Friday, November 29, 2024

Progress 29.11.2024

 

Hello all!

And another Friday with a progress post!

Rendering is... in okay state. Today I've mostly built a set and setting the scene so far, for the last 6 hours. But it happens. I'd like to be further than I am, but I'm roughly where I'm supposed to be. There is one scene with four variants that I'm not really looking forward of doing.

Writing is as you would expect as well, I want to write, but it's during the week and well I get pulled off from the computer, damn doorbell. Ah well, it isn't drastic, I know what I'm supposed to write so I'll catch up.



And then... a preview, sans one missing character. That's intentional as there might be a few who haven't gotten their hands on the update yet. This is the environment I was building. It looks simple right? Some grass, trees, background stuff, tents, butcher station, meat rack, people (there are more in the scene then what is visible, most for other camera angles.) I looks simple scene, but there is a lot manual work, there is no premade campsites in a Jurassic era style jungle, have to build them yourself. My only "issue" is the fog that is used to mask certain things from view. Is it worth the extra 4 minutes it takes to render? Yes, totally worth it.

And the this, this was titled as contemplation, I suppose it is a good thing to stop and think things from time to time. No, this doesn't reflect me really. Well, just still in that serene mood from last time. Anyway! Have a great weekend you all! I'm off for a short break and then continue to hammer down the renders! And writing, since 8 minutes is a lot of time to write.

Monday, November 25, 2024

Progress 25.11.2024 and Changelog for ToaM 0.28.0

Hello all!

So a release day, a shock there. I’ll probably be a bit on and off today as there are some weather issues and my power and net is unstable at the moment, annoyingly.

But beyond that, it mostly affects rendering, but that’s a day hopefully as it should be over by tomorrow. But can always write in mean time. Also writing the update 33 already, so a bit ahead in that department. Sitting idly isn’t for me... Anyway, without much more rambling, a couple of pictures, one not related to ToaM and one somewhat related...


One of the concept renders.... One of the joys and frustrations as a creator is going through the character library. So many options are available so it can become difficult to choose what you use. And one of the things to consider is usable the characters are. Let’s take this harpy, for example. It’s not that flexible to use. Because of how the wing sections and legs are made, they require specifically made textures. So you are limited to two that came with the character. Luckily, the shape can be altered. Now the lack of texture options might seem a minor annoyance, but it limits the usability. And you all know by now how much I like doing slight twists to things. Will there be a harpy? I don’t know. If I can make them fit, maybe, but at the moment seems unlikely as is. But luckily... Sirens were originally harpy like creatures instead of mermaids in mythology...


And then something completely different. I’ve said it before, I’m slowly updating and upgrading the models if need be for Sorcerer 2. I did the same for TRS2 as well while doing Sorcerer. Some don’t require anything other than checking that they are using 4k textures. Others might require small tweaks here and there. Maybe change of hairstyle. Susan I already did earlier, Oriana I checked yesterday. Neither of them required anything major as is. Maybe a slight wardrobe upgrade for both, but that’s normal.

Anyway, the changelog:

Changelog: ToaM 0.28.0

  • 230 renders

  • Implemented the next part of the story

  • Added things to the codex

  • 1 hidden image

  • A bunch of fixes to things.

  • Special thanks to for finding stuff that needed fixing: Adry, Shaddy, BryonSmothers3DX, Bread, Oaiki, OBE, Draco, DocWhoJ, Lt_Walke, MG, DavidCF, Orion, Abs, Anon1234, Doovel, dogswithguns.

Release schedule:

  •     $15 Tier: As soon as the post has had its final touches and links been verified.

  •     $10 Tier: 27th of November

  •     $5 Tier: 28th of November

  •     $3 Tier: 29th of November

  •     Public: 9th of December

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Sunday, November 24, 2024

Public Release: Tribulations of a Mage 0.27.0

 Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So, as always, if there are any issues, please report them on Discord if possible. That way, I notice them quicker.

https://discord.gg/GJK5kfKypg

Completely optional grammar patch, no additional fixes or anything.

patch:
https://mega.nz/file/qnpilTKA#JyHyoeJ2SzucPZZWx5zTp0ZTJne4VJW9Kw1Ydpg0cpU
https://gofile.io/d/JqBdFr

just extract it to the /game folder and let it overwrite the scripts.rpa


PC
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https://gofile.io/d/YEFpqy

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Android WT
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https://gofile.io/d/1OCHZe

Friday, November 22, 2024

Progress 22.11.2024

Hello all!

Friday... I'm sleepy. No, I've slept relatively decently this week. Anyway, so what's up? I'm putting making the builds tomorrow. Today I'm doing the small things that are done before doing the build, like the final test runs that things without crashing, and merging fixes that have been made since the last build. And doing the codex updates, creating the hidden image icons for android, converting the raw png's into three sets of webp files ("Normal", compressed and android). It's just many small things that are better to do at the same time instead during the initial development process.

