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My Little Investigations

Moby ID: 66020

[ All ] [ Macintosh ] [ Windows ]

Releases +

Macintosh

Apr 9, 2014 Release
Published by: Equestrian Dreamers
Developed by: Equestrian Dreamers
Countries: flag Worldwide
Comments: Case 1 release
add product code

Windows

Apr 9, 2014 Release
Published by: Equestrian Dreamers
Developed by: Equestrian Dreamers
Countries: flag Worldwide
Comments: Case 1 release
add product code

Windows Patches

2014-04-12

v1.0.1 (Added a toggle button in the options screen to enable the ability to skip dialog even when they haven’t seen it yet. Fixed a memory leak where Dialog objects were being created but never deleted until the player quits the current case.)

2014-04-13

v1.0.4 (Fixed an issue where the text caret during saving was improperly offset in non-fullscreen mode after the change in v1.0.2. Confirmed it should be working in both modes now. (v1.0.3 contained an imperfect fix for this that was caught only after publishing it.))

2014-04-13

v1.0.2 (Fixed a crash introduced in v1.0.1 where a particular string of events can cause us to attempt to re-use the Dialog event that we deleted and set to NULL. Fixed a hang caused by an uninitialized variable in DialogCharacter::OneTimeEmotion. (Thanks to cabbage for pointing this out.) Fixed an issue where the text caret during saving wasn't taking screen scaling into account when saving the game while fullscreen. Merged some OS X file system handling fixes and improvements from MaddTheSane.)

2014-04-17

v1.0.5 (Implemented much improved sprite sheet compression, resulting in huge memory requirement gains - the game should now not need more than ~500 MB of RAM at peak usage with this update. Implemented a potential fix for the crash when presenting evidence during an interrogation or confrontation. Implemented a potential fix for the empty health circles during confrontations.)

2014-04-22

v1.0.6 (Implemented an algorithm to retrieve the largest texture the player's graphics card can support and to slice up images into multiple textures if the image is larger than the maximum supported texture. This may hopefully fix the black background image for at least some players. Dropped the requirement for hardware acceleration, as there was no reason for it - now we attempt to get a hardware accelerated renderer if possible, but don't fail and exit if not. Implemented better error reporting if a failure occurs on startup - now instead of just saying that we couldn't start, we retrieve the last error from SDL to tell us what went wrong in the message box that's displayed.)

Macintosh Patches

2014-04-12

v1.0.1 (Added a toggle button in the options screen to enable the ability to skip dialog even when they haven’t seen it yet. Fixed a memory leak where Dialog objects were being created but never deleted until the player quits the current case.)

2014-04-13

v1.0.4 (Fixed an issue where the text caret during saving was improperly offset in non-fullscreen mode after the change in v1.0.2. Confirmed it should be working in both modes now. (v1.0.3 contained an imperfect fix for this that was caught only after publishing it.))

2014-04-13

v1.0.2 (Fixed a crash introduced in v1.0.1 where a particular string of events can cause us to attempt to re-use the Dialog event that we deleted and set to NULL. Fixed a hang caused by an uninitialized variable in DialogCharacter::OneTimeEmotion. (Thanks to cabbage for pointing this out.) Fixed an issue where the text caret during saving wasn't taking screen scaling into account when saving the game while fullscreen. Merged some OS X file system handling fixes and improvements from MaddTheSane.)

2014-04-17

v1.0.5 (Implemented much improved sprite sheet compression, resulting in huge memory requirement gains - the game should now not need more than ~500 MB of RAM at peak usage with this update. Implemented a potential fix for the crash when presenting evidence during an interrogation or confrontation. Implemented a potential fix for the empty health circles during confrontations.)

2014-04-22

v1.0.6 (Implemented an algorithm to retrieve the largest texture the player's graphics card can support and to slice up images into multiple textures if the image is larger than the maximum supported texture. This may hopefully fix the black background image for at least some players. Dropped the requirement for hardware acceleration, as there was no reason for it - now we attempt to get a hardware accelerated renderer if possible, but don't fail and exit if not. Implemented better error reporting if a failure occurs on startup - now instead of just saying that we couldn't start, we retrieve the last error from SDL to tell us what went wrong in the message box that's displayed.)


Releases contributed by Havoc Crow.