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Hey everyone! 

As promised, here is the first test release of Pure Onyx's new H system, redesigned from the ground up for 3D characters. 

It's been down to the wire, and not going to lie, this release needs some more time in the oven -- but it was really important to me to get it out this month. We will try to have a *much* more stable release with more complete and dynamic H animations / FX in the next couple of weeks. We do however have the issues and areas we plan to improve pretty well tracked (see below) -- we simply need some more time to knock it out. Please check out the known issues before testing!

PURE ONYX - Test Release Download Page 

!!!!!!! At the last minute we had to pull APL's RPG framework out due to some really stupid Unity bugs preventing us from building.  We will get it in ASAP !!!!!!!!!

All changes and issues are listed in approximate order of priority/importance.

Changes and Fixes:

  • · First test release of the 3D H system
  • · Added H scene bystander AI, pathing, and animations
  • · H scenes can now have seamless transitions
  • · Added a two-part H scene for the Splicer Thug
  • · Characters now have self-shadowing
  • · Splicer Thugs now have a grab animation for initiating their H attack 
  • · Improved character textures/materials
  • · Added fully updated character rigs added for H scenes. These include tons of joint corrections, genitals, rigging for animating all of Onyx’s swingy bits and hair, and a new face rig. 
  • · Added basic test implementation of AltairPL’s RPG framework. For now, this enables leveling on Onyx, and exp, money, and score rewards from enemies.
  • · Onyx’s stamina gauge is now functional. Currently is only consumed by dashing.
  • · Onyx will no longer skid if she stops right after beginning a dash.
  • · Revamped Onyx and player spawning so that her data can persist between scenes.
  • · Revamped knockdown system for falls from variable heights
  • · Added support for H scenes involving more than 2 actors (sorry, no animations for this yet :D)
  • · Added support of multiple simultaneous H scenes, and scenes not involving Onyx (future NPCs watch out >_>)
  • · Enemies no longer instantly disappear when they hit the ground
  • · Defeated enemies now begin blinking after their knockdown animation is completed. 
  • · Defend animation loop now retriggers properly after blocking a hit
  • · Enemies no longer change direction before their attack animations are finished
  • · Onyx can’t be hit while standing up anymore (except for H grabs, but see Known Issues for this).
  • · Onyx’s attacks no longer go in the wrong direction if she’s been spun around to face an attacker from behind.
  • · Unkillable, invisible enemies should be a thing of the past.
  • · Splicers no longer climb the railing at the top of the map.

Known Issues Pt 1 (Mechanical/Functional): 

  • · Onyx can get stuck on enemies’ colliders when jumping directly after an H scene.
  • · Onyx and the Splicer Thug can sometimes (rarely) be out of position / sync during H scenes. Let us know if you can reproduce this.
  • · On rare occasions will not be able to regain control of Onyx after an H scene. Let us know if you can reproduce this.
  • · Onyx getting grabbed while knocked down results in her going to T-pose during struggle.
  • · H grab hitboxes are way goofy at the moment. 
  • · Recent changes have caused enemy pathing to be kind of wonky. They will sometimes try to walk into Onyx eternally if they want to move where she is standing.
  • · Onyx’s stomp attack currently won’t affect enemies.
  • · Onyx and enemies can sometimes skip their Stand Up animations currently (makes them stand up instantly).
  • · Enemy knockdown time is likely too fast at the moment. The system’s been edited and that has to be re-tuned.
  • · Need to increase the “hold” threshold time for power attack. Too easy to do accidentally.
  • · There’s not much point to the leveling system yet other than us showing that the basics are functioning >_>. It will be expanded upon.

Known Issues Pt 2 (Visual/Audio)

  • · Had to turn most of Onyx’s expressions off during H scenes due to a last minute face rig issue (Unity is messing up her mouth shape on the new rig).
  • · After H scenes, characters spawn on top of each other (Onyx in T-pose), and AI reinitialization isn’t very pretty yet. The plan is for Onyx to respawn in a downed state and stand up, and enemies to have resumed their idle activities before being aggro’d again when Onyx resumes combat.
  • · Splicer pants are completely mangled when he drops his drawers. It’s a Unity issue with a known fix, just need a few hours to do it.
  • · Bystander positioning can have some issues still (they can sometimes be too close, or overlapping each other if H scene occurs near edge of level).
  • · Enemy’s red “eye shine” FX cue for H attacks is sort of buggy still, and is not appearing as intended (will be much more polished looking).
  • · H animations are very WIP still. Some do not have physics/secondary motion (swingy bits) enabled. Expect unique finisher animations, better transitions and crossfading, and actual animation variations during the loops… soon!
  • · Onyx’s foot clips through the floor during Struggle animation
  • · Animations freeze when fadeout from H scenes begins
  • · Enemies flicker for too long after dying.

