now, there's just enough space between them that you get a taste for the regular gameplay as your standard and then the powerups feel like a fun treat. Blueberry was the most fun to play with for me between Aria's noises and the encumbered yet empowered state it puts you in to bulldoze all those enemies. Unsurprisingly from me, I'm really excited to see what you've got in store for us with the Blimping state and would love to see (probably very rare) enemies that could inflict those states on you (puffkissing after grapple, twisted magic or traps in the environment etc.) and challenge you that way. Definitely looks like you've got a good handle on the right balance though so will wait and see what you cook up! Thanks for all your hard work!

TheBlimpFaerie

I'll start off by saying thank you very much for playing it AND giving me feedback! Right now it's crucial for me to hear about how difficult the game is and figure out the right balance. Because I play the game A LOT while testing, my view on difficulty is going to be skewed. I'll certainly be going back through areas and toning them down just a bit and I also tweaked the power of weapons at lower levels slightly. (I think I already did in the version I am working on too, but this version won't be available till I finish the current build.) Mostly reducing the number of enemies, but I also tried to increase the number of powerup symbols to reduce how often you'd encounter that immense weak feeling. With that said, I will also be adding in more upgrade items that will likely show up earlier in the game to help alleviate the feeling of being low powered. I don't want to fully get rid of losing power, but I also don't want it to be like night and day in terms of how powerful you feel. And that's even more important since I may add an enemy who can suck power out of you. I'm also working on more upgrades which boost the power of weapons at lower levels. As an example, I'm going to be adding in an upgrade item which gives you a weaker duplicate of the max level flame effect on the default weapon. I generally want to have a power fluctuation between the max weapon level and minimum that slowly increases. So you can feel weak at times, but not SUPER weak. In terms of the energy system, it drains by a flat amount. So I wanted it to start off being quite relevant, but then start to taper off as you gained higher max energy. It's also the reason I keep adding new candy variants to increase energy recovered, but the drain on energy would gradually shrink in value compared to taking actual damage. As it currently stands, there's two energy drains on the player. One is passive, always happening. The other is a higher level of drain for whenever you are moving. I plan on adding in upgrade items which reduce these drain types, and then eventually cause the drain to be null. (Except when other energy drain effects are on you like poison or drain zones) I'm definitely keeping my eye on it, but I don't want to remove it entirely. On mana costs and the amount of it... in the next build I've added in a max mana upgrade which you'll be able to find similar to the energy crystals. Hopefully this will help a bit on it. Also spell upgrades are certainly going to be a thing and one of the upgrades I'll spoil as reducing the cost of the inflation spell by one MP. I haven't put that one in just yet, but it will be there in the future and your max MP by the end of the game will be fairly high. With that all said, I will definitely go back over all the levels at some point and just measure out resource scarcity as a whole. Also for the tf forms, I have quite a lot of ideas for fun little scenarios. I try to actually have them feel meaningful in some way and not have 'too' much of it so you don't get bored of them! I also do have at least one more tf form that will be in the game, but I need to redo the sprites since the new booba system was put into the game. Thank you for the compliments on my sprite work and, again, thank you for the feedback!

Brandon Cater

Howdy, just subbed last night after having seen sneak peeks in the past on Twitter, and fancied giving the current build a try. I played through what was available in a couple hours last night and was actually pretty blown away by the quality of what's there, the obvious love and care you've put into the game and the fact that despite being fetishy there is a pretty solid *game* in there with real thought behind the mechanics and how it all works.I'll probably increase my pledge later, I don't know if you'll see this comment considering the age of the post it's on but really wanted to leave my thoughts and feedback on what looks set to be a really cool little game! Firstly the sprite work looks super cute and charming, I love the character designs, the environmental details (and the rain!) and all the well crafted animations, you've really caught the juicy details especially with the transformation stages and sprites! None of the environments stuck around long enough to outstay their welcome, I think you nailed the rate you cycle through them and revisiting variants of those biomes later (like the dark forest and autumn fields I read up on) sounds great. A lot of games with fetish content being a part of the gameplay seem to run foul of either making the stuff you want to see either be a punishment that rewards doing badly rather than actually playing the game, or make a really shallow game that's only worth picking up for the smut before forgetting forever. I think you've done a really good job of creating something that so far actually feels like a solid, engaging game with interesting mechanics and (mostly) fun combat and exploration. I had a lot of fun trying out all the different 'weapons' and spells and exploring what felt like the most fun, seems like you've put a lot of thought into strengths and trade-offs with how each plays. The power ups were the main draw of the game to me initially and they feel really well executed and animated to boot, all the game's voicing and sound adds a ton to the fun factor to boot - it's rare having a semi-voiced character and her reactions really sell it. Having the kink stuff tie directly into platforming abilities was so fun, the wingmilk flight sections were enjoyable to search around for hidden items and areas and I'm really really looking forward to seeing those barrels and blimp mode added in! Being able to use wind inflated enemies as platforms was a stroke of genius and I think stuff like that would be fantastic to see more of going forward. I wasn't sure what to expect with the blueberry stuff considering it's typically depicted in an out of control, debilitating light but I think you perfectly captured that and harnessing the rolling berry to flatten enemies and kinda go on a rampage was probably my favourite parts of the game by far - more obstacles, enemies or scenes requiring use of various power ups and transformations would be something I'd love to see, I think there's a ton of potential there! I think you paced their inclusion well though overall, it wasn't a straight up kink-fest (as much as some of us would enjoy that) and regular platforming and battling was a ton of fun too, and made it extra exciting when you spotted the next power up. My main concerns with the game were regarding losing all your magical power and such when you die. I enjoyed the game and found it a decent challenge, but there were definitely points where an unfortunate death from falling into a hole while exploring (it would be nice if there was some better way to tell if there's a death pit imminently below you in some sections where you need to jump down to reach collectibles near the bottom of your screen, that caught me out a few times. Checkpoints also become potentially very difficult to extricate yourself from when you respawn at minimum power with enemies nearby on both sides (one of the forest maps and that final beach map spring to mind). The difference between a half dozen enemies when you're powered up and can one shot common enemies and those same enemies when you're freshly respawned is very extreme, getting rushed by multiple goblins while bigger enemies shoot you from afar and you need to hit those goblins what felt like three to five times with weapons that can only be aimed through your positioning is... very stark. That final beach map was legitimately infuriating, especially at the start where the above scenario plays out and you're nigh powerless to stop them very nearly soured me on an otherwise fantastic game. Passively losing energy over time was something I really disliked, especially when you're stuck in a protracted fight fresh after a death and your health/energy pool is extremely low feeling. It doesn't feel like it adds tension, just unwanted stress like I can't afford to actually take my time and explore or enjoy things as I'd like. Mana pickups also felt very inconsistently placed, I think I got to use the wind magic a handful of times at best because it was (understandably) very expensive to cast and mana pickups were always scarce when I had it equipped and I was nigh drowning in the stuff when I had say the Star equipped. Maybe it was a placebo effect, but it never felt like I had enough when I wanted it and an abundance when I didn't need it. I've read up on all the dev logs and looked overall all the updates since this build and am really eager to see how the game evolves and develops, I haven't been this interested in a project like this in forever. Thanks for your time and apologies for the wall of text (there was a ton more I could've written), just felt inspired to finally say something instead of just lurking or giving a verbal thumbs up!

