Others Crisis Point: Extinction [v0.47] [Anon42]

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ssj782

Engaged Member
Apr 19, 2019
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You missed a platform on the far right of the Summit, you should be able to jump up in the right-most room over there
Its probably an issue with not knowing that a very specific pillar doesn't count as background, and can be jumped on. You may need to color it brighter or something so we know it can be jumped on, unlike every other pillar on the map.
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
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Its probably an issue with not knowing that a very specific pillar doesn't count as background, and can be jumped on. You may need to color it brighter or something so we know it can be jumped on, unlike every other pillar on the map.
Gotta love game development lol. Now that you've pointed that out, I know exactly what happened - that pillar USED to be brighter, but someone else had an issue where they thought one of those pillars in another area was a roadblock, even though it had no collision so I darkened the pillars to make it clear they were a background object without realizing it would impact that specific pillar that you use as a platform. I changed the tiles there to make it clear it's a pillar now, so that shouldn't be an issue anymore in future versions.
 

ssj782

Engaged Member
Apr 19, 2019
3,406
5,112
Gotta love game development lol. Now that you've pointed that out, I know exactly what happened - that pillar USED to be brighter, but someone else had an issue where they thought one of those pillars in another area was a roadblock, even though it had no collision so I darkened the pillars to make it clear they were a background object without realizing it would impact that specific pillar that you use as a platform. I changed the tiles there to make it clear it's a pillar now, so that shouldn't be an issue anymore in future versions.
You could always just darken the top 'platform' part, so that it doesn't make the pillar look like a roadblock? You might even want to dim the pillar so it looks like a background object (like it is), but have a thin bar of the darker color on top to show that its a platform.
And if that still messes people up, just make the whole pillar a background, and make a small (lower) chunk of stone coming off the platform to the left. Honestly, that platform was so close to being capable of jumping to (your feet almost clip when you jump to full height), you could just lower the collision a few pixels and remove the need for the pillar platform altogether.
 
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Camors

Newbie
May 23, 2017
33
26
Sorry, but I don't plan on changing the BE mechanics any further, at least not for the moment. The most I can see doing is allowing the player to climax quickly while masturbating, like you were in a sex scene, to get things going quicker - but the entire point of the BE status is that it tips Alicia over the edge, and makes her unable to control herself. Giving the player options to control themselves despite that wouldn't fit within the game's universe, and I can't see any in-universe reason why beating an enemy would reduce Alicia's libido.

As far as the clothing goes, I'm not going to add the ability to pick your clothes back up, because eventually masturbating will not remove your clothes. The plan is to have clothed variations of every animation in the game, and masturbation will not remove your clothing, but rather take on whichever animation fits their current clothing state. Since the game is still in development, and our animation pipeline is extremely behind the rest of the game's developments, that won't happen for probably a long time - but adding the ability to pick up your clothes again would just waste development time, since it would become pointless later. It also wouldn't make much sense for copies of Alicia's clothing to just be lying around; despite my gameplay-first focus, I still make sure everything fits within the logic of the game's universe.
Understand. I though about kill enemys to slow down the libido because I though that shoot in the people that is making you horny and kill it it's a good way to control yourself, even if you are at your limit. But I understand if you dont want to change it; just been able to skip the masturbate scene it's good enough.
About the clothes, that's really nice! I though you wouldn't put other animations, cause I though it would be too much work; but, if it's already in your plans, great, we can wait.
Thank you for your answers, love your game. Good luck!
 
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broly965

Member
Jul 6, 2017
354
215
Probably a trivial question, but is there a way to use analog sticks instead of d-pad?

Edit - Nvm it does use analog too.
 
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Anon42

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Jan 30, 2017
401
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(The following is (mostly) a copy-paste from our If you like what you see, )

Hey everyone. Like I said last week, we won't have a huge amount of stuff to talk about between now and the release of v0.38, so this will be a relatively small update. That said, I do have one thing I want to show off this week!

Before I get started, I want to clarify that Area 5 is NOT going to be in v0.38 - I'm working on aspects of it now to get ahead of the game, but it's not going to be officially introduced until v0.39. With that out of the way, I dunno if anyone will be as excited about this as I am, but here you go, another preview of the Area 5 tileset:

Tileset-Preview.gif

As you can see, this tileset has had some pretty significant work put into it! Puffernutter has finally had some free time to devote to the game, and as she worked on it, I had an idea to give it some extra flair. After many hours of trial, error, and reworking the rendering pipeline, the effort resulted in what you see in the gif above - auto-animated background tiles, with VERY low performance impact, and no extra effort required when creating the tileset or tiling rooms!

actual tileset.png

This is what the tileset pieces look like normally. The effect works by using a shader to search for those bright pink pixels, and then removing them from the final image completely, essentially cutting out those pixels so you can see what's behind them. Behind the main game render, there's a scrolling, multi-colored texture, so when the shader cuts out those pink pixels, you can see that scrolling texture through those pixels. If you could see the texture as a whole it would look rather ugly indeed, but since only small amounts of it are visible through the tileset, it results in giving the tiles a rather unique and interesting animated border. I'm personally super excited about the way this looks; I'm not very artistically inclined, as far as actually drawing art goes, but I love finding ways to use programming to enhance the visuals of the game, it comes a lot more naturally to me.

