Author Archives: Matt Roszak

Hidden Cats: Log Cabin

Hey guys. While playing the game Hidden Through Time a few weeks ago, I noticed that kind of art style would be quite easy to do in Flash, and I was in the mood to try something new… so here’s a mockup I did for a hidden-object game!

This scene is somewhat based on the countryside in Finland and Sweden. See if you can find the stuff!
(click on the image to see a bigger one!)

EBF5 Android Update

Hey guys, a big Android update for EBF5 just dropped, addressing a lot of issues. I don’t know if you’ll be prompted to update automatically, or if you should do it from the Google Play Store page. Either way, don’t uninstall the old version – that will delete your data.

Here’s a list of changes:

Updated the version of Flash/AIR used, meaning the game will hopefully crash much less often.
Unlocked the password save system by default. It doesn’t work on every device, but generally works well enough to keep it in there.
Fixed Fat Fly and Amethyst Earrings not being listed correctly as premium equips, which left empty spaces in the flairs menu.
Fixed a minor animation error with Lance’s Hyperbeam.
Fixed Sandworm summon category from “Hits One” to “Hits All”.
Fixed Cosmic Monolith foes turning invisible after a Cosmic Monolith is summoned against them.
Similarly, fixed Lance turning invisible after Annabelle uses Black Hole.
(This is not specific to either situation, and there may be other cases where this can happen)
Fixed Pumpkus not getting angry when Idle animations are off.
Fixed Slime Bunny buckets softlocking the game. (it was related to idle animations being off)
Fixed the tooltip being cut off if a treasure chest has equipment in the 3rd slot.
(there was only 6 of these chests, so their equips have been moved to the 2nd slot)
Fixed the tooltip being cut off for skills that have 2 target types, in the second row, in battle.
(hopefully some other tooltips aren’t being cut off as a side effect…)
Added different themes to the slime minigame, based on the 5 holiday events, which makes it clear when these events are active.
Added more arrows in No Man’s Land, Glacier Valley, and the Ice Cave, as well as making the final Ice Cave puzzle simpler.
(Some users were getting lost at specific areas)
Added some diagnostic text in the top left after the slime minigame.
(the game sometimes stops at this black screen, so this should tell us how far it gets)
Added links to the Privacy Policy and Support Email on the main menu.
Added a secret option to force screen flipping, if it doesn’t happen automatically.
Turning off idle animations no longer turns off heal animations – they play as normal.
(hopefully this will fix the issue with looping healing/draining skill animations)
Improved some icons on the main menu and Secret Features menu.
Allowed usage of premium Summons and Equips if either Dungeons DLC or Game Modes DLC is active.
(I previously overlooked that some premium stuff could be collected with only the Game Modes DLC) Muted global volume when SFX and music volume are both set to 0.
(This should hopefully help in instances where partial sound effects play when they shouldn’t)
Removed Matt’s “passiveHealing” dialogue after battle, since it’s instant on mobile.
Halved the damage of Devourer’s ultimate attack on Normal difficulty and below, less likely to surprise you with a total party kill.

Stuff that I still need to fix, but won’t be in this update:

A few more lines of text needs to be translated, and a couple of mistakes with old text.
Cloud saving is still planned but I haven’t started on it yet. I’d like to have it if Google and Apple offer that option with their services.
Black screen after the slime minigame – not sure what causes this, need to collect more info. It seems rare, but the only known fix is deleting your data at the moment.
Battles not continuing because the command menu doesn’t appear. Seems to be related to Idle animations being off, but I can’t reproduce it. Seems rare, but reports say it happens often in very specific battles.
Two players can be sent to backup at the same time, softlocking the game. Apparently this can be done by selecting the middle player, dragging down and releasing on the bottom player. Doesn’t happen for me though.
A bunch of other minor issues that I need to investigate.

EBF5 Mobile Progress etc

Hey guys, I’ve been back to work on the mobile ports of EBF5.

I’ve fixed a lot of minor issues in EBF5 for Android, but still have more to go before I push out an update.
One fun addition is that I’ve made the slime minigame change theme based on seasonal events.

I’m making some progress on the common crashes – I’m helping the AIR/Flash developers debug some issues with the Android runtime. That will take some time, but someone’s definitely working on it. The important part is that the crashes aren’t my fault!

I’ve bought an iPhone 11, so I’m starting the process of porting my games to iOS. With some luck, it won’t take too long, and I can work on it alongside the Android crash issues.

The Epic Battle Fantasy Collection is pretty much finished, I doubt it will get any substantial updates from now on. Someday I may add Bullet Heaven 3 [Prototype] to it, but that’s a long time away, if it happens at all, with Ruffle still being a work-in-progress.

Finally, I’ve uploaded the full source files for Adventure Story, both the old web version, and the new Steam version, on my Patreon for any tier. You’ll need Flash/Animate to make any use of them, and can only use them for education or modding.

Anyway, that’s all for now.

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EBF Collection updated to version 1.9!

EBF Collection has been updated to version 1.9 on Steam:
Added 2 more prototypes: The EBF4 Battle Demo and EBF3 Spell Animations.
Added 3 handicap options to Bullet Heaven: 2x Foe Damage, 33% More Foe HP, and Speed Up Game.
(this is essentially hard mode, best experienced in a new save file)
Added the S+ and S++ ranks to Bullet Heaven, which require playing with two or three handicaps.
(there are no achievements for this)
Optimized the code in Bullet Heaven a little bit. Not sure how much it helps.
Added an experimental “Alternative Rendering” option to Bullet Heaven.
(might help if the game is running very poorly, but in most cases it will probably make performance worse)
Optimized the code in Adventure Story somewhat, but didn’t find anything seriously wrong.
Fixed Adventure Story crashing if it can’t create save data.
Fixed Medal pop-ups occasionally being stuck on-screen in Cat Cafe.
Fixed not being able to delete the new EBF2 achievements in the launcher.

If Bullet Heaven and Adventure Story are running poorly for you, I’d appreciate some feedback on the following:
Which parts of the games run slowly?
Does restarting the game help?
Does lowering the Window/Fullscreen resolution help?
Does lowering the Quality/anti-aliasing and other graphics settings help?

I’m currently not sure if there’s a memory leak, or if it’s some specific animations that are causing issues – the more information you can give me, the better.

If you’ve missed any of the previous updates, please read through the announcements on Steam!
A decent amount of content has been added since launch.