Sorry folks, no update this time, week's been pretty hectic and no signs of of slowing down.
lunes, 29 de diciembre de 2014
lunes, 22 de diciembre de 2014
Report#Spoilers
Hi ya'll
So, no much to report this time without spoiling the intro, but rest assured, progress was made ;)
Regards.
So, no much to report this time without spoiling the intro, but rest assured, progress was made ;)
Regards.
lunes, 15 de diciembre de 2014
Report#Ready Set Go!
Hi
With the bug list done, I was finally able to start at least some work on the intro last week, some may remember that before going into this "break" busting bugs, I said I was having problems mailing the story, something about running against a wall trying to have things make sense, and the other day, inspiration finally came down below from the heavens and let me fill in those nasty little holes that bothered me, so, almost all the intro is done scripted, and I will start sketching the scenes this week, we'll see how that goes.
Regards.
With the bug list done, I was finally able to start at least some work on the intro last week, some may remember that before going into this "break" busting bugs, I said I was having problems mailing the story, something about running against a wall trying to have things make sense, and the other day, inspiration finally came down below from the heavens and let me fill in those nasty little holes that bothered me, so, almost all the intro is done scripted, and I will start sketching the scenes this week, we'll see how that goes.
Regards.
lunes, 8 de diciembre de 2014
Report#Lazyness is good?
Hi
Ok, so I just finished yesterday with the last of the bugs on my list, and I gotta say, I can't believe how easy it was, as I was telling Kyrie the other day, all these bugs that seemed quite difficult at that time, now they all ended up being silly mistakes by my part, like wrong references and just code missing in parts where I said "how did I not saw this?", I guess all that time away from the game was indeed beneficial huh?
So, with that out of the way, I can resume working on the intro, polish somethings here and there and we would have a proper new beta to post, BUT, don't get your hopes too high, we are pretty deep into December, and you all know how this season gets, so don't expect a new version within this year...As always, I don't have an ETA, but for sure the next version will come in 2015 :P
Regards.
Ok, so I just finished yesterday with the last of the bugs on my list, and I gotta say, I can't believe how easy it was, as I was telling Kyrie the other day, all these bugs that seemed quite difficult at that time, now they all ended up being silly mistakes by my part, like wrong references and just code missing in parts where I said "how did I not saw this?", I guess all that time away from the game was indeed beneficial huh?
So, with that out of the way, I can resume working on the intro, polish somethings here and there and we would have a proper new beta to post, BUT, don't get your hopes too high, we are pretty deep into December, and you all know how this season gets, so don't expect a new version within this year...As always, I don't have an ETA, but for sure the next version will come in 2015 :P
Regards.
viernes, 5 de diciembre de 2014
lunes, 1 de diciembre de 2014
Report#Revelations
Hi
Well, the bug list is almost done, I fixed that bug with the health bar, and I have a pretty good guess on what's causing the 1 damage bug to the golem (I won't bore you with the details), but I couldn't get to it because I got carried away (big surprise) playing RE Revelations, but after that is done I think I can resume on working on the intro as planned and be done with this update already.
Regards.
Well, the bug list is almost done, I fixed that bug with the health bar, and I have a pretty good guess on what's causing the 1 damage bug to the golem (I won't bore you with the details), but I couldn't get to it because I got carried away (big surprise) playing RE Revelations, but after that is done I think I can resume on working on the intro as planned and be done with this update already.
Regards.
lunes, 24 de noviembre de 2014
Report#Late
Hi
Whoah, almost didn't make it today. So anyway, the little quest to clear out my old bug list is still continuing, have gotten them all so far, currently working on one that is you shoot the golem with the ice gun directly below him (you shot up) you only do 1 dmg.
Regards.
Whoah, almost didn't make it today. So anyway, the little quest to clear out my old bug list is still continuing, have gotten them all so far, currently working on one that is you shoot the golem with the ice gun directly below him (you shot up) you only do 1 dmg.
