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

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Anon42

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Jan 30, 2017
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Which version should I get: This one or gamejolt's?
Depends on if you want to get the game legally or not. The copy on this forum is an illegal, leaked download of the latest version that only my supporters are supposed to have and was never supposed to be public, while the version on GameJolt is the official public demo.
 
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Anon42

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

Howdy ho, it's time once again for that weekly CPE development update! This week we've actually got a few gifs to show off, so let's get into it!

orbital-flare.gif

First off, the gif you see up above, which is the replacement for the Orbital Flare skill for the Flare Shot. The Orbital Flare, before the melee change, created a stationary orb of fire that basically acted as a spinning two-way flamethrower; it did a surprising amount of damage, and covered a LOT of screen space with very little effort. Now that the Flare Shot has been reworked into a melee upgrade, it'll be far more easily accessible than before, so I needed to tone it down a little without drastically changing its identity as an easy-to-place damage field; this is what we decided on! When you do any kind of melee attack, a fiery trail is left behind by the swing that stays on screen for about 5 seconds. During that time, it'll ignite and deal damage to anything that touches it. It has much smaller range than the Orbital Flare did, but that downside is offset by how much easier it is to utilize now, plus whenever you lay it down you could also be hitting with a melee attack. I'm still working on the visuals, I plan to improve them a bit more, and I'm still deciding how I want to balance it (whether by limiting how many can be on screen, or by adding a cooldown), but I'm pretty happy with it so far!


Next up is the Wire Shot yank animation I mentioned last week.

wire-yank-sfw.gif

(Don't mind the flat-colored wire, Alicia losing her jacket in the last few frames, or any other small oddities - the animation is still WIP)

So this is how using the Wire Shot on a Warped Sentry looks now. Before, you would just use the Wire Shot, and the moment it touched her shield she would get immediately pulled down. It looked pretty silly, honestly, and was overpowered at shutting down that enemy type far too quickly. Now you have to wait for this animation to play, but to balance it the Sentry stays down quite a bit longer than she used to. This animation will also be used when pulling horizontal blocks, but that functionality is still WIP, so no gif for now. Do keep in mind, also, that the Wire Shot is on its own dedicated button now too, so it's more accessible in the heat of combat even though the animation takes longer now!


Those are the two gifs I have for ya today. Aside from that, though, we were also able to finally hold a devstream on Friday! We managed to get another monitor set up this week, so I'm finally able to stream again, and streams will be happening regularly like before. For the time being, we'll be sticking to Monday/Wednesday/Friday streams like we used to, but starting at 5 pm EST. This schedule might change as we get back into the streaming groove, but that's the plan for now! It's great to finally be back to streaming, and I hope to see both familiar and new faces show up to hang out with us while we work! For those of you interested in the streams but not already following us, you can find our Picarto pages at:


You can follow us there to get notifications when we stream! I also announce streams at my twitter:

Alright, that'll be it for me today! I'm not sure how much longer v0.41 is going to take, I'm further behind than I expected to be thanks to the move. I'm hoping the productivity boost from streams will help catch us up, but it is possible v0.41 won't make my original "by the 15th" expectation. If you need to unpledge (whether it's because of a delay or because of financial issues or anything else), rest assured that if you were pledged at $10+ at ANY POINT during v0.41's development, you will get it once it comes out - don't feel the need to stay pledged to get your rewards, because you'll get them either way! That said, I appreciate the hell out of everyone continuing to support, despite the awkward development cycle for this update. The move really threw things off, but we're basically back to normal now and Orexius is kicking ass with new animations, so expect exciting things ahead!

Thanks for reading, we'll see you in next week's updates (and hopefully at the streams too)!
 

Anon42

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Jan 30, 2017
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Dunno if it's been stated yet here but, just out of curiosity, what is Alicia's surname?
You know, I could swear I came up with one at some point, but I honestly don't remember what it was. Off the top of my head, I think Lucas is the only character in the game that actually has a stated surname. I should probably fix that at some point..






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

Hey everybody, time for another CPE weekly update! This'll be a short one, development on v0.41 is getting close to the end so there's not much left to show for this update cycle. Right now it's mostly bugfixes, and finalizing things that have been shown off previously.

All I'll really be showing off today is the Wire Yank animation again, but this time, with the pillars instead of the Warped Sentry. This time, I want to show off a comparison between the old version and the new one.