Beyond that, I'm about to be done with writing of the update 32, it's just a page or two, once it's done I'll continue writing 33. Then I'll start rendering update 29 on Monday. And then couple images, no spoilery stuff, kinda...

Nothing more than a man and his familiar, again. Truth to be told, this is more of a reflection of my mood today. Calm...

I've been doing that horned character a lot recently, and a lot of desert type renders. I'll be honest, I've known for months where the next step after the dwarf... kingdoms will take. And it is quite obvious from the dialogue in the game by now. Especially with ties to the main cast, and allows me to build things with Eshe a lot easier. Luckily, for some reason Ancient Egyptian themes are somewhat popular so there are building blocks for the environments available. Although, there is a problem with desert environments, light. And specifically lack of shadows. It makes things a lot brighter than it is comfortable to look at. One fairly obvious solution is presented in the render, night time when outdoors. Then the lights are easier to control. Add torches, campfires or bonfires here and there, some magical effects. Lanterns if near buildings. The options are there to add light, harder to take it away. Although I need to test one of the effects I use in this kind of environment as it sort of stopped working. I suspect it is the blueish tint from the light. That and need to find a better sword for the lady. Her name is Anor by the way.

Anyway, short break, then back doing the stuff I was doing... Have a great weekend you all!

Monday, November 18, 2024

Progress 18.11.2024

Hello all!

Monday's progress post time!

So... rendering is about to be done, there are some auxiliary renders and the hidden render to be done, other than that most task related to update 0.28.0 are post work and coding. Text wise the update is the same as the two previous one. Just didn't need that many renders for some reason.

Writing is in a good state right now. I'll continue to write as usual, so once the update is coded it's just mostly writing. And then, no spoilers... sort of, maybe.


Motivational render of sorts. At times these don't seem to have a rhyme or a reason. And it is true that some of them are purely for testing things. Some? Well, some of the secret images in the VN are images of events that I might not be able to put as their own scenes. At times because it doesn't make sense, but mostly because it happens at the same time (or earlier, a couple of times a lot earlier) as the main story unfolds. Some of these "motivational" renders are similar, this could have been a hidden render but at the same time, it isn't visually what I would want it to be for one. This was orinally called "pleading for aid". And those of you who have played 26 (and 27) can deduct some background information from the image.

Anyway, short break and then to dig into the remaining code stuff and writing!

Friday, November 15, 2024

Progress 15.11.2024

 Hello all!

Friday and progress post time! So... what's up?

Rendering is going alright all things considered. Had to fight Daz for a few hours yesterday, but the issue is sorted, and I know how to fix it now if it happens again. That and made backups of the required files. But anyway, yeah it's going okay, render count isn't where I would want it to be at the moment, but in relation to the script it's spot on, more or less.

Writing is in decent shape. I have all that I want to write in my head sorted, just need to put it on paper. Not really a problem, as I'm in the mood for writing.


And then... a preview, minor spoiler perhaps. There was a mention of yet another village in the valley, specifically the northern part of it. This is it. The situation at the village is known, so it isn't spoiler as is. And why is Tomas's eyes yellow? Well, they should have been yellow as well around update 5, but the camera angle and darkness didn't show them. It's indication of when he "borrows" Nisha's eyes to enhance his own eyesight. Although, need to remember to hide an owl there somewhere.

And then there is a character portrait. She will make an appreance in this update. Although, there has been one change, unintentional one though. The hair, it was supposed to be silver, but it turned to blue because reasons. It's not a big deal. Just noticed it a bit too late to swap it back. But I do kinda like it. Anyway, short break and more rendering and writing for me! Have a great weekend you all!

Monday, November 11, 2024

Progress 11.11.2024 and Changelog for Tribulations of a Mage 0.27.0

Hello all!

And Monday has arrived once again, and it means... plenty of things, really. So let's get the interesting stuff over, release cycle starts right after this post...

And then not so interesting stuff, maybe. Rendering of 0.28.0 has started shockingly. Writing is... in a good shape, but still in progress. There is a section I rewrote six times because it wasn't flowing like I wanted, and then it was six in the morning and needed some sleep. But it will be finished today and 0.32.0 will start no later than tomorrow, so it isn't an issue. And then a motivational render cause, you know, spoilers...


This one I did yesterday while waiting to wake up. It isn't really that deep as is, just them intruding on creatures' territory. Doesn't necessarily mean it ends in a fight, just slowly backing away from the water. Interesting things in my library... some I've forgotten that existed or had originally other plans but didn't fit in them in the end. Anyway, to the stuff that interest the most, the changelog.


