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Made in RPG Maker VX Ace, but less of an RPG and more of an interactive story with some sleuthing to be done, JiU: Re stars French-American Det. Elliot Mortensen, a man plagued by his own inner demons (which can be in/directly controlled by the player) and an overwhelming fear of the dark. As the story unfolds, the player watches as their choices either make or break Elliot's relationships, friendships, and sanity.

Post news Report RSS Change Log Updates for April 2018

Updates to Justice in Unity: Redux's Change Log for the month of April 2018.

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April 26th, 2018

  • Arranged one new music track, sequenced by YASKAWA Moclin.
  • Began writing dialogue for “The Case of the Royal Flush”.

April 25th, 2018

  • Arranged three new music tracks, sequenced by R. J. Stratton and someone who didn’t credit themselves.

April 24th, 2018

  • Added MobiusXVI’s More Scroll Speeds script, to make scrolling text slower (but also fast enough to be skipped if desired).
  • Made the upstairs hallway of Elliot’s House four tile blocks shorter.

April 23rd, 2018

  • Playtest Copy 01 put out.
  • General dialogue fixes.
    • Color code error when getting kissed on the cheek by Emilie.
    • Emilie’s name not fitting in the “Call …” list.
    • Maci no longer answers Elliot’s questions after he’s asked Bellamy about the suspect.

  • “The Case of the Disappearing Act” can now be (more-or-less) completed!
  • Added a 1/100 chance of the front desk clerk in the Suite Complex saying something different when asked for the key.
  • Moved the smoke alarm in the Peaches & Cream, because where it was originally meant it would always be going off.

April 22nd, 2018

  • Addressed elevator calling bug.
  • Added to “Fantome d’Or Casino”.

April 21st, 2018

  • Added to “Fantome d’Or Casino”.
  • After Emilie’s death, her hospital bed becomes unoccupied (sheets folded instead of strewn about).
  • Flipped “Elliot’s Room” back over (facing down) to make it easier spriting-wise.
    • Replaced the beds in “Elliot’s Room” and “Simon’s Room” with beds by Ayene as events instead of editor-friendly tiles.

April 20th, 2018

  • Began writing “The Case of the Royal Flush”.
  • Began adding “Fantome d’Or Casino”.

April 19th, 2018

  • Began adding “Chapel”.
  • General bug fixes.

April 17th, 2018

  • General bug fixes.
  • Began writing/polishing dialogue for “The Case of the Disappearing Act”.

April 16th, 2018

  • Began writing/polishing dialogue for “The Case of the Poisoned Diner”.
  • General bug fixes.

April 15th, 2018

  • Started writing “The Case of the Garden of Angels” (Case 4).
  • Added item pickup sounds.
  • Found Hime’s updated Choice Options script, which fixed the issue of skippable non-skippable choices. (Also fixed the issues of location names scrolling out of the choice window and, apparently, the issue of choice windows being too long after a choice is hidden.)
    • Frankenstein’d scroll choices back into the Choice Options script, because why was it even removed in the first place?

  • Added a banner for “The Disappearing Act”.
  • Added a banner for “The Garden of Angels”.
  • Added a banner for “The Poisoned Diner”.
  • Renamed “Mortensen’s House” to “Elliot’s House”.
    • Renamed “Callahan’s House” to “Simon’s House”.

  • Renamed “Mortensen’s Notes” to “Elliot’s Notes”.
  • Began adding “Cheshire Estate”.
  • Applied NeonBlack’s Star Tile Passability fix, correcting that issue at last.
  • Added new tilesets. See Credits for authors.
  • Swapped out some doors to ones by Ayene.

April 14th, 2018

  • Maximum save files cut down from 60 to 20 to reduce a) lag b) confusion.
    • Tweaked the delete sound a little in the hopes that it won’t be so startlingly loud.

  • Added a custom car dashboard tileset so the car interior map looks a little less strange.
  • Threw in a bunch of generic NPCs.
  • Added playtime to gold window by snagging some code from a script by Shadowmaster.
    • Removed updating method from Shadowmaster due to massive frame rate drop in regular gameplay (60fps to 30fps, mmm, delicious).
    • Re-added updating method by adding an additional check to only update if the window is visible (not sure why I needed to define this… It seems obvious to do that. Good engine is good).

  • Added quip/queue notifications for updates to the Case Journal and Mortensen’s Notes.
  • Added to “Callahan’s House”.
  • Player can now log out of GameJolt once logged in.

April 13th, 2018

  • Added “Mattieu’s Suite”.
  • Removed “Equip” and “Skills” options from the menu.
  • Added to “Le Jardin des Anges”.
  • Began adding “Rillieux Warehouse”.
  • Connected all phones to same common event tree.
  • Began adding custom text color codes.
  • Removed “General” and “Parameters” sections in “Status”.
    • Renamed “Status” to “Info”.

  • Removed “Weapon” and “Armor” sections in inventory.
  • Removed most mentions of currency (essentially removed Gold window).

April 12th, 2018

  • Began adding “Callahan’s House”.
  • Added three new attract maps based on game progress.
  • Added to “Luis’ House”.
  • “The Case of the Poisoned Diner” can now be (more-or-less) completed!
  • Began adding “Le Jardin des Anges”.

April 11th, 2018

  • Began adding “Luis’ House”.
  • Redid Event Footstep scripting again.
  • Added attract map.
  • Redid title screen image and game icon.
  • Added the ability for one actor to be in the party, but not be visible in the menu.

April 10th, 2018

  • Switched all message boxes to Normal/Down.
  • Started writing “The Case of the Disappearing Act” (Case 2).
  • Added the “Parking Garage” and “Forensics Lab”.
  • Added script methods to Game_Party to check if actor is/isn’t in party using code from Marrend.
  • Mortensen’s Notes can now be opened by pressing “W” as well as from the menu. Also, opens to latest page instead of first.
  • Added Day/Night/Evening outdoor lighting setups.
  • Redid Event Footstep scripting in Game_Map, now utilizing the setup_events method.

April 9th, 2018

  • Began adding “Police Nationale HQ”.
  • Began adding “Peaches & Cream Cafe”.
  • Started writing “The Case of the Poisoned Diner” (Case 1).
  • Switched to black feathered windowskin.
  • Added “Sample Checker” item.
  • Polished the Case Journal scene.
  • Started adding to Mortensen’s Notes.

April 8th, 2018

  • Added more sprite sets.
  • Went through relevent bugs for Crimson Cove and began fixing.
  • Began adding “Point Hydrangea”.
  • Added to “Mortensen’s House”.

April 7th, 2018

  • Officially switched to RMXP sprites (edits of sets by Sithjester).
    • Added a bunch of sprite sets.

  • Switched back to custom art portraits instead of MMD renders.
  • Updated maps in Crimson Cove to suit taller sprites.
  • Did general polishings. (ex. Removing pauses in dialogue so it can actually be skipped in a timely manner)
  • Created elevator system.
  • Added diagonal movement.
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