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Hey again guys,

Here's the first patched version of the test release from a few days ago :D.  

We accomplished all of the planned fixes that I posted yesterday except for some of the bystander issues.  Overall it should be much more stable, but expect a lot more fixes and improvements within the next couple of weeks.

 PURE ONYX - Test Release Download Page  


Changes/Fixes

  • Onyx should no longer face the wrong way during struggle / H scenes.
  • APL's RPG system has been added.  Leveling up will refill Onyx's health.
  • Added new fancy Level Up event
  • Enemies won't spawn in out of bounds areas anymore.
  • Main menu and restart on Game Over options have been disabled for now, since they added bugs we still have to clean up.
  • Enemies can't grab Onyx while she's knocked down at the moment (was also adding bugs since we haven't fully made knockdowns compatible with it yet)

 

 Known Issues Pt 1 (Mechanical/Functional): 

  • Onyx can get stuck on enemies’ colliders when jumping directly after an H scene.
  • On rare occasions will not be able to regain control of Onyx after an H scene. Let us know if you can reproduce this.
  • On rare occasions H scene bystanders may become invulnerable 
  • 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).
  • Pausing during an H scene screen fade-out is bad news (will be unable to see the pause menu)
  • When Onyx escapes a struggle, she may appear on the wrong side of the Splicer after.
  • Enemies will never H attack Onyx if she's at the very bottom of the traversable area.
  • Onyx's jump kick will sometimes fail to knock an enemy down.
  • 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.


Known Issues Pt 2 (Visual/Audio)

  • Haven't added Onyx's H scene face expressions back in yet (the aforementioned Unity bug is fixed though)
  • After H scenes, characters spawn on top of each other (Onyx in T-pose), and AI reinitialization isn’t very pretty yet (they pause for a few seconds). 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. This is fixed, but didn't make it into this build.
  • Enemies that are dead/knocked down will still slide their way into H scene bystander positions.
  • 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)

  • 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


Comments

L

Will there be voice over later

Mostacho

I am very impressed with it 👏🏽 I could Play up to wave 15 The level up worked well The score was displayed and also Money 👌🏽 Only one mini graphic error was displayed once. http://www.myspace-tricks.de/uploads/images/2020-03-05/7VrHSBkmpy.png and in the first round no other wave was loaded after wave 6, otherwise everything went smoothly 👍🏽 TOPP

eromancer

There will be vocal SFX (for H scenes and combat especially), but not dialog. I actually didn't include them in this release since her face animations aren't in yet, and her mouth not moving makes it really weird.

Mostacho

Yes, i could ran right and left but nobody was there to hit. But only once at the first run.

Anonymous

What size is your development team

Lichchimp

Played it a couple of times, looks good so far! Only bug I encountered was one of the enemies sort of spawning "under" the platform, and therefor being unreachable, moonwalking into the edge of the map.

Anonymous

I understand this is a long shot, but what would be the intervals between each test series (the anticipation is killing me); or atleast when is the game tentatively said to launch.... :D