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Hey guys!

Mr. Kittyhawk discovered the likely culprit behind the Admin mode / startup issues with the Pure Onyx test release. Turns out Unity was outputting one of the settings files to *his* user path instead of *your* user path, meaning for anyone that ran the test build there’ll be an extra Windows user folder you can delete: ‘C:\Users\schmee’.  If your Windows user folder already happens to named ‘schmee’, then no action is required o.O heh.

You can download the latest build here!

The latest build contains the following fixes:

  • Settings file will now be generated in the proper location
  • Administrator mode no longer required for first startup
  • Onyx no longer freezes when attacking at exact same moment as being hit
  • Enemy health bar does not appear until an enemy has been damaged

Thanks a lot for all the feedback you gave in the last post! It’s been very valuable to us!

Comments

Anonymous

<a href="https://puu.sh/BRI9d/d4a2c4b7d9.png" rel="nofollow noopener" target="_blank">https://puu.sh/BRI9d/d4a2c4b7d9.png</a> There is. Silly Kitty. Stop hacking my PC. Also, when I ran Test 2 (Pure Onyx.exe) for the first time, Windows Defender gave me a warning about the file. Ran anyway. Second time, no warning. Other than that, it works great.

Mostacho

I just deleted the folder because it is only created when you start Test 1. This is not the case when you start Test 2. However, I did not get a warning from Windows Defender or from Malwarebytes. I'm just guessing it is a false-positive finding.

Anonymous

DId both versions. Is your hitbox supposed to be much farther out when taking incoming damage vs enemy hitboxes? My punch and kick doesn't even reach but the splicers can punch me before I'm even able to get into range.

Jamie C.

I have to get point blank I mean so close that I cant even dodge or attempt to use block. Lastly the enemies reaction is almost instant I can even react by the time they get 1-2 hits on me almost killing me in a flash.

eromancer

Will need to check with Mr. Kittyhawk to see if the hitboxes are based on sprite scaling. If so its possible the splicer may have some more range right now. The bigger issue though is that the AI is super aggressive because it has no logic yet aside from homing in on you like a torpedo and spamming attacks. For now you can anticipate them by defending, or just open with a jump kick to knock them down.

eromancer

Enemy AI is really simple at the moment -- as soon as they are in range they will attack and not let up, so either open with a jump kick or defend as they get in range and then counter.

eromancer

I got one too when I ran it :D. I guess it's a step forward though heh. Will add it to the bug tracker!

Anonymous

Seems pretty functional to me for whats its supposed to demonstrate. Good job!

Ashiel

Yeah the combat was pretty smooth. The 2nd hit of her knee jab-&gt;kick combo has a hit box too short to actually land the 2nd hit unless you're basically on top of the enemies. In any case the block button is your friend.

Cammay

Congrats on the demo - I'm pretty surprised by the quality :) I runs smooth as butter, soundtrack and graphics are awesome (as seems to be the standard for you guys :) ). While I'm more into rpgs I can really imagine this game to be kind of a long runner - with more content being added over time. With more stages/enemies and moves (I'm thinking maybe some combos similar to fighting games, dashing, etc.) this game could become very, very good! *hype* Where I'm having more trouble is with the h-content. I have no idea how that could be integrated into the game in a meaningful way. I'm no friend of GOR - it's neither good in terms of game play (interrupting the game flow) nor in terms of h-content since it's a side-effect of losing - which is still losing . So basically with GOR you have the option to: a) Play the game and ignore the h-content or b) lose on purpose to actually see the h-content. Maybe h-attacks would be an option instead? Like for instance getting tease attacks which get enemies sooner or later in an aroused state which either stuns them or allows h-combos or something... Although I have to admit that would make the game pretty cheesy :p In any case - great job - looking forward to seeing this game develop :)

Anonymous

A staple in this genre is H-content on knockdown. A certain amount of damage or a strong attack knocks the protagonist on the ground and enemies that touch him/her get some action. GOR (Game Over Rape I'm assuming) is the most logical time for the protagonist to get taken advantage of, they are in their weakest state after all, but I've suggested unlocking that content on level clears too through a gallery if they decide to implement it. Another thing they could do is H-grapples, without a knockdown. Maybe a combination of both, with knockdown being more severe content.

Anonymous

The hit boxes are huge and not sized for any of the attacks yet. They're placeholder until we have the art and AI a little farther along.

Anonymous

This is also why it's so important for the animations to telegraph what the AI is going to do next. :) Right now the AI decides it wants to attack, and the attack happens in exactly one frame. There's no way to predict or counter that. That will be fixed as we get the frames drawn to show you guys what the AI is doing.

Anonymous

We've actually had this exact discussion internally ChiefTodd. We have a few ideas that need some time to be tested to see if they work. But I agree that GOR is terrible design, you reward the player for reaching the fail state instead of playing the game well, and it breaks the flow of combat entirely.

Cammay

Thanks for your replies, guys :) @MangoFishSocks: I know what you've described from games such as "Furry Fury: Legend of the Twin Orbs" from the lok forums. However it does kind of have the same problem as GOR since it also breaks the game's pace (being stuck in constant grapples and mashing buttons to escape is kinda meh) and you're being rewarded for not playing well... The gallery on the other hand separates the h-content from the game which is fine as a small bonus but not that great for a h-game. That is however just my personal opinion however. @Mr. Kittyhawk (cool name by the way ^^): I'm glad you're seeing things that way as well! I'm sure you guys will find a good solution - the foundation of the game is already great so I'm sure you guys will rock it ;) One other possible way that might fit the scenario (but would be require more work and might negatively impact the game flow) would be leaving h-content out of the core game play altogether and instead introduce "story sections". Those could be similar to visual novels (i.e. mostly static backgrounds with slightly animated character models in the foreground). If it works it could serve as a teaser for MatM story and character wise. Those story sections could then contain h-content for instance. I am however not even sure if the game would need h-content. You already have great audio and visuals. With compelling gameplay and (in case you include it) interesting story bits the game might stand for itself just fine without (explicit) h-content. I do realize that this is probably a very unpopular opinion, though :p

Jamie C.

I Personally agree MatM drew me in the quality of its art and I really like the characters. Neon is generally pretty pessimistic and unsure, Malise is generally over confident and always leaps ahead. This was actually refreshing compared to most games where they are either innocent do gooders or squeaky squealing huggy types. The H content was a nice bonus but during the scene of the flesh father I was more worried about Neon dying and not meeting her friend Malise that I was no Devs dont kill Neon. So I would say with more time in the oven and more work on the story the H-content would be more of a added bonus than the core mechanic. I actually am pretty interested in the story more so.