The transfer to KS+ has actually started a lot more work for me. It's nothing wrong with ego's mod it's just that the new features compel me to use them.
While I haven't done a lot with it lately, I've mostly been cleaning bits up and drastically editing dialogue. A lot of the level was based upon only being able to use three pieces of dialogue per screen so things were often vague because of that limitation. I'm trying to stretch things out but it's not working as well as I'd hoped because for wallswim "cutscenes" I had been using shifts to transfer to new dialogue segments often even by the same characters, the ability to use as many different new signs (limited to three) per screen means that all those "cutscenes" now scroll through themselves rather than let the user slowly parse through and press down to go to the next piece of the sign. So I wanted to fix this problem and let people go through it without the game going through itself but certain scenes are almost dependent (some entirely dependent) on there being no agency to stop the progression through the next screen.
So, I started ignoring that and hoping either it wouldn't matter or I'd think of a way to get by it later but now I wanted to have signs that are from different sources look different. It's a lot of work for very little payoff but I guess I've committed myself. Basically part of the font spritesheet has leftover characters you're never going to use. ego gave me the idea and it's definitely not too thought intensive but it's a lot of busy work. so as an example:
\\ YOU SHOULD BE AT THE BEACON \\
translates in the editor to:
ÜÜ ÙÏÕ ÓÈÏÕÌÄ ÂÅ ÁÔ ÔÈÅ ÂÅÁÃÏÎ ÜÜ
(it's all caps so that there's room for a whole other different looking font to represent a different "sounding" sign)
I wanted to release a beta by around now that at least had the first two side endings in there so that at least three of the five areas of the game would be complete but I'm only nearing completion of the third.
Also, I've been really disconcerted about flags and how I want to handle the ending area/replayability/true ending. I REALLY want to be able to shift based on parameters, like using a flag warp conditional entry onto a screen instead of a conditional entry based on a screen to screen walk rather than shift. It creates a situation I've been thinking about for a while that means I probably have to room duplicate two areas over five times each or more.
So yeah, still working on it, not as much as I should but it's not abandoned or anything. Although I was going to make a level for that competition but stopped when I realized I couldn't finish it in time and I also really need to stop doing other things instead of this. It was going to be connected to this though, so I've decided to incorporate what I made into the level.
Basically it was a title screen that fades in smash cuts to the next screen where the title fades out. I guess I'll use it as one of the side ending scenes in this level now.

