Hello guys!
First of all, I want to apologize to all of you, again. I've had some issues with the screen resolution code, you guys see, when I designed this project on Godot, I thought it would be easier to make every object adapt to any resolution you decide, it is easier when the code is done, however, I need to do the code for each scene on the game, and the code is quite hard to make. However when it's done, no matter the resolution the game should work, and it is better than making the game work on different resolutions and then having to code every single position by hand. At the time it sounded fun.
Well, this month was wild, I've pushed away from this one issue where if you had a monitor with a resolution lower than basic HD, the game would give you the main resolution which is 1200x900 and you can see the problem right? The Y resolution for HD is 720. So I wanted to fix it, found way more problems with the 800x600 resolution and I decided the game will only work on 1280x720 as the minimum window scale from now on. I'm pretty sure everyone has a monitor with this resolution anyway so I'm not too worried about it. Sadly some UI elements won't work on 800x600 anyway, so I decided to just ignore that resolution.
I'm sorry about that, but just fixing the code to work for people with HD resolution took some effort, but it was a necessary fix. And with it, I decided to polish more of the code, add some neat simple animations and with them, some smaller issues also happened and I have no more time to fix them.
So here's the complete changelog for this version:
You can see that there are a few issues I think are way too big for the game for them to exist. That means this month, Tier 3 patrons won't have a pool to vote. I'll spend the next month trying to fix, and add the menus that still don't work on the lower resolutions (given the code simply doesn't exist for them or those menus use images and those images don't have the code applied to them).
I wanna fix the situation with Zoom In/ Out and the save file, I need to create a flag for the game to know when the sprite is not in the original position, (usually, the node for the sprite always stays on position 0.0 and scale 1,1. The position does change, don't get me wrong, but I need to add on the code that places the sprite in the correct position the extra code to apply a correction to the Y value of the sprite and the scale of the sprite, which does changes. For now, if you save your game after the Zoom-In animation is done, close the game and load it, the sprite will be positioned to the original size and scale since the zoom is not saved. AND when you get to the part where the Zoom-Out is called, of course: You will see suddenly a sprite getting big and closer to you, getting smaller and returning to the original position and it can be seen as a bug, which is. Remember that, up until now, any animations played never changed the current scale and position of a sprite, he always returns to the original position, so I need to code this new flag and save it and apply it correctly every time and that will be a pain in my socks. So that's that, and I don't think these fixes will be a fast thing I can make in between new story bits for the game, the resolution ones can be game-breaking for some of you, so I need to fix them ASAP, the Zoom-In not having a flag is not a necessity but it's still an oversight I know exists and I will fix it.
Anyway, since some of these new animations are locked on certain bits on Day 5, here's a gif for you all to check them on my tests:


If possible, eventually I'm going to check every single day, line by line, and add these new animations for those I think need it, and that will take a whole month because you guys have no idea of how many lines those days have! But I think I'll do it after I finish day 5 for both Karnal and Wagner.
Anyway, I will make a small Development Update to talk about the "issues" the Zoom-In brings to the table with animations such as Jump. It's an interesting one, and if you want to know a little more about it, just check the In-Game changelog.
Anyway, that's it, guys. Thank you all for your time and patience.
I hope you all have a nice weekend!