Regards.
lunes, 17 de noviembre de 2014
Report# I DID IT
So...The other day I worked a bit on the game...I suggest you go to your local priest because this must mark the end of times :P
Joking aside, as I said I will, it wasn't anything big, but was important nonetheless, I decided that one of the reasons that were holding me back is that I have a bunch of little things unfinished that I neglected to do before adding more thing to the game, so I open up my old note pad and I'll go through it until I have cleared it up of things to do, that should do the trick.
Anyway, onto the juicy details, the first thing to greet me at the list was a small bug that made the ammo item to not fill your gun correctly when it had a certain amount of charge, turns out it was caused merely by a mistake on my part on the logic in the code, so, easy fix, and while I was on it, I added a numerical counter on it, which I can't believe I didn't put it in before, man, I just can't help to keep adding stuff, after seeing the numbers change while using the guns, I felt like the gauge it's a bit small, so now I want to add an option to boost the amount of ammo for each gun, and I know what you're thinking, "but Uriel, the guns suck, they are useless and not fun" I know, but I had -yet another thing to the to do list- the fix for that from a while now, you see how all 3 guns basically work the same way right, well I think the key is right there, so instead of 3 guns, only the electric one will be a gun, quick, lots of ammo but weak, then the ice one will be a shotgun, you'll fire a blast of "freezing compound" (most likely liquid nitrogen) which makes more sens than a weird cloud, and the flame one will be a flame thrower, a constant stream of bullets that will have great pushback, but low ammo, plus you won't be able to move while firing it, this one was the one that scares me, because I don't know if I will be able to code it right, but damn sure I'll try.
And on a final note, yesterday I played the new RoR game on the block called "DarkStar", and aside from the obvious flaws on the gameplay, I actually enjoyed it (though I won't be playing it again :P), not only for the almost consensual animations, but for the fact the gave me a huge boost on inspiration, well maybe not so big, but still, you see, in the game the chick you control has this gun right? and you find different types of shots for it, but, if you collect 2 of the same, that shot increases in power, and it's funny because I was playing and I was thinking "ok, this looks pretty much like your run-of -the-mill h game" but when I discovered that with the guns, I immediately wanted to play it more, it reminded me of an old school SNES game that I actually own called Cybernator, where you play a mecha in an space war, and it has 4 different types of weapons, your fist, standard vulcan, missiles and a laser beam, and if you search well enough the stages you will find power ups for them, each one has 4 levels, yeah...good times, anyways, I'm pretty sure you all know where this is going, but I have to, I can't just let this pass by, so yep, another one to the to do list.
Well, that's it for now I guess, to those that are wondering if this means I will finally resume development normally, well, I sure think it more of a yes than a no, but we'll see.
Regards.
Joking aside, as I said I will, it wasn't anything big, but was important nonetheless, I decided that one of the reasons that were holding me back is that I have a bunch of little things unfinished that I neglected to do before adding more thing to the game, so I open up my old note pad and I'll go through it until I have cleared it up of things to do, that should do the trick.
Anyway, onto the juicy details, the first thing to greet me at the list was a small bug that made the ammo item to not fill your gun correctly when it had a certain amount of charge, turns out it was caused merely by a mistake on my part on the logic in the code, so, easy fix, and while I was on it, I added a numerical counter on it, which I can't believe I didn't put it in before, man, I just can't help to keep adding stuff, after seeing the numbers change while using the guns, I felt like the gauge it's a bit small, so now I want to add an option to boost the amount of ammo for each gun, and I know what you're thinking, "but Uriel, the guns suck, they are useless and not fun" I know, but I had -yet another thing to the to do list- the fix for that from a while now, you see how all 3 guns basically work the same way right, well I think the key is right there, so instead of 3 guns, only the electric one will be a gun, quick, lots of ammo but weak, then the ice one will be a shotgun, you'll fire a blast of "freezing compound" (most likely liquid nitrogen) which makes more sens than a weird cloud, and the flame one will be a flame thrower, a constant stream of bullets that will have great pushback, but low ammo, plus you won't be able to move while firing it, this one was the one that scares me, because I don't know if I will be able to code it right, but damn sure I'll try.