OLD:
Old-wire-yank.gif

View attachment 34669
NEW:
New-wire-yank.gif
View attachment 34670

As you can see, not only is the new animation way quicker, it's also much more visually interesting - instead of Alicia standing still while the pillars gets slowly dragged (which also left you open to attack if any enemies were nearby, which would cancel the animation), she yanks it back forcefully, with a trail of dust kicking up underneath it as it slides up to the wall. The sound effects are similar to the old version, but the new pacing of the animation ended up making it sound really satisfying too, but unfortunately a .gif can't really show those off.

Overall I'm SO much happier with the way it looks now! This is a change I've wanted to make for ages, but we never had the capacity to add a yanking animation before Orexius started working full time, as our animations were already so backed up. You can be absolutely certain that this improvement only happened because of all of your support and pledges, we never would've had the time before! I know this isn't the most exciting addition in the world, but I personally think it's little details like this that really make a game special, so I'm stoked to finally be able to add some of these bells and whistles I've wanted to do for so long.


Alright, that's all the visual stuff for this update. Like I mentioned in the opening, I've been mostly focused on bugfixes and wrapping up everything for this update; it's taking a while because of how many mechanics were changed this time around, so the game needs a much more thorough playtest than normal to ensure there's no really bad bugs. Due to that (and our move) there's not much NEW content this time, but I think it'll be well worth it in the long run.. especially because it's actually worth using the Wire Shot in our level design, now. I might even end up tweaking earlier level designs to make more use of it at some point.. but that's for another update.

Thanks for reading, everybody, and I hope you're looking forward to v0.41! I currently expect to release it sometime this week, or early next week, if everything goes according to plan.
 

Aerrae

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Apr 26, 2020
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You know, I could swear I came up with one at some point, but I honestly don't remember what it was. Off the top of my head, I think Lucas is the only character in the game that actually has a stated surname. I should probably fix that at some point..






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

Hey everybody, time for another CPE weekly update! This'll be a short one, development on v0.41 is getting close to the end so there's not much left to show for this update cycle. Right now it's mostly bugfixes, and finalizing things that have been shown off previously.

All I'll really be showing off today is the Wire Yank animation again, but this time, with the pillars instead of the Warped Sentry. This time, I want to show off a comparison between the old version and the new one.

OLD:
View attachment 815176

View attachment 34669
NEW:
View attachment 815177
View attachment 34670

As you can see, not only is the new animation way quicker, it's also much more visually interesting - instead of Alicia standing still while the pillars gets slowly dragged (which also left you open to attack if any enemies were nearby, which would cancel the animation), she yanks it back forcefully, with a trail of dust kicking up underneath it as it slides up to the wall. The sound effects are similar to the old version, but the new pacing of the animation ended up making it sound really satisfying too, but unfortunately a .gif can't really show those off.

Overall I'm SO much happier with the way it looks now! This is a change I've wanted to make for ages, but we never had the capacity to add a yanking animation before Orexius started working full time, as our animations were already so backed up. You can be absolutely certain that this improvement only happened because of all of your support and pledges, we never would've had the time before! I know this isn't the most exciting addition in the world, but I personally think it's little details like this that really make a game special, so I'm stoked to finally be able to add some of these bells and whistles I've wanted to do for so long.


Alright, that's all the visual stuff for this update. Like I mentioned in the opening, I've been mostly focused on bugfixes and wrapping up everything for this update; it's taking a while because of how many mechanics were changed this time around, so the game needs a much more thorough playtest than normal to ensure there's no really bad bugs. Due to that (and our move) there's not much NEW content this time, but I think it'll be well worth it in the long run.. especially because it's actually worth using the Wire Shot in our level design, now. I might even end up tweaking earlier level designs to make more use of it at some point.. but that's for another update.

Thanks for reading, everybody, and I hope you're looking forward to v0.41! I currently expect to release it sometime this week, or early next week, if everything goes according to plan.
I'm not a supporter at the moment, temporarily out of work but I've paid for your game and intend to continue to do so when I've got a job again, which should hopefully be soon, got interviews lined up.

I think this is great, attention to detail is what makes a good game great and that animation definitely needed work. I look forward to playing future versions through your Patreon when I get a chance, you really deserve the money for this, it's a great game without the lewd content and 10 dollars feels like highway robbery. Keep up the good work and I hope this game gives you the kind of success you want and deserve.
 
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Anon42

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Jan 30, 2017
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Is there any hidden areas beside?:

You don't have permission to view the spoiler content. Log in or register now.
Yup, there are quite a number of secret areas in the game aside from those two :) Every one of them has some kind of visual tell, though to be fair they're usually pretty subtle, and I might need to make them more noticeable. Eventually there will be some way to track your collectibles as well, probably on a per-biome basis, so completionists will be able to make sure they get everything.

