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https://parallelpapel.itch.io/bravesirknight/devlog/764274/release-5-is-out-stage-redesigns-no-new-adult-content

Some much needed level redesign was done for R5. I was initially torn between releasing it or holding it back until I could add more adult content. In the end, I opted to release it, as getting feedback on the level design would be useful.

My to-do list right now:
* New shield enemy, that is invincible from the front - possibly bear or cow
* New ranged enemy that throws a chakram or something that flies in a C curve - possibly feline
* Make a decent main menu screen
* Make proper graphics for the control scheme on the main menu
* Make better looking tilesets (note to self, tiles have to be 50x50 in size)
* Make better looking level backgrounds
* Find one new music to use for stage 3
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Forgot to post here that Release 4 is available for download and browser play from itch.io. There's also an APK for Android devices!

The first upload had a visual bug that I completely missed, so I fixed that and reuploaded as R4a. Thus far, no other bugs have been pointed out, which makes me happy! On the other hand, a number of QoL have been asked for, mainly on F95, which is very understandable, though I may not put the effort into all of them, as I want to finish the game, not keep it around as a forever project. There's a lot I learned with it, so, once I move on, I can do something better.
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After a long time, I've worked on the cumshot animations. Right now, they're as amateurish as they can be, but it's better than nothing, I guess.

What's more interesting, however, is that I found by complete chance Godot's built in debugger, which shows how much RAM each resource is consuming. I obviously checked it and had my eyes pop when I saw that each piece of the princess was consuming 8.44MiB (side note: MiB is mebibyte, which is 1.048.576 bytes, unlike 1.000.000 bytes that compose a megabyte. They're close enough that i'll just call them megs anyway), to a grand total of over 165 megs of RAM! Let me reiterate: the graphics for the princess alone were hogging over 165 fucking MiB of RAM

Yeah, I was not pleased to learn it, though it did teach me that images with big areas, even if unused, will eat your RAM. The computer has to map all the fucking pixels, after all, so it makes sense.

Fixing that, however, will require some rework, since all the pieces have the same size and origin point, they all come "in the right place" once imported. So, once the size falls from 1000x2000 to 140x400, the origin changes drastically. Rotations will be all over the place. It's not something I might work for Release 4, but I'll definitely work on it sooner or later, also for other parts of other entities, such as the player and the kobold.

As of right now, this is what's possibly going to be in R4:

* Android version with on screen controls - fully implemented;
* New enemy, goth orc - partially implemented, lacks facial expressions and big sex animation;
* Cumshots - partially fully implemented for the kobold;

ETA? I wish I could say "this May", but my actual work is a little box of surprises every once in a while. So R4 could come "this May" as it could "later this year"
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Copying from my F95 post. Right now, imgbb isn't loading for me, nor is postimage.cc or even postimage.org, so no image uploads.
------------
So, having some trouble with my orc animation right now because of my own code working against me.

The problem: checking which sex scene to play happens both in the player AND the enemy's scripts. This is terrible because instead of having only one place to look at in order to fix, I have to keep checking two. How is this biting me in the ass? In the form of me not creating a "sex_on4s" for the orc gal. Since that part is written in the player script, I either work on a fix there, or create a proper "sex_on4s" animation for the orc, or create a dummy to stop some of the errors.

As if that wasn't enough, I also have to contend with this shit:


Yes, the face, hair and breasts are on the wrong side. Why? Because fuck if I know, Godot apparently hates working with bones. Keep in mind, this kind of error happens all the time with the orc gal in the editor, though a simple advance on any animation fixes everything's positions.


That's from the editor. Why in the fucking fuck that happens? Turns out it's because I'm being "lazy": the textures for the hair, chin, ear and face are all separate nodes, child nodes of the head shape. This means that, in theory, dealing with the parent node alone should replicate every position and rotation to its children.

This, however, becomes a problem because I'm not doing that straight on the textures, I'm doing that through a "RemoteTransform" node.
I'm not using these RemoteTransforms on the kobold enemy, but I'm using on the player and the princess, and the player's head textures can very easily "glitch" [URL='https://f95zone.to/threads/released-help-me-brave-sir-knight-a-godot-dev-diary-previously-just-sharing-my-great-idea.171385/post-11784188']if you move left-right fast[/URL], the head takes 1 extra frame to get in place with the rest of the body.
- Now that I actually know the fucking cause, I also understand why this is happening: Godot draws stuff on screen going from the bottom of each scene upwards. Child nodes are always drawn before the parent nodes. Due to the RemoteTransform, ONLY the parent node will be affected, a change that won't travel down until the next frame. Why, however, it's not properly updating while fucking the orc gal as shown way above, I still don't know.
- See, remote transforms were supposed to help in order to properly align the draw order of textures: you put the remote as a child of the bone, then just point to the actual texture, which will ideally be ordered elsewhere, so that it's easier to rearrange what piece goes on top of what, like breasts show on top of the torso, boots show on top of the shins, etc. But Godot's entire draw order is one of the most infuriating aspects of the engine. As I said above, it draws in a reverse vertical order, whatever's at the bottom of the scene's node list is drawn first and on top of other stuff.

