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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 July 2018

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

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July 30th, 2018

  • Updated some Simon-only interactions.
  • Made changes to the game manual.
  • Attention-drawing text color changed to suit game manual.
  • Added a face graphic to Camille.
    • Added a face graphic and status graphic to Frank.
    • Added a face graphic to Dark.
    • Added a face graphic and status graphic to Russell.
    • Added a face graphic and status graphic to Feliz.

  • Fitted status text bases for Frank, Russell, and Feliz.

July 29th, 2018

  • Made changes to the game manual.
    *!! Added MOG’s Wallpaper EX script.
    • Configured to have a different wallpaper for each scene. Made wallpapers to suit the game manual.

  • Name in status is no longer centered (again, to suit game manual).
    • Name in status now displayed in font “Champignon”… which is an OpenType font, which I didn’t think worked with VX Ace?
    • Now displays in bold (or rather, pseudo-bold, because Champignon doesn’t have a bold fontset.)
    • Added a description to Dark.

  • Dark and Dr. Mikkelsen’s ages are now always hidden.
  • Dark’s HP bar now no longer appears if he’s ever seen in the menu (via hacks).
    • Dr. Mikkelsen’s HP bar doesn’t display either.

  • Added some actor descriptions.
    • Language-based descriptions work now.
    • Rough Japanese translations started.

  • Menu particle’s purple now. Because neat.

July 28th, 2018

  • Manually moved zomd5.dll into the System subfolder.
  • Manually moved all save files into a Saves subfolder, and made changes to the save backup system to accomodate for this.
  • Updated Yanfly’s Class System status menu script again; hid unused command window out of sight (to still allow backing out of the scene) and Frankenstein’d in an image display from MOG’s Monogatari menu script.
  • Removed SP bars.
  • Fixed the issues with Cheshire’s age being hidden. Turns out I’m just an idiot.
  • Added a modified Breath effect for crying characters to MOG’s Character EX script.
  • Couldn’t figure out how to directly influence the balloon_wait variable via script call, so added a switch check for balloon script calls where the balloon in question should not have wait frames.
  • Added face graphics for Bellamy.
    • Added face graphics for Maci.
    • Added face graphics for Emilie.
    • Added some new face graphics for Cheshire.
    • Added a new face graphic for Mikkelsen.
    • Added face graphics for Oliver.
    • Added face graphics for Terrence.
    • Added face graphics for Flynn.

July 27th, 2018

  • Changed some item icons.
  • Moved (most) NPCs in the Peaches & Cream outside, because what law enforcement professional keeps civvies around a corpse?
    • Made some updates to the Peaches & Cream Cafe map.
    • Added a nodding animation to Maci.
    • Objective 1,1 is now revealed at the right time to accomodate for this.

  • Certain lights now move to 0,0 on their respective maps so as to not prevent player interactions.
    *!! Added Shaz’s “Remember Event Position” script. (WOW, THE WAY IT BREAKS SAVES!!)
  • Added Shaz’s Save Data Location script thing.
    • Fixed script loading the game title from INI and thus failing to create a folder with a colon in its name. (Feels like that wasn’t very well thought out…?)
    • Removed, because it doesn’t work well with current script settings. (Disables title screen load option forever, general issues.)

  • Added more blood to Fantome d’Or’s Chip Storage map.
  • Added some dialogue to “The Royal Flush”.
  • Removed Cyranos’ Quicksave script.
  • Added some new face graphics for Elliot.
    • Added some new face graphics for Simon.

  • Le Jardin des Anges now has group tables (so Simon and Charlotte aren’t essentially screaming at Elliot and Emilie in that scene).

July 26th, 2018

  • Began adding first chunk of lines for “The Royal Flush” to a script and to the dialogue database.
  • Added a few blood tile resources from Recife.
  • Added Hime’s Mapshot script.
  • Images can now be zoomed out in the Gallery (kind of).

July 23rd, 2018

  • Added some more of Emilie’s “The Poisoned Diner” clips.
  • Touched up the first chunk of lines for “The Disappearing Act”.
    • Began adding said lines to the dialogue database.

  • Generated a new private key. Old version of the game now broken. GG.

July 22nd, 2018

  • Added the beginnings of rough Japanese translation.
  • Swapped out font “Another” for font “Nagurigaki Crayon” (except for French accents).
  • Voiceover language can now be changed independent of game language (ex. switching game language to French will no longer force the game to look for French voice clips).
    • Fixed a minor oversight that caused voiceover not to be language-based at all anymore.
    • Fixed another oversight that I’ve somehow missed all this time that prevented MEs and SEs from being language-based in most calls.

  • Began adding some of Emilie’s voice clips for “The Poisoned Diner”.

July 21st, 2018

  • Re-fitted some dialogue to the textboxes a little better.
  • Recurring NPC names are now stored in the otherwise-unused Armors list for easy translation.
  • Dark’s French name changed from “Le Noir” to “LeNoir” for style points (and puns). ;)
  • Dialogue portraits are now handled dynamically via the Yanfly Message System’s “\af (Show Actor Face)” code.
  • Thought dialogues are italic again.

July 18th, 2018

  • Changed thought dialogues (removed name boxes, portraits, and italic styling).
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