Anyway, aside from that I don't really have anything to show off this week. Orex is still working on the Torguis H-scene, Red is still finishing the slime CG, and I spent the rest of my time this week on making more level designs and implementing conversations/voice acting.

Because of the animation and CG pipelines being so backed up, I'm afraid that there's not going to be anywhere near as much H-content as I wanted in this update - at best, we'll have the reworked Slime CG, the new Torguis H-scene, and the reworked Alraune BE H-scene. I'm looking into my options for increasing our animation speed output, and I'm hoping next update will be an improvement in that regard. I'm very sorry that this keeps happening; believe me when I say that I'm just as frustrated as you are that our porn content is falling so far behind the rest of the game's development, and I'm going to do my best to improve the situation, even if it means picking up animation work myself again. For this moment, though, all I can do right now though is ask for your patience, and give you my sincere thanks for sticking with us despite the setbacks; it truly means the world to us.
 

Yakaro

New Member
Jun 6, 2019
12
2
I have problem with corrupted save , pls I don't want to start the whole game over with each update
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,658
By the looks of the area design, am I right in thinking its a crystalline type of biome or am I way off? Regardless, even this little snippet gives me the impression the scenery alone is going to be a feast for the eyes.
I can't say you're entirely correct, but I can't say you're entirely wrong either :p

I have problem with corrupted save , pls I don't want to start the whole game over with each update
Iif you managed to corrupt your save somehow I doubt there's anything I can do to help, but I need more details before I can even try to help, man. Saves typically transfer just fine between updates so I'm not sure what's wrong without more info
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,658
How can i save the game? Every time i turn off my Enternet the Save game kinda allwats unsaved....
I'm sorry? Crisis Point has no network interaction whatsoever, everything should function just fine whether you're connected to the internet or not. The game uses save points so you can't save anywhere you want, but the first save point is extremely early on, and it should "autosave" when you run over a save point, even if you don't save manually. I have no idea why you're having trouble saving; do you have any more information I can go off of?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,658
(The following is (mostly) a copy-paste from our If you like what you see, )

Pour the wine and cut the cheese, Crisis Point: Extinction v0.38 is now complete and ready for our $10+ patrons to play!



You can click the image above to watch a short trailer with a run down of some of the biggest additions, but here's a list with a bit more details as well. There's a lot of other, smaller changes and additions too, as well as bug fixes, and all of that will be listed at the very bottom of the post.

v0.38 NEW CONTENT AND MAJOR CHANGES
-New enemy was added (Kertalus, in underwater areas)
-2 new H-scenes added (Regular Torguis scene, BE (Breast Expansion) Kertalus scene)
-Slime CG has been redrawn
-Both Alraune H-scenes have been updated with improved visuals and animations
-New upgrade added (Weighted Boots, allows you to explore underwater areas)
-Underwater Deep Soil variant music added
-New areas added to explore in the Deep Soil
-Bestiary entries for Torguis and Kertalus added
-A handful of new gameplay conversations were added (Flare Shot, Weighted Boots, Going Underwater)
-New obstacles were added for underwater areas (underwater currents & chaser mines)

One thing I'm very happy with is the Kertalus BE H-scene. Originally, the Kertalus was not going to have any H-scenes in this update - it's been a really long time since I animated anything major for CPE, but after realizing how little new H-content this update was going to have, I decided to step in and try animating an H-scene during this last week. The result was the Kertalus BE H-scene, and I am super happy with the result - hopefully you enjoy it too! Since the Kertalus doesn't have a regular, non-BE H-scene, you can also access the scene without BE status for now. Once he has a regular scene it'll be back to normal, of course.