Another annoying bug that popped up is that after fucking the orc, she'll remain stuck to the player.

On the bright side, she's properly attacking, being hit and disappearing if she dies instead of fainting.
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Had some time to work on the game on the last few days, still nothing on the art side, though.

* Android version (APK) will be available with Release 4. If the device is not compatible with OpenGL3, the game will either instantly crash or stay stuck in a black screen.
* Added mobile control buttons. This was extremely easy, thanks to Godot having a TouchScreenButton node which does all the heavy lifting of emulating a specific Action key being pressed
* Added sliding bars under Graphics Option for touch controls' opacity and size
* For Android and Web, all menu windows will appear larger, which should make it easier to tap some buttons
* Moved Princess related configurations to the Customization tab of Options
* Made the Exit button only appear if the game is not being played on a browser, in order to avoid people "crashing" the game while playing straight from itch
* The problems with jump height and FPS should be fixed
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At first, I only posted on F95, but basically my HD had a failure that finally made my lazy ass work and change the ol' spinner for an SSD that I already had laying.

What happened: earlier this week, after I turned the computer on, Windows did a Disk Recovery before booting proper. That it happened was a yellow alert in my head, that it took some 20 minutes to finish was the red alert.

Luckily, regarding Help Me, Brave Sir Knight!, I only lost two files, one was one of the boots of the new plate armor, which was trivial to recover thanks to my external backups of the game, the other was my WIP of the new enemy, an orc gal. It was "near finished", but I wasn't too happy with how it was looking, so I can't say it's a big loss. I did lose several other files around the HD, it went from ~330GB free space to ~450GB, so yeah. Luckily (?), a portion of that was from installed games, so no loss there.

With this, I've decided to take it easy, finish transferring whatever still needs to, and go slow. I'm in no hurry, as this game is a side project with zero cash incentive for me to continue, so it's a perfect definition of passion project.

Anyway, I've mostly been playing games after the HD failure, de-stressing is important. Hopefully I'll get back to drawing more stuff the coming week, both a new version of the orc gal, plus a furry monster girl, still thinking between a tiger girl or gnoll.
papel: (Default)
https://parallelpapel.itch.io/bravesirknight

Release 2 is now available for browser play and download (windows and linux)!

Besides what I did in my 2 previous posts, I added some scale details to the kobolds' sex animations, as well as an option to choose between anal/vaginal penetrations

Now it's time to figure out what to work on for the next release. Off the top of my head, I can only think about graphics:

* Make a proper series of body parts for the player character;
* Make decent looking tilesets
* Make backgrounds
* Add an effect to hits that land
* Add a death animation for the bat, as right now, it just disappears

I could also use some extra female groans, moans and grunts to use with the sex animations, that'll require some time looking for free sounds around the 'web.

On another note, the face of the kobold in the mating press animation is something that I definitely want and will rework, but as is, it serves it purpose, so it'll remain for some time.
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* Finished the first princess' reward animation, cowgirl riding;

** An anal variant will have to wait, as it seems Godot has a bug when you try to apply masks (textures with a "subtract" material blend) to stuff that's above Z level 1, it just shows a fully black shape.

* Added a gallery version of the stage exit, it plays the animation when you reach it;

** You can also change the princess' skin color in this gallery mode view, though it will only apply once you restart the animation;

** It does have a UI bug, if you pause the game, mouse clicks don't register on the pause menu. Keyboard still works for up/down and confirm buttons. Still trying to figure out how to fix this. It's not the Z index, I've even set the pause menu's Z index to 20, non relative, and it still doesn't capture mouse input properly. Moving the nodes around fixed it, leaving the player node as the last one makes the menu work again. I *really* hate how Godot doesn't offer an easy way to define GUI input handling order.


Tomorrow I'll probably add some details to the kobolds' large animations, mostly scales on their bodies, and see if I can fit an option to change between anal only -> vaginal only -> random hole sex animations
papel: (Default)
After, what, 2 months?, the very first release of the game is now available!

https://parallelpapel.itch.io/bravesirknight

If you find any bugs, be sure to comment here or at the itch page above. Have fun!
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Very small progress these past few days, and expect further progress to be slow this month. Work is really biting my ass, so I can't dedicate as much time as before.

Anyway, I've managed to fix a bug that'd cause the player to randomly be unable to do anything after an attack. The culprit was an animation key. I've drawn a kobold head for the laying/mating press big animation, but haven't finished it properly yet. I've also created 3 pieces of top clothing for the kobold enemies to wear, give them nicer looks.

Once the head is done, I'll probably release V1.

