Welcome to the brand new beta for the game. Unlike 6.4, this beta now has a much more solid framework and foundation for going further with new beta versions and updates. The game still has many areas that are unavailable, but for good reason; those areas are still being pieced together and are being worked on!
Unfortunately, the new dynamic events teased are not in this build, YET, as the art for them is still being worked on, and programming for those events is still a heavy work in progress. For this reason, I cannot ship them in their unfinished state.
However, now with the new engine... I can do them justice with the extra Color Only mode~ So instead of just flat images, Im able to animate them just like I did with the Sushi Event~ Every scene got remastered and I couldnt be happier...~ Some effects would not be done without some plug ins so... (Shout out to the: Submapping EX, Call Actor Hit Script Plug ins~)
Thanks for your support!
How to play the Beta: (GAMEBOY COLOR ONLY, Normal GAMEBOY is no longer supported)
> Any Emulator of choice, just make sure to properly map your buttons ( A, B, Start, Select, UP, DOWN, LEFT, RIGHT)
> You can import the rom to real hardware too! Anything that will run GBC roms
(I personally use Visual Boy Advance on PC or My old Boy Lite on Mobile)
Updates:
> The sprite work has been reworked to be able to support the new Tile Priority system: Which means sprites in the overworld backgrounds can now overlap on top of the player for added Depth to the world. Now you can go behind trees, certain buildings, and foliage.
> In the spells menu, now things should be mysterious and add an updated look for undiscovered spells with an "???..." Instead of displaying their names. This should add much more polish. (7.0.1)
> In the status menu, brand new artwork for the main player has been added (7.0.1)
> Player's dorm room got updated slightly (7.0.1)
> The Shrinking Mechanic has now changed dramatically to allow the player to transform accordingly to a smaller size. The player now feels smaller in the world when exploring. In version 6.4, the player was stuck with an 8x16 collision; now, they have an 8x8 collision when switching states. This allows for better level design with this mechanic.
> Aqua's Sprite has been updated and tweaked once more
> Updated the "Bonus room" in the Lockeroom
> The Sushi event has been heavily reworked to include animated visuals for scenes. (Sounds are planned along with music; however, I would need to learn the music engine side of GB Studio)
> Backgrounds have been much more optimized along with sprites and animations
> The Player status, items, key items, and spells menus have all been reworked and reorganized. The sprites have been cleaned up for better optimization.
Additions:
> Added support for parallax backgrounds and animated tiles for backgrounds, which can be best seen when exploring the Micro Loft in Aqua's Classroom. Every couple of blinks, he would look at the player with a beaming smile~
> Added Animations to Spectre in the Tavern portion and inside the shop menu
> Added a Story beat to lean towards the game's theme. A realm of dreams known as Somnis, where dreams can warp and shape. Your Intrusive thoughts manifest. 2 Characters are introduced here. One of them will be accompanying the player throughout the entire game.
> Added fast travel with the use of a new Key Item found in your dorm room. The Spiral Sprig Charm can allow you to unlock fast travel locations and travel between them using the spiral sprig plant plotted in many areas of the world. So far, 3 have been added as a test. (Dorm room, Tavern, Locker room.
> Added a new menu for Fast Travel, accessible with the Spiral Sprig Plant.
> Added support for prefab systems and call scripts to be a better framework to work off from.
Bug Fixes:
> Fixed known issue with the start button being mapped to the Spell Quick Swap; Now it will work correctly and is faster than before. Swapping spells should feel much better now on the fly instead of always having to go to your menu. (Wish I had L and R support, however...)
> Fixed Crash when using the Start button
> Fixed Crash when loading into certain scenes after saving as a micro
> Fixed Crash when loading puzzle events
> Fixed Graphical Issues with Chests, Switches, and Pressure Plates.
> Fixed Issue with Saving (However, with this build, loading sometimes is a little weird, in certain big rooms, it's not game-breaking at all, just a little jank!)
> 7.0.1 Fixes:
> Fixed Dialogue with The big tall spirit in your dorm room, no longer should they teleport you away always. There was dialogue they had after the teleport sequence. This is now fixed
> Fixed major issues with some interactable objects with Impentus and Ventus. These issues are mainly distinguished from triggers in the form of cutscenes or other methods of tracking player Movement.
> No longer should you move downward after moving while hitting an object. This issue SHOULD be fixed now.
> Saving is now FULLY 100% working with saving player state and properly displaying things correctly, whether you are micro or normal. Along with camera positioning, adding a data buffer scene helps things render in time on load.