And on a final note, yesterday I played the new RoR game on the block called "DarkStar", and aside from the obvious flaws on the gameplay, I actually enjoyed it (though I won't be playing it again :P), not only for the almost consensual animations, but for the fact the gave me a huge boost on inspiration, well maybe not so big, but still, you see, in the game the chick you control has this gun right? and you find different types of shots for it, but, if you collect 2 of the same, that shot increases in power, and it's funny because I was playing and I was thinking "ok, this looks pretty much like your run-of -the-mill h game" but when I discovered that with the guns, I immediately wanted to play it more, it reminded me of an old school SNES game that I actually own called Cybernator, where you play a mecha in an space war, and it has 4 different types of weapons, your fist, standard vulcan, missiles and a laser beam, and if you search well enough the stages you will find power ups for them, each one has 4 levels, yeah...good times, anyways, I'm pretty sure you all know where this is going, but I have to, I can't just let this pass by, so yep, another one to the to do list.
Well, that's it for now I guess, to those that are wondering if this means I will finally resume development normally, well, I sure think it more of a yes than a no, but we'll see.
Regards.
lunes, 10 de noviembre de 2014
Report#Trying
*Sigh* Still trying to get back into the game. I'll try starting with little, cool things to add that can be done fairly quick so I don't get lazy, we'll see.
Regards.
Regards.
lunes, 3 de noviembre de 2014
Report# DEAD
Playing Deadrinsing 3...
Also watched some TAS videos on Metroid games that gave me some good ides for the game.
PS. Did I scare someone with the title? ;)
Regards.
PS 2: LOL I just noted that I wrote "rinsing" instead of "rising", gotta clean up those zombies XD
Also watched some TAS videos on Metroid games that gave me some good ides for the game.
PS. Did I scare someone with the title? ;)
Regards.
PS 2: LOL I just noted that I wrote "rinsing" instead of "rising", gotta clean up those zombies XD
lunes, 27 de octubre de 2014
Report # Motivation
Well, sorry for using the lazy card again, but these past weeks, I've found myself having less and less motivation to work on the game, and no, before anyone starts yelling "no! don't quit again!" I don't mean I don't want to finish the game, I just mean that I'm not feeling like working on it. I'm guessing the reason is that I have too much free time, yes, that is also a reason to not get work done, let me explain, a couple years ago, when I was going to work on a daily basis (6:00am-4:30pm), my free time were a mere 5 hrs or so per day, since I got home at 5:00pm, and it wasn't advisable to go to sleep too much past 10:00pm since the next day I had to wake up early, so what this did, believe it or not, was give me the push to work in the game since I had so little spare time and none to waste, and I made more progress in a week like that, than a week now, this "being your own boss" thing is killing me man! XD
So, yeah, just to give you a heads up, I know the past updates have been about the intro story, but that's more mental work than anything, I have a draft in a note block, but in terms of actually opening the game project and do something, nope, none of that has been done lately. I have been in this kind of spot before in other things, but I really don't have like a plan to get out of this, I don't know, maybe a need a vacation? What do you guys do when you suddenly don't feel like doing what you like?
Regards.
lunes, 20 de octubre de 2014
Report # Hinder by myself?
Hi
Not too much to report this time, other than I'm having a bit of trouble settling down on the intro back story or lack of. What I mean is that when I started working on it, and I actually put something on the screen, I thought "Mmm, this would look silly if I don't justify it somehow" then I proceed to add, or rather to think on how to justify that, and then I think the same again, so I'm having trouble finding the stop point, so as to not hinder the progress more than it is, but also have an intro story that is believable, I know this is a hentai game and as such, it doesn't need a super complicated or epic story, but I also want it to not have a bunch of enormous glaring plot holes or things that contradict each other, or make little to no sense.
Anyways, back to the drawing board.
Regards.
