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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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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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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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* 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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Didn't work on it today. I've also been noticing that my hard drive seems to be reaching a failure point. Thankfully, I've been doing backups whenever I finish working on it, going back to the beginning of the month, so if the worst happens, at least this won't be lost.

Basically, it seems that my hard drive isn't managing to keep up with the actual read/write of my daily use. For instance, Godot often hangs when I open something or load a new image file, something that also happens in the compiled test game - it loads player and princess parts from the disk, so I had it hang more than once. This also happened in RPG Maker games I've downloaded, where a texture or image would take a long time to load, over 3 seconds, despite being relatively small (sub 100kb)

These slowdowns, while annoying especially given their frequency, weren't too bad. The problem began today when some programs were silently crashing for no apparent reason and simply refusing to (re)start at all, namely Godot, Blender and Krita. They very briefly opened a command line window, which closed in less than a second, and the process was nowhere to be seen in the Task Manager. My HDD usage was at 100%, due to steam downloading game updates, and those things took forever to finish, too. Steam kept chugging for around 8 hours to fully download and patch around 20GB of games, and I couldn't "work" in the meantime. To make matters worse, after restarting my computer, messing around with Godot a bit, it silently crashed after I tried to open an existing scene.

I'll probably set up my reserve laptop to continue working tomorrow, as my main machine isn't exactly reliable atm.
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Didn't do much today, worked on the design of stages 2 and 3, mostly. They're all a mess, visually speaking, but they have enough stuff in them to work as actual stages. Nothing to write home about. Stage 2 is more vertical and Stage 3 has two "paths", one that should be faster, but way more dangerous, and another, safer (no pits of instadeath), but slower. You can probably speedrun it all in a bit under 3 minutes.


I hope to get to fixing some graphics tomorrow, I think a v1 pre-alpha-demo-beta-early-access-preview will arrive before the month's over. Dunno if it's because I've been working on it for a month now, but it's not feeling -fun- to play. It's very barebones, maybe future spices (power ups, sex animations, general polish, etc) can make it more interesting? Gonna worry about that -after- an initial release and I get some player feedback.
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Weekend edition, first posted over F95:

* Spent some time organizing the princess' Krita file, I'll probably release a copy of it and the Kobold when I release the first version of the game, so anyone can draw stuff for their own game and maybe distribute.
* Drew 2 more hair styles for the princess, one short (kinda inspired by Cure Black, might give it more length) and one that covers the eyes. The latter doesn't cover the ears, so it ends looking odd.
* I've set up a number of human colors for the princess' skin and hair, so the player can decide whether they'll want "inhuman" (elf, orc, furry-adjacent, whatever else I come up with) princesses or not. Skin variation below - hair variation is black, light-ish black, brown, redhead and blonde

I've also started feeling kinda directionless again, since I was drawing more stuff than actually needed and simply messing with customization options despite not needing to, so I've made a proper tasklist to work on:
[PRINCESS]
* Fix her hands
* Fix her idle animation
* Fix the layer order of her being carried animation (send the back arm behind the player)
* Tweak the being carried animation
* UI for her health (only show while she's being carried)
[OTHER]
* Draw 2 spears for the Spike Trap - ED3: Partially done. Drew one, with a metal tip. I did enjoy making the animation do a little "shake" once it fully extends
* Make an arrow shooting trap
* UI for player health
* Design an actually playable stage 1 - ED3: Partially done, the stage has about enough to "get" what you'll be seeing going forward. Should be trivial to clear under 2 minutes the first time around.
* Separate stage timer from Global (total) timer, so it can be reset properly - ED3: Done
[BIG SEX ANIMATION]
* Draw the fucking pieces already (been "promising" this for over 2 weeks now)
* Animate at least "From Behind" and "Mating Press" positions

[RANT TO SELF]
Regarding stage design, one thing to keep in mind is to also keep it simple. I don't need all enemy types, I don't need all the traps, I just need enough to slowly present the challenges. Present a challenge with little to no stakes, then amp it gradually. One failed jump makes you backtrack a bit, the next one forces you to backtrack more. Two jumps later, one where failure is a death.
[END RANT TO SELF]

I probably won't have much time to work on these things today or tomorrow (weekend fun, gotta unwind!), but it's good to list them out so I stop doing "whatever" and regain focus. Keep an eye on edits to this post.

