lunes, 25 de agosto de 2014

Report # Play?

This time I didn't touched the game as per see, instead, I started working on the script for the intro (it will be an animation after all, so it kinda needs one), I think it will help ground this more easily so I have a plan when it's time to animate and avoid running around like a freaking headless chicken.


lunes, 18 de agosto de 2014

Report # I TOLD YOU

I told you! I knew it! I frigging knew it. The whole issue with the not spawning enemies was just due to a stupid mistake on my part, easy as pie to fix and now the intro level is pretty much done. Only a few more things to tweak, and then I'll do the intro sequence for the game.


lunes, 11 de agosto de 2014

lunes, 4 de agosto de 2014

Report # Angry Flash

Hi everyone.
So for today's report I did some fixing on the pause menu, added that when you up your stats, the number changes green to indicate you have put points into there, you know, just a little visual add. Semi busted the bug that sometimes makes that the controls don't work on the title screen, and I said semi busted because I fixed one of the triggers, and I know what the other trigger is, that for some reason, if you press esc (so far only tested that key, could be more) the controls just lock, I have yet to investigate why is this.

Speaking of that, flash got angry at me when I was trying to spawn a couple of enemies on the intro lvl, I had everything set up so all that is needed is just copy the movie clip that handles the spawning, but for some reason is not executing the code line that loads the enemy on the stage, weird, as I used the exact same thing for the current 2 playable stages, damn you forgotten gods of Flash.

In other news, kudos to good'ol Kyrieru for reminding me of a change that I was gonna make, but forgot for some reason, and that is to de-cheap the enemies, and what I mean by that is make them fair, like the slime instant attack animation, and the wolf attack pretty quick too, at least faster than the average reaction time, so it makes them feel unfair, like you can't even dodge unless you know what they are going to do. And the fun thing is that I already did that with the horse, he strikes ard but slow, though I think I did overdo it a bit, anyway, the refining for that will be for the next beta, after I finish the intro level.

So, that's all folks.


lunes, 28 de julio de 2014

Report # I should have know...

Well, I should have seen this coming, I knew it, no matter how small or insignificant some add ot the game seems, it always breaks something else...The other day a friend came home and I figured I'll let him test the intro level, and after he passed through it, and started playing the game, when he entered the first save room, Mitsuko spawned outside of it and into the nothingness she goes...So, now I have to do some detective work to see what the eff did I unknowingly changed to make it broke...
On another more happy news, I tweaked a bit (or a ton) the ledge grabbing, testing the intro level made realize how strict the timing was, at least for when the ledge is placed at your max jump height, so I started working on making it a bit more forgiving, and, as I stated above, something broke, I just was fiddling with the  ranges for the condition of the code, and that bug that makes the cam go flying and freeze the game returned, but luckily I was able to remove it for good this time, turns out the root of the bug was that for god knows what reason (must be one of Fash many mysteries) the line of code that tell Mitsuko to start the climbing animation wasn't being executed, and since in the last frame of that animation is where the code that makes the cam stop moving is, the cam just goes on and on, but I managed to code a somewhat of an error catcher, so now that there's a code that can determine that situation happening and do something about it, that bug should be impossible to trigger now....I hope.

Well that's all for now, now if you 'll excuse me, I have some bugs to squash.

lunes, 21 de julio de 2014

Report # Banana shoes (let's face it, I'll lose count eventually anyway)

Hi everybody.
So today's report goes as follows:
Started and pretty much completed the first draft of the intro/tutorial level, and started testing it out; now, for those of you that might not know, the purpose of this level is to layout most, if not all of the games rules, like basic mechanics, to if the game will have invisible walls or traps or whatever, it kinda is unfair to just throw the player on the game and expect him to know you could hit that specific wall in order to find some secret, then again, not all should be just blurted out for them, otherwise where would be the fun right?
Anyway, that's pretty much for now.


lunes, 14 de julio de 2014


Hi guys, well, as some of you may or may not know, this past weekend the EVO tournament took place, what is EVO you ask? only the most relevant fighting game tournament of the year, were ppl of all around the world gather to compete, and it goes from Friday to Sunday, and me, being a big fighting game fan, well, I think most of you know where this is going, to that I don't have anything to report this week, busy watching EVO, sorry XP


lunes, 7 de julio de 2014


Not so much this time fellas, been busy reinstalling all my mods on Skyrim using MO; but nevertheless, at least I managed to get started on the intro level, I have pretty much all the idea of how I want it, as in, the small places that will teach you each control, just not have thought about how connect them, but once I have all individual "stages" everything else should fall in pace by itself.


lunes, 30 de junio de 2014


This time a bit of a make up was done, fixing some details on the menus and such, made a couple more tiles for the lab area, and I tested thoroughly that Mitsuko's hair and gloves change color immediately after you change weapon types in her different poses, like running jumping, etc, only thing left for that is a small glitch when you change weapon while running, specifically from melee to ranged, she will go to the gun running animation, but the gun appears after like half a second.

Also did some planning with Pen yesterday regarding enemies, and since there's a lot of ppl asking about that I guess I can leak a bit or 2 of info here.
Ok, here's the thing, as you all know, I'm the world's slowest H-game developer there is right? so, in order to keep this thing on a do-able goal, the game won't have say an standard amount of stages, like 8, otherwise I'll never finish this, so the game is planned to have 3 main stages plus a final one, so, for each stage there's gonna be 4 types of enemies, and with the 4 bosses planed, we have a grand total of 16 enemies to fill up all spaces on the gallery mode, I wasn't sure if I would fill all 16 spots, but thanks to Pen's amazing work, we are half way done; as for what kind of enemies there will be, that one I can't tell you until I've deal with the status bug and I have completed the combat system the way I want.

Ok, so that's all for now.


domingo, 22 de junio de 2014

Didn't think I would actually do it HUH?!

Well, here's the mini report for this week.
Finished the animation for changing weapons, squashed that bug like a boss >.< And, as a bonus, a little nasty glich that annoyed me for the longest time went down too, which was that one that when you change weapon types, Mitsuko won't update her stance immediately.
And lastly, I added the ability to skip the end credits IF you have beaten the game at least one, so you don't skip it by mistake.

Ok, so that's all for now, and I'll see you next time, please like and subscribe and all that good stuff XP