Changelog: ToaM 0.27.0

  • 359 renders
  • Implemented the next part of the story
  • Added things to the codex
  • 1 hidden image
  • A bunch of fixes to things.
    Thanks to for finding stuff that needed fixing: Adry, Shaddy, BryonSmothers3DX, Bread, Oaiki, OBE, Draco, DocWhoJ, Black Jesus, Foreverusername, Eddie5


Release schedule:

  •     $15 Tier: As soon as the post has had its final touches and links been verified.
  •     $10 Tier: 13th of November
  •     $5 Tier: 14th of November
  •     $3 Tier: 15th of November
  •     Public: 25th of November

Checksums SHA256:
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Sunday, November 10, 2024

Public Release: Tribulations of a Mage 0.26.0

 Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So, as always, if there are any issues, please report them on Discord if possible. That way, I notice them quicker.

https://discord.gg/GJK5kfKypg

So yeah, a patch, historically. Nothing game breaking, just a bunch of fixes, not really needed, just don't report grammar issues without it, or if modded for this update as text isn't up-to-date in it at the moment.

patch:
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https://mega.nz/file/3zIlgKRZ#V__Fza3hruCfuGgjLxp0Szx772p11DRnftOlGFGxAgU
https://gofile.io/d/av5kNY

just extract it to the /game folder and let it overwrite the scripts.rpa


PC
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PC Compressed
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MAC
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MAC Compressed
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Android WT
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https://gofile.io/d/ZTvqF0

Friday, November 8, 2024

Progress 08.11.2024

Hello all!

Update 0.27.0 has been handed to proofreading and testing, so there is that. So as usual, writing the weekend and adding some cosmetic touches, a couple of people to the codex and so on. And that did give me an idea... irritatingly enough. That and I have another idea for a puzzle, which I might not use in ToaM but need to build graphics just in case. And since it is the last progress post regarding 0.27.0 there is no in game render. But the idea, portion of it that formed anyway...

So this came to my mind while I was writing that bit, kind of... a couple of things I would do differently but the parts needed weren't co-operating annoyingly, not an issue as is as I'm happy with this. IS aid it last time, the mind is working beyond the next part already, placing things and events, and then seeing what might be viable is satisfying. Of course not everything is something I'm looking forward to... since building them is going to be... difficult. But a hurdle I'll pass when I get there.

Ah well, things to try out, things to write and some bit coding. You all have a great weekend!

Monday, November 4, 2024

Progress 04.11.2024

 Hello all!

Rendering is going well, I have one scene (and a bit of other) to left to render, but it will take a few days due the amount of renders needed.

As for writing? It's in a good state. Weekends are always good time for writing so I'm now a bit ahead of where I should, so all is good in that front. Now just some "auxiliary" writing and things should be good for this update.



And then Riya and Aisha having a discussion. I was debating on showing this, but then I realised it doesn't matter much without the dialogue. The choices in here are, sort of important. I've talked about the multiple "story lines" that are woven together to some degree, there are choices that affects the personal lines, and then choices that affect the other lines. I call those "fates", there has been fates that have been "solved". Nelda, Mistress Lian, the first group of Gladelings you met, Gudbrand, the thieves in Qishu just to name a few. And those consequences are told in game. Some of those have ripple effects to later (for example the Banshee fight few updates ago, Yuu identifies one of the Banshees as Mistress Lian if she died), and it might not be so smooth in the dwarf city if the Qishu thieves aren't in good shape. And I kind of dread those words now. Anyway...


And then there is this. This was originally supposed to be one of the hidden renders, but it doesn't fit with the lore that is in place. Yes, I know, I can always alter it if I wish, but I don't want to. Despite what you could think, having rules are important when writing a setting. It keeps consistency. Anyway, it was titled "meeting the heralds" in concept stage. And thus it is time for my break and then back to rendering.

Friday, November 1, 2024

Progress 01.11.2024

Hello all!

Friday, progress and stuff...

Rendering. Hmmm, render count wise I'm technically 9 renders behind, and in relation to the script? I'm just where I want to be with it. Technically, I wouldn't be even that 9 renders behind, but set building takes its time.

Writing is in meh state, I'm in more or less in schedule just it's the time to actually write the things down has been limited this week. Ah well, time to panic and catch up by Monday as usual, joking on that part. And then some pretty pictures.



A bit catchup with Maevra and Mal, who still hasn't killed each other. That's a good thing. There isn't that many details being told about the plan intentionally, partially it is because there isn't a plan existing that goes exactly like it has been planned. Except in movies. And I don't want to tie myself to do something specific, I know how it all goes down in both good and bad. But potential environments determine the finer details which might amount some rewriting on how things are going.


Than one of the rarer environment previews. I ended up liking this environment sure it's a bit darker light wise, but it is a cave with crystals, glowing mushrooms and plants. At times when I build sets it feels waste of time, but then when you start rendering and see the end result? It's always worth it.


And lastly... As a creator you will look ahead, what's next. This was one of the concepts that might have been, but the writing took into other directions than this. Could it still happen? Maybe, right now I'm more focused on the next even in the dwarven city, what comes after? Well the direction and the major things are known, but there are room for other things. Maybe something surprising can be sneaked in...

Anyway, that's it for today. Have a great weekend you all!

Progress 06.01.2025 and Changelog for ToaM 0.31.0

Hello all! Annoying. This should have been out a few hours ago already. Stupid RL interruptions. And from the title you can guess that it is...