EDIT1 - Been designing the first stage, messing with the enemy spawner, and came a cross a bug that I've yet to solve. Spawned enemies become invisible if you grab (rape) them. Trying to figure out how and why that's happening, because checking the Remote scene (a debug vision of the nodes), nothing has been modulated to Alpha 0 (full transparency), nor has anything's visibility been turned off.
- Turning on collision shapes for debugging, the entity completely vanishes, as if i had just called a destroy() or queue_free(), to completely remove it from memory. It's "as if", but since the node is still showing up, it's not being "destroyed properly". The most direct fix is never allowing the player to grab a spawned enemy, so this never happens, but I'll be damned if I don't figure out what the fucking fuck is going on, especially because it fucking used to work in previous versions.
- On spawn, it's also affecting other enemies already present. Jesus, what the fuck is going on
--- I've figured one of the problems, which was causing collision boxes to change shape (this was a problem because one of said boxes was the line of sight of the Archer kobold), was caused because the CollisionShape2D were not "Local to scene". Not sure if this is the "right way" things should be, but it took a lot of time for me to figure that. Still working on the "disappearing" problem above

EDIT2 - Well, turns out the problem was the fucking position. After testing with a different scene/spawning methods, I've saw the kobold in the "wrong" place. Being spawned, the enemy's actual position is a sum of its own + the spawner, something I had previously fixed but apparently commented again because of some problem or another
-- Anyway, the actual fix was changing this line, that positioned the kobold:
>> position = player_node.position + player_node.eoffset.position
into this
>> position = player_node.position + player_node.eoffset.position - get_parent().position
PROBLEM. FUCKING. SOLVED. My fucking god, that made me go in circles needlessly. Worst of all was having to deal with the collision thing not working, but at least I've found a way around that.
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Despite what I've said in my previous post, I've actually began transferring the player textures to the Transform nodes. As a safeguard, I haven't deleted anything that is currently present and already working. Thus far, changing the textures of the player's facial features and bodypart colors is working perfectly. Also, instead of normal Arrays pointing to the textures, I've made new Dictionary variables. This means I no longer have to use a "match" functionality, which reduces written code a bit.
Further work is aligning them with the bones, checking if all animations are working fine, then finally remove old texture nodes and references to them in the code.

Should've spent time drawing parts for the princess, but did nothing. Blergh.

Today was also interesting because I've caught wind of Unity's extremely asshole announcement, where they want to charge 20 cents PER INSTALLATION from every developer that manages to break a threshold of 200k lifetime installs and 200k dollars revenue in 12 months. Oh, that'll apply to already released titles, if they broke the minimum requirement, they'll be charged starting Jan 1st 2024. I sure feel glad I've never got around learning it, the bloat was unbearable. I've spent a significant amount time today discussing the matter around Lemmy. If I had a boss, he'd be yelling at me for being unproductive. As I'm my own boss in this project, I say "count that as R&D time"
- Unity's blog detailing the idea - https://blog.unity.com/news/plan-pricing-and-packaging-updates
- Some of the backlash - https://www.eurogamer.net/unity-backtracks-slightly-on-plans-to-charge-developers-for-game-installs

With what I have right now, I could probably work on another game idea I've had for a while, that involves lot of sex, a more straightforward "catch and rape" type of game. Future idea, not gonna work on it anytime soon, gotta finish the current one first.

On a smaller note, I had shit sleep last night and need to buy some anti allergics. Hopefully I'll have a better night tonight
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