Not too much to report this time, other than I'm having a bit of trouble settling down on the intro back story or lack of. What I mean is that when I started working on it, and I actually put something on the screen, I thought "Mmm, this would look silly if I don't justify it somehow" then I proceed to add, or rather to think on how to justify that, and then I think the same again, so I'm having trouble finding the stop point, so as to not hinder the progress more than it is, but also have an intro story that is believable, I know this is a hentai game and as such, it doesn't need a super complicated or epic story, but I also want it to not have a bunch of enormous glaring plot holes or things that contradict each other, or make little to no sense.
Anyways, back to the drawing board.
Regards.
lunes, 13 de octubre de 2014
martes, 7 de octubre de 2014
Report # Oops! I did it again...
Well, as long as the updates keep coming, right guys?
Anyways, the thing about the xml was successful, now I can load text into the game externally, I think I'll move all the text in the game like menus and the like to an xml file, that way if I decide to make a translated version of the game it will be much easier since I'll have all the text in one place. Also, I don't know if I already mentioned this before or what, but I got a strong dejavú sense when I saw this, and that's that I learned (again?) that you can embed fonts into the flash, this is most important, because it will ensure that however I put the text in the game, you'll see exactly the same.
Also during the week I talked a bit with the guy that's making the game MMXC (https://www.youtube.com/channel/UCBQbixkIa8FYRvS18w9DcYQ) and I was asking him how did he implemented some things, because his game is made on flash, it's 10 times bigger than mine and runs 10 times smoother, and he told me about this tecnique called "blitting" which is basically use on bit map object, and keep re drawing it pixel by pixel, so for example, for a running cicle, instead of having a movieclip in flash in which every frame is a different image, }I would just create a bitmap object via code, and then load externally each image of the animation and drawing it into the bitmap object, so, performance-wise,
I would be using just one object, no matter how many frames of animation a char has. And though this is pretty neat and all, I can't really change this far into development, it would take forever to convert all frames to images and then using the method, what I will do however, is try to apply this to the backgrounds, because it has always bothered me that they don't scroll smoothly, at the beginning of the development, I thought it couldn't be helped because of my pc (which was crap at the time), but now with an i7, a GTX660 and 16GbRam, they still don't move smoothly, even at 60fps, so I'm guessing it's because I'm implementing them so unpractical resources-wise, so hopefully using blitting I'll finally get rid of that, and if it works, I might even do parallax backgrounds, which I have always wanted to do.
Well, that's all for now folks.
Regards.
Anyways, the thing about the xml was successful, now I can load text into the game externally, I think I'll move all the text in the game like menus and the like to an xml file, that way if I decide to make a translated version of the game it will be much easier since I'll have all the text in one place. Also, I don't know if I already mentioned this before or what, but I got a strong dejavú sense when I saw this, and that's that I learned (again?) that you can embed fonts into the flash, this is most important, because it will ensure that however I put the text in the game, you'll see exactly the same.
Also during the week I talked a bit with the guy that's making the game MMXC (https://www.youtube.com/channel/UCBQbixkIa8FYRvS18w9DcYQ) and I was asking him how did he implemented some things, because his game is made on flash, it's 10 times bigger than mine and runs 10 times smoother, and he told me about this tecnique called "blitting" which is basically use on bit map object, and keep re drawing it pixel by pixel, so for example, for a running cicle, instead of having a movieclip in flash in which every frame is a different image, }I would just create a bitmap object via code, and then load externally each image of the animation and drawing it into the bitmap object, so, performance-wise,
I would be using just one object, no matter how many frames of animation a char has. And though this is pretty neat and all, I can't really change this far into development, it would take forever to convert all frames to images and then using the method, what I will do however, is try to apply this to the backgrounds, because it has always bothered me that they don't scroll smoothly, at the beginning of the development, I thought it couldn't be helped because of my pc (which was crap at the time), but now with an i7, a GTX660 and 16GbRam, they still don't move smoothly, even at 60fps, so I'm guessing it's because I'm implementing them so unpractical resources-wise, so hopefully using blitting I'll finally get rid of that, and if it works, I might even do parallax backgrounds, which I have always wanted to do.