I'm not a supporter at the moment, temporarily out of work but I've paid for your game and intend to continue to do so when I've got a job again, which should hopefully be soon, got interviews lined up.

I think this is great, attention to detail is what makes a good game great and that animation definitely needed work. I look forward to playing future versions through your Patreon when I get a chance, you really deserve the money for this, it's a great game without the lewd content and 10 dollars feels like highway robbery. Keep up the good work and I hope this game gives you the kind of success you want and deserve.
This is seriously one of the kindest comments I've ever gotten, thank you so much! I'm extremely flattered that you think so highly of our work!
 

momo201919

New Member
Dec 28, 2018
2
2
Im one of those people that downloads the game first then decided to become a patreon (I'd like to know exactly what I'm getting before paying" Great game! Love the voice over!!
 
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SamWinters

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Apr 1, 2018
92
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Not seeing any posts about the issue, anyone run into an "out of memory" error when trying to launch the game?
 

Anon42

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Game Developer
Jan 30, 2017
401
1,658
Not seeing any posts about the issue, anyone run into an "out of memory" error when trying to launch the game?
How much RAM does your computer have? That kind of error can happen when there's a memory leak, but that would only happen after the game's been running for a while. The game only uses roughly ~250mb of memory at startup, so if that's happening on launch there's either some massive bug I don't know about, or you're desperately in need of a computer upgrade. In the meantime though, you could try closing some programs that are using lots of RAM, like your browser - if you open task manager (right click the taskbar or use the ctrl+alt+delete menu) you can get a list of the programs running on your computer and how much memory they're taking up.
 

SamWinters

Newbie
Apr 1, 2018
92
193
How much RAM does your computer have? That kind of error can happen when there's a memory leak, but that would only happen after the game's been running for a while.
32GB. Really don't think I'm running that out here. XD
In the meantime though, you could try closing some programs that are using lots of RAM, like your browser - if you open task manager (right click the taskbar or use the ctrl+alt+delete menu) you can get a list of the programs running on your computer and how much memory they're taking up.
On the plus side, digging into this further located a miner app I'd picked up that was eating my vram (so it didn't show up in task manger utilization), so thanks for that!
 
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Anon42

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


(NSFW trailer available here: )

Hey there everybody! Sorry there was no Sunday update this week, but I hope this makes up for it - Crisis Point: Extinction v0.41 is now released and available for $10+ patrons! As always, the download link will be in a $10+ Patrons Only post just after this one, and anyone that pledged at the $10 tier or higher during v0.41's development will receive a private message with the link shortly. I won't waste any more of your time, though, let's get right into the update details!

v0.41 MAJOR FEATURES AND CHANGES
-Majorly updated the functionality of both the Wire Shot and Flare Shot (now named Flare Strike); also changed the way subweapons in general function, giving them each their own button for easier access during gameplay
-Added a new mobility powerup, Walljump (still kinda WIP, and will be renamed in the future)
-Added a few more areas to explore in the Caves
-Added two new sprite H-scenes; Crystal Dragon BE, and Torguis BE
-Tweaked underwater exploration to slow down Alicia's movement considerably less
-Fixed more bugs and issues (full list at the end of the post)

The main focus this update was the Wire Shot and Flare Shot/Melee reworks. The Wire Shot especially has been a bit of a stain on the game for a long time now, the original implementation just wasn't fun to use, so now it's been given a complete overhaul and - in my opinion - it's honestly one of the funnest upgrades now! The Flare Shot wasn't really problematic before, but it also wasn't very useful, so it's been incorporated into the melee attack now, and melee has been given a big improvement with a new mobile aerial attack. All subweapons are now on their own dedicated button, as well, which allows them all to be used much more quickly during gameplay - no more fumbling around with a subweapon switch button! (The control changes mean that your custom control schemes will need to be edited as well, so make sure you head to the options menu and tweak them if you've played previous versions!)

v0.41 isn't as large as I would've liked, but I had a feeling it wouldn't be, because of the cross-country move in the middle of working on it. It slowed us down quite a lot, and it's taken a while to get our house in working order and get things back to normal. The good news is we've passed that point; honestly, the majority of the work for this update happened in the last month, after things had settled down. We're working at a really good pace now, and I expect v0.42 to be kickass because of it!


