papel: (Default)
2025-11-13 07:36 pm
Entry tags:

Release 7 hotfix 2

I just released hotfix 2 for release 7, fixing the following:
  • Cow and Orc sex scenes now unlock once you rape them once
  • Player customization and other options are properly saved and loaded again (note to self: node signals will trigger before global _ready runs)
  • Android version should no longer crash on startup
The android bug was an... "interesting" situation. I had exported the game checking "Gradle Build" and "Show on Android TV" on the Godot export options. Not only that ballooned the APK size to ~186MB, it also caused the game to fail to launch on phones. Testing on my own and using android bridge (adb logact), the error was this: AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: unknown reloc type 132099 in "/data/app/~~A0-ue8EXkHCB6SrdE8exwQ==/hentai.papel.sirknight-ExW0VeVknuk3LwmaLdZSEg==/base.apk!/lib/arm64-v8a/libgodot_android.so"


My next step was to try and search for that error on the internet. Some people have had it, but not many were in a similar situation where the installed game immediately crashed. Next, I checked whether I could replicate the error with an empty project. The apk installed and run fine, but that was also when I saw the "Gradle build" option in the export of Godot, which led me to try disabling it for Brave Sir Knight. I did it, the .apk dropped to ~81MB and boom, it worked.

I won't hold this against Godot like I am with the fuck up that happened on the signal functions magically receiving 1 extra parameter, since building for Android is like a black box of Google laced mystery.

Speaking of Google, it's good that they've been pushed back on their greedy idea of not letting people install sideloaded apps. The fight is not over yet and they WILL try to close the OS further one way or another, because fucking users is profitable.

papel: (Default)
2025-11-07 03:01 pm
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Why you should test before uploading and releasing a game

I uploaded Release7 today to great self fanfarre, only to realize 2 minutes afterward that the game was buggy. Worse, the bugs only showed up in the release/exported game. I spent the next hour or so endlessly cursing the engine for causing shit out of fucking nowhere and trying to understand what the fuck was going on. There was only one case that it was my fault, as the "Next stage" button was indeed improperly set up, and thus finishing a stage would just crash the game. Everything else wasn't me.

As I explained on my post on itch:
This is possibly the weirdest bug I've had the displeasure to meet while messing with Godot. Once I exported the game, SEVERAL signal connected functions were throwing errors, complaining that they expected zero arguments (correct) but 1 was passed. This wasn't an isolated incident, I had to manually add a _dum:int=0 argument to 10 signal functions so they would work again, 3 of them were simple _on_timer_timeout functions and another 3 were _on_screen_entered. Even right-clicking to Edit the connected signals showed that the argument list was empty, so how the fuck did that "1 passed" argument show up only in the exported game? Another two cases were on signals that expected arguments, then the error complained that 1 arg was expected, but 2 were passed.

This makes no sense because none of those errors were happening while playing via the editor, they only happened with the exported/released game.

Some considerations: I started this project all the way back with Godot 3.5. The previous release of this game was with 4.2, if memory serves. There is a possibility that something changed between these versions in how signals should be treated.


I am currently unable to replicate this problem with a dummy project, so I have no idea what the hell actually happened. One of the biggest headscratchers for me is that it wasn't every signal-connected function that got fucked.
papel: (Default)
2025-11-04 09:40 pm
Entry tags:

(no subject)

Haven't been posting here much, most of my progress has been on F95zone forums.

Anyway, these are the things that are done and more or less ready for Release 7, which I'm still hoping will happen this week:
* 6/9 Ending screens have been drawn
* The code for seeing said ending screens has been added to the gallery
* 3 princess sex (reward) animations are done
* The code for seeing only the unlocked stuff in the gallery is working - which includes the animations above
* The code for customizing the princess in the gallery is working - it also scales up when playing on Android, to make it easier for those players
* Code for unlocking endings and sex scenes is working
* The node that acts as the endstage has been updated to work with the new sex rewards, unlocks and with the endgame screen
* Changelog is now available within the game, not that it'll matter for long, but it's neat

Today especifically, I did hit a problem in the form of me wondering why a "mathematical" animation running from the _process function was working in one specific case, and not in another. Turns out that the framerate was the problem, as _process runs every frame, and my scene was coded to work properly at 500FPS, instead of the 60fps that the game is capped at. So, yeah, don't skimp on using the AnimationPlayer node when you're more worried about time passed no matter the FPS