Well, that's all for now folks.
Regards.
martes, 30 de septiembre de 2014
Report # I'm Late!
Whoops! I know, I know, I forgot to post something yesterday, sowy.
Anyway, continuing with the text theme, the other day I was looking at some tutorials on how to load xml files into flash, I have looked that up before, but at the time I wasn't sure if I would need it, but now that I have settled down on the history, I have the perfect reason to use this method, I only hope it doesn't give too much trouble; but I think it will be worthy in the long run, if this works, I can implement dialogues in-game very easily, and that could lead to something that I have wanted to include but was afraid to try: cutscenes.
That reminds me, I have discussed this with Pen a couple of times, so let's give you guys something yo do in the meantime. How would you feel about Mitsuko having dialogue in the game? Can you picture her with a specific personality? Or are you fine with the classic mute hero thing? Let's hear it.
Regards.
Anyway, continuing with the text theme, the other day I was looking at some tutorials on how to load xml files into flash, I have looked that up before, but at the time I wasn't sure if I would need it, but now that I have settled down on the history, I have the perfect reason to use this method, I only hope it doesn't give too much trouble; but I think it will be worthy in the long run, if this works, I can implement dialogues in-game very easily, and that could lead to something that I have wanted to include but was afraid to try: cutscenes.
That reminds me, I have discussed this with Pen a couple of times, so let's give you guys something yo do in the meantime. How would you feel about Mitsuko having dialogue in the game? Can you picture her with a specific personality? Or are you fine with the classic mute hero thing? Let's hear it.
Regards.
lunes, 22 de septiembre de 2014
Report # Feedback
Well, I gotta say I was very surprised and happy to see all the comments on the last entry, so many opinions and different points of views. I was beginning to think no one ever looked at this blog ;) Anyway, thank you so much for all the participation, it really helps. One thing no one commented about though was about the text (the legend and the bubble talk), do you think it's good? cheesy? bad? Btw, no, the chibi animations won't make it to the game, I think it would attract the wrong attention, child porn is becoming a very sensitive topic these days, and I don't think the game being associated with it (even when it's not loli, but I can see how ppl would mistake it) won't help in any way, plus, if I wanted it to be that way, I would have done it from the start...I guess I'll save those for a separate game, most likely a spin off, though I think no one would like to play it XP Still I'm gonna do it, don't think I won't, it don't make me no difference :)
Well, tell me on the comments how do you feel about the text, and I'll see you later.
Regards.
Well, tell me on the comments how do you feel about the text, and I'll see you later.
Regards.
lunes, 15 de septiembre de 2014
Report # Distraction Bug
Hi y'all.
This week I didn't work at the game :( At first I was gonna say I got the lazy bug, but it was actually the distraction bug, and I guess you pretty much know what was the cause. The change on the blog title and BG had to do with this, the other day I was searching for my old sketches on chibi Mitsuko as I like to call her, and thought I could improve her a bit, and I was quite happy with the result I spent a couple of days doing various drawings of her, and a few days ago, I started on a game project for my boss( you know, the comic I was doing, btw go here and check it if you haven't already: http://www.sainaheart.com/), that required making some draws in flash, so I decided that while I was at it, I could give it another go at trying to draw directly in flash, using my tablet, and you can see the result, it actually is not as bad as I thought. Anyway, long story short, While I was fiddling with drawing her, I thought of this game over screen idea, since I find her incredibly cute and stupidly hot in a sexual consensual environment, and even thought of instead of having the planned CG game over pics, I could have these little animations, but I figured some may not like her at all, so might as well ask for your opinion, now, take into account, that I will only do one or the other, not both, sooo...What do you guys think it's better, regular CG, or these chibi animations?
Regards.