In general, v0.38 turned out extremely well. On top of all the new stuff added to the game, we did loads of planning for future content, and I can't wait to show some of it off! On that note, here are our plans for v0.39:

v0.39 PLANNED CONTENT
-Add the 5th major area
-Add a new enemy in the new area
-Add more sprite H-scenes
-Implement Torguis (and MAYBE Kertalus) CGs
-Implement new story-related CG sequence
-Add more to explore, in new area and existing areas
-Implement new NPCs, along with a cutscene involving them
-Implement more gameplay conversations

v0.39 will be largely focused on adding the game's 5th major area. No, I'm still not sharing the name yet; due to the nature of the area, it'd be a spoiler :p Unfortunately, the game's development is outpacing our assets quite a bit; there's multiple story cutscenes that need to be added between the Catacombs and when you enter the 5th area, despite the fact that v0.38's final room will lead directly into that area, so we're kind of trying to play an awkward game of catch up right now while still delivering a good amount of new content to explore. I'm hoping we can sort that out sooner rather than later, now that I'm helping with animation again.

Anyway, that's enough out of me. I'd like to take a moment to thank our top patrons for this update cycle:

LukBobTanbou
dreaden
SeraphStarliege
Katsune Teku
Dylan Wright
Michael Powers
Erick Allison


Thank you very much to these fine individuals for giving us so much support! And another hearty thank you to the rest of our patrons as well; we wouldn't be here making this game without you! Here's to another update, I hope you enjoy it!




v0.38 MINOR CHANGES AND BUG FIXES
-Updated player's melee attack; it now has a quicker startup animation, and the last half of the animation can be canceled early by dashing or sliding, allowing for much quicker recovery.
-Added urns to interior Summit areas, for extra visual detail; they can also be destroyed to generate Force Shot charges
-Massively optimized multiple parts of the Deep Soil, which should eliminate any performance issues weaker hardware experiences in that area
-Changed slime AI so they no longer activate when the player enters the room, and instead when they enter the player's camera range, leading to more consistent locations and behavior of slimes
-Reduced damage output of Rapid Trigger to 55% (down from 66%), and reduced damage output of Heavy Trigger to 140% (down from 150%)
-Gave bouncy platforms in the Deep Soil a proper visual
-Added a handful of sound effects to various things across the game
-Added an input prompt to the intro text to inform the player they must press a button for the game to continue
-Added special effects when destroying breakable blocks or when crumbling floors break beneath you
-Implemented new "hit" special effect when some bullet types hit an enemy
-Made informational text in the upper right of the screen last longer for easier reading
-Fixed bug that caused Alicia to get stuck in the Wire Hang animation if she releases a wire hang while just underneath a jump-through platform
-Fixed minor bug that would make doors ignore a bullet meant to open them if the player had just entered a new room and immediately shot behind them
-Fixed bug where, if the player leaves the room containing the door to the Torguis Encampment after the cutscene where the door opens has already played, when the player returns, the door will be closed again, and cannot be opened in any way, resulting in a progression softlock
-Fixed an issue where the player could reach the second Poison Alraune before acquiring the Kilogrip
-Fixed issue where the mouse would overwrite keyboard/gamepad movement in the map screen, even if the mouse wasn't moving
-Fixed issue where opening the warp menu in the first session of a new game would cause a crash
-Fixed issue where the player could force the Torguis camp door open by pausing and unpausing the game while standing near it
-Fixed issue where the player could sometimes warp to warp points they had not unlocked yet
-Fixed a handful of very minor collision errors that probably nobody but me would've noticed anyway
 

ShabbyCrabby

Member
Sep 17, 2017
172
113
Anon42 Have you considered about a mating press/seeding press H scene? I can't remember if there is one in the game already been a while since I last played this game.

Also is there going to be a sort of alien canine/dog like a Mutant Hound from fallout 4?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,658
Anon42 Have you considered about a mating press/seeding press H scene? I can't remember if there is one in the game already been a while since I last played this game.

Also is there going to be a sort of alien canine/dog like a Mutant Hound from fallout 4?
I have considered a mating press! We don't have one in the game yet, but there will definitely be one eventually.

As far as your second question, we used to have one but had to remove it due to Patreon ToS explicitly forbidding bestiality. We will not be adding it back into the game for that reason, sorry.
 

ShabbyCrabby

Member
Sep 17, 2017
172
113
I have considered a mating press! We don't have one in the game yet, but there will definitely be one eventually.

As far as your second question, we used to have one but had to remove it due to Patreon ToS explicitly forbidding bestiality. We will not be adding it back into the game for that reason, sorry.
Awesome, can't wait for the mating press H scene to be put in!

Ah damn shame, Patreon always sticking their nose in...probably can't find that version either before it was removed.
 

gemini20xx

Member
Oct 17, 2017
365
356
I have considered a mating press! We don't have one in the game yet, but there will definitely be one eventually.
That was actually what I guessed the Torguis was going to do, given the size of them, but looks like I was wrong.
 

dudibudi

Member
Sep 27, 2017
116
366
I would like to test the newest version before considering investing. Since it sounds promising in the above post.
 
4.60 star(s) 29 Votes