TheBlimpFaerie

Oh thats very exciting stuff! Thanks for looking into this so quickly :D Gonna give it a spin and see how far i can get!

Valentine

I'm glad you said something as I had actually intended to include this in the last build, but I was strapped for time and completely forgot. I went ahead and added an experimental build that you can download that allows you to play with 100 max power level (The planned total max level). It's the third download link instead of first or second. It's an experimental debug build though so be warned. It shouldn't affect your game's actual unlocks. You should be able to turn it on with the page up key and off with the page down key. It will also only last until you quit the game. Also if you disable it when you are above your actual cap then you will lose all of the extra power level too. So keep that in mind.

Brandon Cater

Is it possible for us to spawn more of those statues so we can go past the current limit on size? Or directly edit it so the limit is the maximum one until statues are eventually finished, Gives one a sort of temporary goal of "Don't die and get through all the implemented levels with as many pieces as possible"

Valentine

Glad to hear it! Also I just updated it to a newer version (0.5.0.4). So if you run into any other trouble you might try that version.

Brandon Cater

Great! That worked and I was able to play the update. Thank you very much for the assist!

BG

If you're still having trouble, can you try putting this into your file browser? - %localappdata%/Aria_s_Dreamland_Dissonance

Brandon Cater

If you are still having difficult, try putting this into your file browser - %localappdata%/Aria_s_Dreamland_Dissonance

Brandon Cater

So when you are working with it, you download the .zip file, then you extract the zip to a location, (Or copy the files over) and then you try and run it through the .exe file that you extracted, and at that point you get the camera control error? So when you go to try and delete the config file, it only takes you to the install directory? Can you try to navigate manually to the config file by opening 'this pc' > 'your hard drive' > 'users' > 'The name of your pc here' > 'Appdata' > 'local' > 'Aria's Dreamland Dissonance' ? (Also make sure you aren't trying to go into the Demo folder if you have installed that previously) The file path I have in the build description won't work by copy and pasting it as it's missing the name of your pc part.

Brandon Cater

Not to be a pain but I am having the same issue as well. I can find the game through the search function but when I try opening it, it just takes me to the folder with the app itself (and other items)

BG

If you try just searching for 'Aria_s_Dreamland_Dissonance' using the search function, does it show a folder then? Also are you able to navigate there manually by going through 'this pc' or 'my computer' ? Your default drive might not be C as well. If you know the drive letter of the drive where you operating system is installed on, you might try replacing the drive letter to that. Also just to verify, you're putting your computer name in between Users and AppData right?

Brandon Cater

Quick question where do I go to find the settings data cause every time I to use "C:\Users\\AppData\Local\Aria_s_Dreamland_Dissonance" the search comes up empty what should I do?

Marc Bacon

Yeah sorry about that. I forgot to mention that you have to delete your old config file since there are new menu options. Shouldn't affect your save though. Sorry for the hassle.

Brandon Cater

for some reason I keep getting the same error as before? this is what I keep getting ############################################################################################ ERROR in action number 1 of Create Event for object obj_camera_control: DoDiv :1: undefined value at gml_Object_obj_camera_control_Create_0 ############################################################################################ gml_Object_obj_camera_control_Create_0 (line -1) gml_Object_obj_game_startup_Create_0 (line -1) what would be causing this to happen?

Marc Bacon


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