Here's an example of a regular CG:
This week I didn't work at the game :( At first I was gonna say I got the lazy bug, but it was actually the distraction bug, and I guess you pretty much know what was the cause. The change on the blog title and BG had to do with this, the other day I was searching for my old sketches on chibi Mitsuko as I like to call her, and thought I could improve her a bit, and I was quite happy with the result I spent a couple of days doing various drawings of her, and a few days ago, I started on a game project for my boss( you know, the comic I was doing, btw go here and check it if you haven't already: http://www.sainaheart.com/), that required making some draws in flash, so I decided that while I was at it, I could give it another go at trying to draw directly in flash, using my tablet, and you can see the result, it actually is not as bad as I thought. Anyway, long story short, While I was fiddling with drawing her, I thought of this game over screen idea, since I find her incredibly cute and stupidly hot in a sexual consensual environment, and even thought of instead of having the planned CG game over pics, I could have these little animations, but I figured some may not like her at all, so might as well ask for your opinion, now, take into account, that I will only do one or the other, not both, sooo...What do you guys think it's better, regular CG, or these chibi animations?
Regards.
Here's an example of a regular CG:
lunes, 8 de septiembre de 2014
Report#Interface
Hi, not too much to report this time, I did start with the animation of the intro, nothing too big, just started the "skeleton" of it if you will, I could have put a screenshot, but that kinda kills the point of the whole demo XP
In other news, you might have noted something different about the blog...Something in particular you just can't put your finger on it ;) The other day I was checking the design I did on chibi Mitsuko and tried to improve it, and I was happy with the result I said "Hey, I should put her advertising the blog" it also helps the blog to pop up on its own, I was never truly happy on using the template of blogger anyway, better have something of my own.
In other news, you might have noted something different about the blog...Something in particular you just can't put your finger on it ;) The other day I was checking the design I did on chibi Mitsuko and tried to improve it, and I was happy with the result I said "Hey, I should put her advertising the blog" it also helps the blog to pop up on its own, I was never truly happy on using the template of blogger anyway, better have something of my own.
lunes, 1 de septiembre de 2014
Report #Progress?
Script is is coming along very nicely, it helped quite a bit as expected, I think by next week I can start animating.
Regards.
Regards.
lunes, 25 de agosto de 2014
Report # Play?
Hi
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.
Regards.
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.
Regards.
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.
Regards.
Regards.
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.
Regards.
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.
Regards.
lunes, 28 de julio de 2014
Report # I should have know...
Hi
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.
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.
Regards.
lunes, 14 de julio de 2014
EVO
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
Regards.
Regards.
lunes, 7 de julio de 2014
Report
Hi
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.
Regards.
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.
Regards.
lunes, 30 de junio de 2014
Report
Hi
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.
Regards.
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.
Regards.
domingo, 22 de junio de 2014
Didn't think I would actually do it HUH?!
HI
XD
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
Regards.
XD
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
Regards.
domingo, 15 de junio de 2014
Report
Hi
Busted a little nasty bug I encountered the other day while playtesting, where a wolf knocked me down and I landed on the very edge of a platform and fell and got stuck on the ledge grabbing animation.
Small updated, but nothing much else happened, I'll try to at least keep these coming up, small, but constant, I'll try to post something every Sunday/Monday.
Regards.
Busted a little nasty bug I encountered the other day while playtesting, where a wolf knocked me down and I landed on the very edge of a platform and fell and got stuck on the ledge grabbing animation.
Small updated, but nothing much else happened, I'll try to at least keep these coming up, small, but constant, I'll try to post something every Sunday/Monday.
Regards.
domingo, 18 de mayo de 2014
Reeeepoooort
Finished the standing animations for the daggers for standing and running, also started the animations for changing weapons, but of course, no matter how small the add-on, I got stuck on bugs.
Regards.
Regards.
miércoles, 9 de abril de 2014
Report
Ok, I have read your comments and I'm here to appease your worries.
As always, the game is not dead, relax, just (incredibly slow)-> name that reference and you win a cookie! ;)
I just recently finished adjusting the menus to the new size of window, so far the new arrangement looks decent.
As for the animations, I still have to do the standing for the daggers, and that will be technically done, and I say technically, because I would still have to fix some details here and there, for good looks only.
