martes, 16 de febrero de 2021

Chibi SpacEscape public version V.035

 Here's the version that I was talking about in the last post, available earlier for patrons, just follow the link to get yours.
Chibi SpacEscape Ver0.35 | UrielManX7 on Patreon

Progress so far.

Last week something came over me, and I went in a pretty good developing craze, and the version I'm rocking now looks nothing like the one above, so much changed I won't ever bother trying to summarize, might as well start the changelog from this one forward. I'm pretty close to have it ready, so I'll wait until, and again, patrons will have it a week earlier, after it will release to the public.

lunes, 8 de febrero de 2021

PROGRESS REPORT

Decided to start a "unstable" branch of the game, on patreon. Where I can upload some updates earlier that may or may not be bug ridden; while using the blog to post the "stable" versions, supposedly cleaned up and ready for sharing. Just something else I thought I could throw in for patrons. Also this finally scratchs that itch of having a patreon but not posting a version of the game there.
Progress so far...

The ladders are, as far as the technicality goes, working. Just have to smooth some rough edges when Chibitsuko climbs up the end, as she doesn't stop when she gets to ground level, you have to keep going until the ladder ends and then you fall a bit until you hit the platform. No breaking bugs that I could find, like getting stuck forever in the climbing animation. Also made it possible to shoot from the ladder, only just right and left, maybe I'll add up and down, but we'll see.

Gave the charging another go, and this time went smoothly, so now I have a charging mechanic going. Works well as far as I tested it, aside that if you collect the wave beam, the charge shot will still be the same. That being said, I'm very interested in doing something like in Super Metroid, where you can combine different types of shot, and expanding on it, like having enemies being vulnerable only to certain combinations, or objects you can only destroy with a certain beam; encouraging experimentation, although I see how it can get tedious to pause and change beam ever so often, maybe I'll do a quick swap loadout like in Castlevania Dawn of Sorrow and Order of Ecclesia, so you can save beam combos and switch them on the fly with a button.

After I went back and retouched the running animations, I ended up liking the side view one, so instead of debating which one to use, I added both, the side view one works as a "sprint", triggered as you would expect, by pressing the same direction twice, works all fine and dandy, let's you move faster, and you retain momentum if you jump, although I'm not sure if I should also make it so you jump higher also, kinda like Mario Jumpman Bros.

Added a little starting nexus room, from where you can access different levels, tried to make it a bit more interesting spreading the current upgrades in each one, but level design is something I should look into because I have no idea how to make levels interesting.

Added a little animation for when the shots hits a wall or enemy, really improves the whole shooting mechanic. 

Modified the door to change levels to manual instead of auto, so now you have to stand in front and press UP to enter, with a little animation for Chibitsuko turning towards the door. Will add a fade out screen effect later.

Added a landing animation, but unlike in the original, it only triggers when you land from a jump, for now. I had a thought of adding that falling animation I did a while of Chibitsuko crashing into the ground for when you fall from too high, just for the laughs, wouldn't add fall dmg to a platformer, Bubsy (SNES) already showed us that's not cool.

As for the stable version, I want to add the hud at least as a place holder, and a dmg animation so the slimes hurt you, as well as some environmental hazards, even if you can't actually take dmg.

domingo, 31 de enero de 2021




 

sábado, 16 de enero de 2021




 

jueves, 14 de enero de 2021

Mmm...Well, once again, I've added the head turn to the running animation. And once again I'm not so sure about it.Could it either be the base animation is not suited for that (meaning a more side view one will be better), or the actual head turn is too dramatic. Also, ignore the cute little cherry lollipop bouncing around.






domingo, 10 de enero de 2021

Status Report

 So, yeah, finally was able to get away from playing Dragons Dogma...again... Funny thing is was just a simple mini rage quit that did it when I died to some bullshit and lost some amount of progress (I don't even remember what is was ;V), but anyways , back to business.

If you can't remember, last thing I was doing is ladders, so this week (or rather, last week) I worked a bit more on that, and I still stumped by it, funny thing is, by the looks of it, the way I implemented them in Flash seems to be the right way, I had a main area the covers the ladder, so the player knows when there is a ladder, and also 2 other more areas, one at the top, one at the bottom, to know where the ladder begins and ends. That will be particularly useful this time for triggering and playing that little animation at the end that transitions the climbing pose to the idle one, instead of just being instant. 

The stump part comes from Godot itself, I kinda know how I want to make it, I just don't know exactly how to make it in Godot; and more funny enough, seems like no one is making ladders in their games anymore or something, because I found an alarming lack of info tutorials or help in that regard, maybe is because everyone either makes 3D fps's, or pixel platformers. But regardless, I'll set that aside from now, I'm confident it will come naturally along the way the more I know how to use Godot so I can figure it out how to make what I want.

Yesterday I made a climbing edge animation, and a couple sex ones, one doggy blowjob (side view), and recycled the dog's motion and just flipped Chibitsuko and voilá, doggy vaginal :V
Will be able to share that next week, because patrons get to see that shit earlier.

Regarding what's next. Probably the hud, health and losing mechanics. You know, the usual, like 3 hearts, you lose them and then the stage is reset and you respawn. Back when I made that last wolfie animation where its rubbing onto Chibitsuko and then ends in snuggle struggle in the floor, I made a few changes to its body parts, so the animations I had previously need to be reworked because they broke, that should come soon also, I want to add it to the game asap, if only to be running around for now.

EDIT: Oops, after coming back to check for comments, I realized that the animation I talked about in the post is one of those ones that I forgot still to post here, so...



sábado, 9 de enero de 2021

 



lunes, 4 de enero de 2021

New (Old) enemy idea

 


martes, 29 de diciembre de 2020

domingo, 20 de diciembre de 2020

Chibi mermaid design

 A couple of tries at the mermaid enemy. I tried to make her a bit more alien like, since the whole point of the game is space theme, having fantasy typical designs kinda doesn't fit. I also have a mind to change the wolf design to make it look otherworldly, hopefully I can nail it.  






Entrada destacada

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....