Another couple bug reports have trickled in for Another Star, including one that many people may not even realize is a bug. I’ll talk about that one first.
Whenever you finish a battle in Another Star, after the victory fanfare plays the map music will continue. Now, the music should pick up where it left off. If the map music restarts at the beginning after every battle, that’s not me trying to invoke nostalgia. That’s a bug.
If it’s happening to you, please get in touch with me and include your system specs. I’m trying to track down whether this is a threading issue, an OpenAL issue, a specific sound card issue, or something else. In case you don’t already know, here’s how to get the information about your system using the DirectX Diagnostic Tool:
- Hold down the Windows Key and press R to bring up the “Run” dialog box.
- Type in
dxdiag and press enter.
- When the DirectX Diagnostic Tool appears, click “Save All Information…” at the bottom.
- Choose somewhere on your computer to save the resulting text file.
- Now, go to the text file and open it with your text editor of choice.
- All I need is the “System Information” and “Sound Devices” categories.
Just copy those parts to an email and send it to email@example.com. (Also, thank you in advance!)
Anyway, the second bug is far more minor. Apparently, if import the game into your Steam library and try to play it that way, the game will hang on the loading screen. This isn’t an anti-Valve statement, it’s just a bug. As this would obviously be a problem if the game was ever submitted and passed through Steam Greenlight, I’ll try to fix it by the next version.
Unless any major issues show up, you can expect the next patch around late April.
It seems like I have failed my paying customers! Another Star shipped with a bug! Thankfully, it’s really minor, but it’s something to keep in mind if you’re playing in a character growth mode other than “normal”.
If you play the game in “high”, “low”, or “old-school” character growth mode, the amount of loot that you win in battle is adjusted to match the growth of your party. Unfortunately, the amount of loot the victory readout says you win is not correct, because it’s reported before the growth rate adjustment is calculated. You will still receive the correct, intended amount of loot, so don’t panic. The game will just mislead you into thinking you’re getting more or less than you actually are. It’s annoying, but it’s mostly cosmetic and won’t affect your long-term progress. (Your in-game records are also not affected, so rejoice.)
Thankfully the fix is minor and will be included in the next version of the game.
After a lot of waiting to get things processed, it looks like everything has finally come together. As of today, you can buy Another Star on the official site. The price is $10, but you can add an extra tip if you so choose by clicking on the “+” symbol on the Humble Store widget before choosing a payment method. It’s entirely up to you, but I certainly won’t stop you.
I really do hope that you enjoy the game. Let me know if you come across any problems by posting here, or contacting firstname.lastname@example.org for technical support. (I might even stay up late tonight, just in case anyone has trouble getting the game to launch.)
Are you a member of the press? Do you have a game-related news site or blog?
If you’re looking for a review copy of the game, please contact email@example.com with information about yourself and your site or publication. I’m pretty lenient, so as long as you have a good history of games coverage, I’d be happy to supply you with the game for review or preview.
Everyone else, know that the game has been submitted to a payment processor. Barring any (more) unforeseen difficulties, it should be up for sale either this weekend, or early next week. I hope you’re still looking forward to it!
I am pleased to announced that, finally, after ten months of development, Another Star is complete.
All that’s left to do is assemble the final product and do a very fast playthrough to make sure nothing essential is broken. And by “very fast”, I mean running through the game as quickly as possible, hitting only the required story objects, skipping dialog, and playing in “High Growth” mode so that I don’t have to do much leveling. Minor bugs will likely be logged and ignored until after release, and so long as I don’t manage to get stuck or crash the program, it’ll be up and ready for everyone to play!
I know I wanted to at least keep to a February release, but I decided to set aside more time and add a little more polish than was originally planned.
Right now I’m making sure the music tracks all sounds good, loop properly, and are volume-balanced. After that, I just need to make sure all the map sectors are properly laid out, and address a couple minor tweaks and bug fixes. Then I can do my final playthrough. Once I’ve made sure you can actually pass the game without it crashing or getting stuck, then it’ll be ready for release.
Soon, friends. Soon.