But since animating gets me soooo lazy, I think I'll start with the intro stage first, I'm just having trouble imaging it due to the fact that it will be linked to the intro in a way to make sense, but the intro has it is now will be changed (finally came up with a cool enough story), so most likely I'll have to do first the story (at least the beginning, something to justify all this mess), then the intro, and last the intro stage.
Regards.
As always, the game is not dead, relax, just (incredibly slow)-> name that reference and you win a cookie! ;)
I just recently finished adjusting the menus to the new size of window, so far the new arrangement looks decent.
As for the animations, I still have to do the standing for the daggers, and that will be technically done, and I say technically, because I would still have to fix some details here and there, for good looks only.
But since animating gets me soooo lazy, I think I'll start with the intro stage first, I'm just having trouble imaging it due to the fact that it will be linked to the intro in a way to make sense, but the intro has it is now will be changed (finally came up with a cool enough story), so most likely I'll have to do first the story (at least the beginning, something to justify all this mess), then the intro, and last the intro stage.
Regards.
domingo, 2 de marzo de 2014
Dead?
Hola
Primero que nada, sólo para dejar constancia que sigo vivo :P No se preocupen, tengo un set up cómo el de L en Death Note, así que cuando realmente me muera, aparecerá una nueva entrada que dirá "U IS DEAD" XD
Ok, en cuanto respecta a avances, hace poco decidí aumentar un poco el ancho de la pantalla del juego, ahora es 50% más ancha, lo que ayuda a ver a los enemigos antes de tenerlos en la cara, la verdad sí se sentía medio claustrofóbico el juego. Pero cómo ya se imaginarán, eso conlleva que tengo que actualizar alguno que otro elemento para que encaje al nuevo tamaño de pantalla, pero nada grave.
Saludos.
///////////////////////////////////////////////////////////////////
Hi
Ok, first of all, just dropping by so everyone knows I'm still alive :P Don't worry, I have a set up like L form Death Note, so in the case I do die, a new entry will pop up saying : "U IS DEAD" XD
So, regarding the development, some time ago, I decided to make the window of the game wider, now is 50% wider than before, it helps a bit on the visuals, to be honest, the game felt a bit claustrophobic, and you couldn't see much longer ahead of you. And as you may have guessed, I will have to fix some things here and there so everything fits on the new size, but nothing big.
Regards.
Primero que nada, sólo para dejar constancia que sigo vivo :P No se preocupen, tengo un set up cómo el de L en Death Note, así que cuando realmente me muera, aparecerá una nueva entrada que dirá "U IS DEAD" XD
Ok, en cuanto respecta a avances, hace poco decidí aumentar un poco el ancho de la pantalla del juego, ahora es 50% más ancha, lo que ayuda a ver a los enemigos antes de tenerlos en la cara, la verdad sí se sentía medio claustrofóbico el juego. Pero cómo ya se imaginarán, eso conlleva que tengo que actualizar alguno que otro elemento para que encaje al nuevo tamaño de pantalla, pero nada grave.
Saludos.
///////////////////////////////////////////////////////////////////
Hi
Ok, first of all, just dropping by so everyone knows I'm still alive :P Don't worry, I have a set up like L form Death Note, so in the case I do die, a new entry will pop up saying : "U IS DEAD" XD
So, regarding the development, some time ago, I decided to make the window of the game wider, now is 50% wider than before, it helps a bit on the visuals, to be honest, the game felt a bit claustrophobic, and you couldn't see much longer ahead of you. And as you may have guessed, I will have to fix some things here and there so everything fits on the new size, but nothing big.
Regards.
lunes, 13 de enero de 2014
Just a quickie
Just to let you know I updated the HELP page with the fix for those who don't know how to open the game after downloading it, the number of ppl that ask about this error seems to have raised, so if any of you think the game files are corrupted because you can't open the .zip file, head over there to know how to fix it.
martes, 7 de enero de 2014
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Chibi SpacEscape Road Map
I'm gonna pin this post here to let you know what's to come, what I'm currently working on, and what will the next version have....