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How I say earlier, now I trying to do game how it planned by myself and change a lot of things, and I want to show process to you, my dear Patrons ^^
But I still thinking about how to solve some issues, so not all bugs are fixed and here appears some new, and I have not time today to fix it all, so they will be fixed in later days, so do not judge strictly ^^'

Good that I get source files of last build, so I will not spend time on 15% of game, because 15% already done and no need in changes ^^

Here is a link to the game: Amour v0.21.zip

 Known bugs:

  • Sport Girl sometimes jumps vertical after death and block bullets
  • If really try, then a shot from the weapon can go looped and follow you through the menu until you launching the level
  • Gallery disabled, anyway here was no new characters and still 2 locations, because I can't work on animations during I work on code ^^'' but anyway you can watch all animations in previous version ^~
  • Enemies sometimes just dissapears after you hit them without death animations
  • Some enemies who should die in air not launches airDeath animation
  • headshoots not increase damage on pistol, rifle and shootgun 
  • Enemies from 1 and 2 location have the same hit points
  • Last 3 levels of locations is too long
  • Some monsters start their get hit animation with "Set" option instead of "Add" option, so sometimes it looks like they sliding on the ground
  • Hitboxes of enemies was not disabled few sec after they start their death animation so they can catch some additional bullets by their bodies
  • Characters has wrong size in perspective
  • Shoots flame animation works incorrectly
  • Sometimes enemies can lags and warps on few pixels to front

                                                                
Changelog                                             

-Mobs and damage system

  • Sport girl now can play her jump animation 
  • Fixed some hitboxes on Nerd and Teacher enemy
  • Reworked damage to armor system, now it work much correctly, and some armored monsters will not get damage from pistol, rifle, shootgun in their chest, only in weak points (at current moment near to all armored units have weak point on the head
  • Birdman now use it fly animation from 6 level of location
  • Reworked moving system, 2 scripts was combined in one and get simplification (This is another change where you will not see any differences ^~)
  • Reworked enemies massives from scratch, now it much easier to coding 

-Interface

  • Reworked battle interface buttons, now it show which weapon is currently used by player
  • Timer now changed on monster left counter
  • Added HP in interface, ammo and shells (also in right up corner was debug window with reloading and ammo, this will be here in some next builds)
  • Added reloading circles on weapons panel
  • Added indicator of escape from ero-animation and button (also during few versions until will be added hero upgrades you will need to hit space only 10 times instead of 25)
  • Added upgrades for weapons
  • Gallery now will also work like bestiary, where you can watch enemies description and abilities, at current moment enemies not have description

-Weapons and bullets

  • All weapons get planned parameters of dmg, reload, rate of fire and etc., and now the playthrough is a look like a challenge, instead of... just shoot from rifle and you can complete all levels (but yes, on max level upgraded rifle now you can do the same ^~)
  • Change design of bullets for pistol, rifle, shootgun, bow, sniper rifle
  • Changed speed of bullets
  • Shootgun now shoots like shootgun
  • Now arrows are stuck for a short time in enemies
  • Bullets now uses animations of hit

-Locations and levels

  • Location system was totally reworked, if earlier it was launched on different scenes - now it launches on one scene, this make easier to coding but you will not feel any differences  ^~
  • Bit changes in background designs and they placements
  • Reworked system of platforms, now it will be always platform of 3 level (Yes I planned that player will upgrade platform to get advantage of standing higher, but now I think that it is not important and better will be if player will always have 3 level platforms)
  • Changed hitboxes of levels (now it looks like player shoot in ground), added scripts which prevents player to aim and shoot backwards

-Saving and loading systems

  • Rework of saving and loading system (because in that, what has been, was used wrong libraries)
  • Now it saves after level, instead of saving after every shoot of gun ))

-Sounds and Music

  • Changed main menu music
  • Added hit sound to arrow (but I not like it and I think I will change it a bit)


I think for 3 weeks that was a good result ^^ So now I can say that all was better than I thought ^^


                                                                                 
Upd:
v0.21 changes -

  •  Music in anchient ruins location and in university location now different (music was the same - bug from 0.2)
  •  Pistol and rifle now have sounds (no sounds - bug from 0.2) 
  •  Bazooka now have normal sprite in upgrades (bazooka have sniper rifle sprite in upgrades - bug from 0.2)  

Files

Comments

Tiffaniana

Good game so far. A couple things though: 1. The sportswoman sometimes jumps after being taken down and can still be hit while doing so. This is extremely jarring when there is a storm of other fast opponents approaching. 2. The 100% damage reduction when not shooting the rector in the head is a bit overkill. I would recommend halving the damage or something. 3. The price for the ammo is not displayed. As a result, I was very surprised when the second gun required 100 for ammo while the first only required 20. 4. Highly recommend to make the enemy combinations more difficult than just spamming enemies to make it difficult. Being in a level and shooting the same spot about a 100 times with only occasionally having to aim at someone's head tends to get boring quick. 5. The nerd scene is half out of the screen. If possible, I would recommend having enemies come from 2 sides to make the game more dynamic, but slowing down the faster enemies slightly to compensate. Very good game and concept. Would love to play it again. P.S. Did not go to the second location yet. If I find anything else there, I'll let you know.

Octopussy

Thanks for review and thanks that you write suggestion and about bugs ^^ 1. Yea, I know about this bug, I already was wrote about it in the post ^~ 2. At current moment enemies has no description, and here is impossible to get information about that this damage reduction was because rector and teacher was a armored monsters, bullets of pistol, rifle, shootgun was not able to damage them into any points except weak points, at current moment their weak points is a head and hip 3. Oh, you right, I will fix this problem ^~ 4. This will be ^~ but there will not be 2 sides, because here is be many problems from one side, at current moment old spawner was works too bad, it just randomly spawns monsters, but here should be pretty smart AI, for example - launch rector and stack of 6-10 Nerds (because they are swarm type enemies) right after him, that they will be defended by him, and in the middle of his way AI should launch sportsman or sportsgirl according on what type of weapon player hold, so this will be not so easy even on first location, next locations will be harder, because how you can see in castle there will be very fast enemies, flying enemies, (also lizardman should cower it head after hit with hands to defend, but I not added this yet), in jungle location will be enemies which can be Invulnerable for few seconds, enemies who fly fast, enemies who can spawn little enemies after dying, in deep coral location near to all enemies will fly (because this is underwater location) But I think about amount of levels on locations and amount of enemies on them, because 3 last levels on locations was takes too much time to complete them 5. Hmmm, I will fix it ^~ anyway, the size of characters and animations is still wrong and all this will be fixed later, I was wrote about that in post too ^~

Albatros

Very strange, I discovered your game, Lorain is on the site and I really liked it. I decided to become a patron, while for one dollar and saw a new game. I thought the new game would be better, but it turned out to be a terrible, senseless shooter that is completely uninteresting to play (and it is impossible, because of the low rate of fire, I could only remove one enemy). Tell me, will you continue to do Lorain soon?

Octopussy

Hello, thanks for your comment! YES OF COURSE we are continuing our work on Lorain now! But this game is a big one so we need to do something else in order not to let our subscribers get bored! So we're doing Amour too, althoug it's a bit hard for us because of the problems with programmer we wrote about in previous posts... But we will do our best to make it better!!!

Lokas

How to use gallery mode

adada

Hi, how long until the next update?