Known Issues Pt 3 (Leftover Existing Issues)

  • · Splicers pretty consistently get closer than should be possible to Onyx. They currently don't respect her or each others' colliders during navigation. 
  • · Some Splicer Thugs moonwalk when moving backwards and dash without moving their feet fast enough. It's an animation playback speed problem.
  • · Hitting a defending enemy in quick succession will incorrectly cause him to continue defending until attacks stop.
  • · Splicer Thugs are incorrectly invulnerable after standing up for about 10 frames.
  • · Pushing a movement direction key during a certain window around the same time you hit the attack key for the next hit in a combo can result in the attack being ignored. It will accept the movement input and ignore the attack, making it seem like the combo reset if you happen to be hammering the attack buttons
  • · Dashing just as Onyx finishes standing up from knockdown will cause her to skid instead of begin running.
  • · Onyx’s stomp hit FX is out of position
  • · Splicer Thug geometry gets culled too close to the camera border. Can result it body parts not appearing when they are at the edge of the screen.
  • · Characters pop upward (extremely briefly) before their knockdown animation begins. 
  • · When Onyx gets hit her current active combo isn’t timed out – this allows her to continue a combo after being hit or blocking a hit.
  • · It’s annoyingly difficult to perform Onyx’s stomp attack on a controller currently.
  • · Physics on Splicer Thug’s belt causes clipping / artifacts / looks janky
  • · Holding the opposite direction when finishing a power attack will cause Onyx to turn rapidly while still in her attack pose, resulting in an ugly animation artifact.
  • · Onyx floats a few inches off the ground when she's K.O.'d

 
 

SOME TIPS!

  • · Some of Onyx's attacks launch her forward, which is sometimes advantageous, but not always.  Consider the enemies' configuration on the battlefield and determine whether it's best to stand  toe-to-toe or to barrel through.
  • · Don't forget to block!
  • · You can jump kick while dashing to perform a really cool flying kick as an entrance to your next encounter.  Use the enemy indicators on the side of the screen to predict where enemies will be.
  • · Onyx's "smash" attacks break enemy defenses and have a 100% chance to knock enemies down, but leave her vulnerable to other nearby enemies.   These attacks include her Heavy Punch power attack (Hold Z to perform -- it can also be performed at the end of a flurry of jabs), and her Force Push (the final attack in her forward punch combo)
  • · Onyx is currently particularly vulnerable when enemies are very close.  Grapple attacks and throws will alleviate this once we add them in.

SYSTEM REQUIREMENTS

Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.

CONTROLS

Keyboard:  

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = X, Cancel = Z
  • Jab = Z 
  • Power Attack = Hold Z  
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Stomp = Down + X (hits downed enemies)
  • Defend = C
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Left Shift
  • Zoom Out = Left Control
  • Skip H Animation = Z / Space
  • Escape = Pause Menu
  • F1 = Toggle Debug Overlay
  • F2 = Toggle Vsync (not recommended except for testing)
  • Quit = F12

Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4**** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)

BUG REPORTS

If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug. 

  • Operating System (if Windows, tell us 7/8/10, etc.)
  • Screenshot if applicable
  • Can the bug be reproduced? If so, tell us how!
  • OS language if different than English

Comments

Anonymous

woooooT

Cereliona

Just found a bug. I went back to the main menu during a sex scene, and when I re-entered the game, Onyx was stuck in the same pose as she was when I backed out. Sliding around on her elbows and knees, even getting hit or knocked down didn't fix it. Windows 10, though I doubt that's a factor in this particular bug.

Anonymous

The 2nd opponent gets stuck without action on the second wave

Aryn

There's a lot of random enemy freezing, hard to pin down exactly what's causing it however.

Anonymous

After the restart, it corrected itself, until the 11th wave everything was in order

Anonymous

1 Operating System Windows 7x64, MSI GTX 970 Gaming 4G 2 https://mega.nz/#!2NYH1AwT!NY0NsLeFhuoSnOldGG3TK3DuTtBn30_Uq4xj53dsq-U 3 At the same time strike and grab. As a result, the resistance bar did not appear and the actors were displaced. (The game is stuk) 4 OS language English 1 more https://mega.nz/#!2RYBSaBQ!xDM4O4q8gviv15SrvW351zFjWI1asuC23DM0LqwDWYU

Anonymous

Wohoo! @work so gonna play in 6 hours and can't wait 😁

Barial

Fantastic upload, team, thank you for all your hard work and overcoming the many obstacles you've made us aware of. Even though there are those who are upset with the timeframes, know that I for one am more than willing to wait for the quality work that you all put out. :)

Mostacho

I could reproduce the non-synchronous H-animation. http://www.myspace-tricks.de/uploads/images/2020-03-01/zK0YGdMy4l.png http://www.myspace-tricks.de/uploads/images/2020-03-01/MDdJ6QHzgo.png

Mostacho

Me too. http://www.myspace-tricks.de/uploads/images/2020-03-01/KKIjEUVurL.png Also no other H-scene solved the problem, but the game freezes at the end of the scene. http://www.myspace-tricks.de/uploads/images/2020-03-01/m7PimuEqVQ.png but you were able to go back to the main menu and you could restart the game.

Anonymous

Mostacho found something funny ) https://mega.nz/#!jEIDUKaR!2BZqc2d4EWK-dIg5KPTj9X4YnkVoXhid9WmsyWoPfH8

eromancer

Thanks for the data :D. Not surprising here -- we were planning on bypassing the main menu for this release until we had more time to test, but ended up having to hook it up at the last minute to get past some build errors. I'll add this one to the list!

eromancer

Made lots of good headway on tracking these buggers down today. It appears that you guys got a significantly buggier version than what we had tested with due to having to launch the scene from the Main Menu.

Mostacho

Therefore we are glad that we are allowed to test the versions that are no longer in the development environment. I'm connected to another developer through GitHub myself, and I noticed that testing their developer version results in fewer bugs than the version planned for release.