Plans for the princess will probably wait a V2 release. I'll work on adding some logic to get a different reward based on how many enemies you raped before finishing the stage, getting the best one by not raping any. I might also add a bit of logic to make the player recover 1 health when he first rapes an enemy, so there'll be mechanical reason to do that, a double reward!
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* Added several sounds all over (player attack, enemy attack, being hit, touching the floor), now it feels more like a game instead of a hastily put together demo. Still needs music.
* Drew a different piece for the "on fours" big animation
* Drew a new undercock to be used with the big animations. Still needs the balls

One thing that slowed my sound progress a lot was my HDD failing (turns out I didn't migrate to my other computer) coupled with me insisting on using OggVorbis instead of MP3 for the sound. Converting the files takes much longer than it should because of the fucking hard drive. Hell, even moving the converted pieces into my project's folders stuck for a whole damn minute on 98%, just because.

Also, despite me talking about consistency, the sounds thus far are not exactly consistent. They're serviceable, but one could easily tell that something sounds kinda off here or there. A full release right now weighs 86MB. Not bad, considering the executable alone is 68MB.

Adding sound also made me find some small but annoying bugs with how my animations change. If the player gets hit while running, the sound won't play. Took me some 40 minutes to figure out the problem within the code, as I have redundancy when changing animations from there and forgot about one of the functions.

Tomorrow I might get to work on the big animations: save the separate parts, bone and animate them.
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* The problem with my spawners from the other day: the total number of nodes changed, and my code checked for a specific number of nodes before spawning. Basically, since the new graphic added one extra node, the code no longer worked.
* A couple of new clothes for the princess, one rag and one frilly dress in 3 colors

* I've also made some kinda good looking tiles, gonna put them on all stages now

* I also made an extra head for the princess, but it looks... Well, like shit, since all head parts expect a thin head shape. Here's what they look like - https://ibb.co/album/Vp09Vb
* Currently taking a look into sound effects and music, as thus far I've completely ignored both. Only after spending around an hour on Mixkit I saw the piece in their terms that "You must not (...) use an item in the context of adult content". Fucking hell... Freesound has some stuff, but the professional sites/services offer consistency, so sounds don't sound like "randomly downloaded off different sites".

So, besides Freesound, here's some other places that offer royalty free sounds, if anyone reading through this happens to be looking for that:

Artlist.io (through free trial)
https://www.zapsplat.com/
https://www.freesoundeffects.com/
https://freesfx.co.uk/
https://99sounds.org/
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I found a really neat bug that completely fucked up my whole customization part, hooray! 😠😡🤬

What happens is: on an exported project (the thing players will play), the game simply doesn't load player and princess' hairs, noses, eyes, etc.

It took a LOT of time for me to figure it out, but the "problem" (the png files aren't exported, they're converted into godot textures and stuck in another folder) was that I was checking specifically for the .png, which no longer existed. Obviously, I spent hours sifting through github and reddit for people with similar problems


Luckily, thankfully, I could still check for the ".import" files, so changing just some 6 lines of code fixed everything.

A bit more technical detail: my code checked for all existing .png files in the folders of the knight and princess. Because the check was specific for that, if those files ever go missing, which they do when you export the project for release, it fails. Mind you, even if the files "don't exist", they're still present as .ctex files in a hidden .godot folder, any attempt to load your images, like "load("res://image.png") will actually grab the contents within ".godot/imports/image.png-03u2r983y94212.ctex"
So, since the files still "exist", or at least trying to load them point to the "right" file, I changed my check from "image.png" to "image.png.import", and it worked. Loading still happens as "load(image.png)"

As for actual progress:

* Made the graphic for the entrance/exit

* Made the graphic for a "Kobold nest", so the player knows where enemies spawn from. - This also led to some previously placed spawners no longer working. Gotta love this kind of things breaking for what feels like unrelated reasons. Anyway, the fix was enabling the "Autostart" flag on them all. I still need to add some sort of minor animation to indicate when it's been destroyed. Since I didn't make it as separate layers, I'll probably have to take a easy way out, make the image tremble a bit and fall under the floor or something.

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Managed to get some stuff done today:

* Made the princess' idle animation less wonky
* Made a proper death animation for the princess
* Added a toggle and working selection for player helmet
* Created and added UI to indicate player and princess health
* Created clickable button to bring the pause menu during gameplay


<- the UI. Nothing currently animated, but it does its job. The princess' health gets semi transparent if she's not on the screen

A number of weird flicker glitches are happening on the player animations. If you left-right too fast while with the helmet, you can pause the game and see the helmet on one side and the head on the other, as well as the torso facing one direction and the arms the other. No fucking clue on the cause yet. Case in point below:

Despite the pause menu, it's visible that an arm and the helmet aren't aligned


Another weird bug is causing a function that only happens when the princess gets out of the screen to fire repeatedly while she's flickering from invulnerability after being hit. Had to make a check for the "is_invul" variable to make it stop, but seriously, some stuff is just beyond weird

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