Worst case scenario, I'll release R7 with placeholders for the unfinished ending screens. For R8 I might make a couple of new princess animations and the equivalent cumshot for all of them, as there is none at the moment. 
papel: (Default)
2025-10-13 11:07 pm
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Further progress with BSK

Today was more of an "eureka" moment for me rather than actual progress. I finally figured out how to create polygons that can be deformed with bones, not unlike how bone animation works in 3D (possibly it's the same logic in godot, but removing one dimension).
So, the step by step is the following:
  1.  Create a Polygon2D node;
  2.  On the lower part of the editor, where Output and Debugger are, click Polygon;
  3.  Go to "Polygons" tab of the subwindow;
  4.  Create the polygons that will be edited/deformed. They have to be triangles at least, but you can make any n-gon
  5.  Create the Skeleton2D and bones
  6.  On the upper part of the screen, just below the 2D, 3D, click "Skeleton2D" and "Overwrite rest pose"
  7.  Back to the Polygon2D, on the right side, there's a Skeleton property. Point it to the created skeleton
  8.  On the lower subwindow, click Bones tab, then, on the right part of it, "Sync Bones to Polygon" - this will make the polygon disappear
  9.  Paint the weights of each vertex according to the bones. The default weight is 0.5
  10.  ???
  11.  PROFIT!!!!!!!!

While I won't be using this on BSK, I will use it on my next project, whatever it happens to be - I mean, I still want to ditch game engines altogether and use "bare metal" SDL, but if I want to actually deliver anything with skeleton animations, I'll have to stick with Godot.

Anyway, for actual progress done today:
  • princess' tits have been drawn and animated into the handjob and missionary positions.
  • partial shading has been added to the princess' body (polygon2d around the color nodes)
  • drew a bunch of mouths + 4 eyes with a closed variant for the princess. I will probably make the iris a polygon2D so I can freely move it around the globes (might need masking to not make it go past the limit)
  • large player body has been drawn. Hands and feet look like shit, but hopefully they won't draw too much attention
papel: (Default)
2025-09-16 09:08 pm
Entry tags:

(no subject)

Managed to get some progress done today, before a blue screen of death got me off the computer to do chores and other stuff:
* Created the flags for unlocking each of the 4 monstersex scenes
* Created a cool wavy text that shows on screen when you first unlock a new sex scene - RichTextLabel is a great node type!
* The monster girls will only show in the Gallery once you've unlocked each scene
* Added a button in the Credits to unlock everything
* Figured out that large ColorRect nodes can be used as click blockers - this eliminates the problem of being able to click on a menu that's behind a window that should be your focus (for anyone wondering, if your menu window is a separate scene, make sure it has one ColorRect as the first child node and set its size to cover the entire screen, or at least most of it.)
* Several player stats are now properly tracked and saved to stats.cfg
* Added a new Player Stats window where you can see said stats. You can also reset it.


Answering one of my own points, yes, polygons can be used as shadows and highlights on top of normal images, as I was already doing so with some of the cow monster's details, like her horn color and eye irises. Turns out I forgot that.
The big sex scene is indeed an "always on", though I haven't checked how big of a performance impact it causes

As I upgraded to Godot 4.5, one thing that happened is that kobold archers no longer are playing the "gethit" animation, which makes them look weird on death.

God there's so much code in here that makes me question my sanity back then and right now.
papel: (Default)
2024-07-13 01:52 am

Release 5 out, now to think of visuals

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
papel: (Default)
2024-05-25 11:38 am
Entry tags:

Release 4 is live!! This post is late, too

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.
papel: (Default)
2024-05-13 06:55 pm
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Gamedev diary, entry 38 - Hey, Godot has a debugger that shows RAM usage!

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"
papel: (Default)
2024-04-06 08:51 pm
Entry tags:

Gamedev diary, entry 37 - New enemy, new old problems

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.
papel: (Default)
2023-12-13 06:26 pm
Entry tags:

Gamedev Diary 35 - Back on track

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
papel: (Default)
2023-11-04 10:27 pm
Entry tags:

Gamedev Diary 34 - HDD woes, on/off work

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)
2023-10-10 10:40 pm
Entry tags:

Gamedev diary, entry 32 - Release 2 now online!

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.
papel: (Default)
2023-10-10 12:12 am
Entry tags:

Gamedev diary, entry 31 - Small steps

* 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)
2023-10-06 04:15 pm

Gamedev diary, entry 29 - Release 1 now ONLINE!

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!
papel: (Default)
2023-10-03 11:31 pm
Entry tags:

Gamedev diary, entry 28 - Feels like I'm edging everyone, including myself

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!