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Hey guys!

The next Pure Onyx release will be tomorrow!  This one has a pretty big assortment of changes, including new H content and fixes, new environment art, a lot of physics/collision improvements, and new/fixed SFX.  We've also added new performance options for anyone who needs an FPS boost, and a lot of visual fixes for anyone running at less than or greater than 60 FPS.

As usual there's a lot of progress to show on art for upcoming releases as well.  The Cat sculpt is finished up, and the next Fleshpod sculpt is nearly there as well :D.  The FK-Doll and DK-Doll characters are also now rigged and have both low poly models finished!

We've also made a lot of progress this month on environment art as we continue to unify the style of our early maps with our final retro anime aesthetic.  The Red-Light dancefloor map is also receiving its next iteration, which I'll be able to show next month.  We have new progress on the area before Wraxe's warehouse, and we've nearly finished the parallax artwork for the Slums Street -- I'd hoped to have it in for this release but there's still some more to finish.  

Take a look at all the topics below!

Topics for this Update

  • August Release Details
  • H Scene Progress
  • Fleshpod Sculpt WIP
  • Cat Sculpt!
  • Slums Street Parallax
  • Spider Cavern Art Revamp
  • Industrial Area Map WIP
  • Physics Upgrade
  • FK/DK Doll Low Poly + Rig


August Release Details

Tentative Changelog (** indicates items added since the August 18 Inner Circle test release.)

  • ** Added intro animations to Onyx + Thug and Onyx + Thug/Runt H scenes
  • ** Added replacement version of the Thug/Runt titjob scene
  • ** Added early version of an Onyx + Semi (Muscle Girl) H scene to gallery
  • ** Wraxe's H-grab hurtbox/engagement zone corrected (he had stopped being grabby)
  • ** Fixed jitter on Onyx/FemCop's boobs/hair/clothing physics when FPS is between 30-60
  • ** Boobs/hair/clothing physics motion is once again independent of FPS
  • ** Fixed dynamic physics on boobs/hair/clothes continuing animation when pause menu / console is opened
  • ** Added reflections to Spider Cavern
  • ** Fixed navigation issue where enemies could glitch out and flip left/right every frame
  • ** Fixed Onyx hair / clothes material overrides on world map (Hair / jackets appeared too reflective)
  • ** Fixed issue where old saves could be loaded into new versions, causing potential issues
  • ** Added (very short) minimum Defend time to the player to solve physics consistency issue across framerates
  • ** Increased Onyx's Defend-Defend turning speed so it feels less sluggish
  • ** Added safeguard to prevent Onyx from remaining invisible from flicker effect on death/respawn
  • ** Crawler's spit cannon's splash now actually deals splash damage
  • ** Fixed water FX regression (all water FX except landing splashes failed to play after physics overhaul in IC release)
  • Improved animation for transitions in Onyx + Bunnies DiIdo/Strap-on Scene
  • Added SFX for both Onyx + Bunnies H scenes + new Wraxe H scene Intro
  • Fixed the issue with nipples disappearing during H scene if Onyx's shirt is unequipped
  • Completed upgrade of background art on Spider Cavern map
  • Added Ground Shadows, Self Shadows, and Environment Lights performance settings to Options
  • Onyx no longer bugs out when jumping on / sliding off of un-land-able surfaces (enemies, chests, barrels, etc.)
  • Fixed jump bug. Running, stopping, then jumping and then holding forward will no longer move at running speed.
  • Onyx no longer gets popped up in the air by enemies / certain situations.
  • Onyx no longer jitters when moving against immovable enemies
  • Bosses are now immovable via nudging but Onyx will still be pushed out of them if she somehow gets pinned.
  • Improved player velocity when walking against environment colliders.
  • Fixed breast/hair/clothing physics being dependent on FPS (high FPS would case them to vibrate in a weird way)
  • Actor/camera shake intensity is no longer dependent on FPS (fix for anyone running at < or > 60 FPS)
  • Vioreapers no longer buzz when they aren't flying.
  • Added additional variations for Vioreaper's buzz SFX to better prevent phase stacking when multiple are on screen
  • Added SFX for Chain Splicer's chain spin + stand up / windup
  • Added SFX for waterfall in Slums Basement
  • Disabling Reflections in Options will no longer break background artwork in Slums
  • Fixed flashes not concealing crossfading during Onyx + Bunnies H scenes
  • Removed "Animation Work in Progress" message from Wraxe Lift H scene
  • Fixed console overflow bug that would prevent console from giving feedback on commands entered


H Scene Progress

This month we've added a load of new SFX to both bunny scenes, and also replaced the under construction intro segments for both the Thug and the Thug + Runt scenes for Onyx :D.  

We've also added back in the titjob animations into the Thug + Runt scene.  We still have to finish the transition between titjob and BJ, but that should be in next month.

Lastly we have an early version of one of the Onyx + Semi (muscle girl) scenes ready to add to the gallery :D.


Fleshpod Sculpt WIP

Demonu has made a lot of progress on the next Fleshpod sculpt!  This version is similar to the ones in Malise and the Machine.  In addition to his main tentacle he will likely have a spit attack.

The colors are still a WIP btw!  


Cat Sculpt!

In case you didn't see the previous updates and are wondering what catto here is for, we're planning on using him throughout the game for things like the tutorial, various side quests and random appearances in stages, especially in the foreground.

Kame's finished his sculpt, and I've done some cel shading tests for him in-engine :D. 


Spider Cavern Art Revamp

I've added the new background art for the Spider Cavern!  This is the fourth overall version I've experimented with, as it took a few attempts to get the desired paint style right.  Now that we have a good result, future similar maps in the same area and also other biomonster-themed maps should go more smoothly.  Xxoom helped a lot with painting the eggs and some of the fleshy sacs in the ceiling as well :D.  

I've also added reflections to the map, which I think came out especially nice with the wet slime on the ground.  And on that note, I've also experimented with using the water FX system for adding splashes and slime terrain FX.  We already have the squishy slime footstep / running / landing SFX from LewdK, but it'll take some modified code specifically for terrain types, as it turns out that the water system uses looping SFX for moving through water and we need individual footsteps.

In the next pass we'll break out the background layers and add parallax motion, and in the future the egg/flesh sacs and water/slime drips will get animated.  


Slums Street Parallax

We're nearly finished with the parallax implementation for Slums Street!  This one has a whole lot of layers, and we still have to paint some additional art to the sides of each section.  It's a bit difficult to tell from this small scale GIF test, but each structure moves independently at a different rate.

Aside from some experimentation with the crystal cave mock-up, this is the first chance I've gotten to test the limits of our parallax system.

One downside of our system is we don't have the benefit of a preview function, so it requires running the game to see where the various layers end up.  I have however figured out a workflow utilizing the math that doesn't require tons of trial and error, which is a big time saver.


Industrial Area Map WIP

The bones for this one came together quickly!  

This is the area directly before and that leads into the warehouse map you saw early versions of last month.  Limbo started with a sketch concept, from which he and Zydaline have been building off of since.  Once general composition and lighting is finalized I'll do an AI pass to unify the style, at which point it'll be broken back down into layers and overpainted for parallax.   


Physics Upgrade

A couple of months ago we finished the first part of this, which largely revolved around improving how Onyx moves in our weird beat 'em up perspective and handles when moving against environment colliders.  Mr. Kittyhawk has now caught actor interactions up with these changes, including what basically amounts to a full rewrite of the actor physics system.

The overhaul improves upon and fixes regressions with character collisions (and behind the scenes sets things up for some major future combat improvements).  Onyx can once again jump on and properly slide off of enemies / objects without jittering all over the place or hanging in mid air, nor does she any longer get popped up over enemies in certain situations.  She can no longer push bosses around like they are inflatable versions of themselves (and she doesn't jitter wildly when trying).  We've further improved velocity control when actors move against environment colliders, so that they don't speed up or move in the wrong direction when moving against certain problem angles.  These benefits also extend to enemy-enemy and enemy-environment collisions. 

We've also added a fix for dynamic physics on clothes/hair/boobs that was causing things to speed up at > 60 FPS, and creating glitchy vibrations when walking while the game is between 30 and 60 FPS. 


FK/DK Doll Low Poly + Rig

Last but not least, TK has finished both the FK/DK Dolls' low poly models as well as her rig!  Expect to see her in the engine soon :D.


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Comments

Anonymous

So excited for the next update

Anonymous

nice :D

Anonymous

Came for lewd gameplay, stayed for cat = D