v0.42 PLANS
-Add more areas to explore and secrets to find around the game world
-Add Kertalus CG
-Add/update more H-scenes
-Put serious work towards Boss 3 rework
-Update unfinished and missing cutscene animations
-Fix more bugs and issues

The v0.42 plan list may look rather small, but that's because it's going to be mostly focused around what v0.41 didn't do - filling in more places in the game world, and putting some serious work into the Boss 3 rework. Now that we've reworked the Wire Shot, all of the upgrades in CPE are a lot more satisfying to use, and I want to spend some time designing challenge rooms and upgrading old level designs to make more use of Alicia's toolkit. Boss 3 rework has been on the roster for a while now, as well, but we haven't been able to make a lot of concrete progress on it because of our animation pipeline being backed up; thanks to Orexius going full time and working hard, our important animations are finally getting caught up, so I plan on putting some serious time into it this update! If we don't manage to finish it, it'll at least be very close to being complete.

Anyway, that's enough typing out of me. I'm super tired and ready for some relaxation time.. until bug reports come in and rouse me from my slumber, anyway!
This update cycle was supported by all of our amazing patrons, especially these fine folks:

SeraphStarliege
Katsune Teku
HURTZ
NobodyXV
Benjamin Arnold
Fortunekuger


Thank you so much for your generosity, guys - the amount of support you give us is astonishing, and we're so thankful to have you!
See you in the next update!
-A42



v0.41 MINOR CHANGES AND BUGFIXES

-Fixed a minor visual bug where skipping a certain cutscene wouldn't move NPCs and Alicia into the proper post-cutscene positions
-Fixed bug that caused slimes to sometimes clip into the ceiling if meleed while on a sloped ceiling
-Fixed a bug that caused the amount of guard/power orbs you collected to not be saved or loaded, but the collectibles were still removed from the game permanently
-Fixed a bug that caused Torguis' to not decelerate during their stagger animation, causing them to shoot off into the distance if they were staggered while running after the player
-Crystal Dragon now has properly-shaped hurtboxes on attack animations
-It is now possible to press the Jump key to skip libido and BE animations, like with other H-scenes
-Warped Sentries no longer cancel their "fallen" animation when the player melee attacks them while they're knocked over
-Basic destructible blocks can now be destroyed with melee as well as bullets
-Fixed a bug preventing Boss 1 (and his projectile rocks) from being damaged by melee attacks
-Fixed a bug preventing the shine effect when a Force Shot charge was gained
-Fixed a bug where Scientist's BE vials didn't give Alicia i-frames
-Reworked 'coated' animation to no longer slow Alicia down and lower mobility, but to instead temporarily restrain her completely (but she can now struggle out of it faster)
-Cumshooter no longer causes animation bugs when Alicia has torn clothing
-Status menu now properly displays Alicia's attack and defense percentages, allowing you to track how many Power Orbs and Guard Orbs you've collected
-Fixed a bug where Female Torguis, and the Warped Sentry death animation, were not censored when the game was in SFW mode
-Crystal Dragon suck animation can no longer pull you in during an H-scene with another enemy
-Greatly increased the speed at which the Crystal Dragon pulls you in
-Finally fixed a missing room inbetween one of the transitions from Caves and Summit
-Fixed a level design issue where it was possible to softlock yourself by doing a very precise jump to get over the wall to the left of the Kilogrip upgrade, before grabbing Kilogrip
-Reduced damage dealt by melee to maintain balance after other melee improvements, but made certain enemies (like Slimes) more susceptible to melee damage
-Fixed a bug that caused the game to crash when entering an H-scene with a gallery enemy shortly after respawning during a gameplay H-scene
-Slightly boosted damage of Auto Shot (from 0.75 to 0.85)
-Boosted size of Heavy Trigger projectiles (from, 1.15 to 1.25)
-Boosted damage of Seeker Shot (from 0.5 to 1.0)
-Warped Sentries now take double damage from any attacks while they are knocked over, and their knocked over state lasts a bit longer
-Slightly boosted damage of the starting blaster type (from 1.8 to 2.0)
-Added an Extra Credits screen to the end-of-demo menu, displaying licensed audio credits

-Reduced some enemy HP values:
Warped Soldiers (from 20 to 14)
Edovex (from 4 to 3)
Cumshooters (from 8 to 6)
Lurker (from 20 to 15)
Kertalus (from 44 to 35)
Crystal Dragon (from 80 to 60)
 

Anon42

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Jan 30, 2017
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where is the place to download the crisis point game?
The legal public demo is available at either or ! The version I just posted about, v0.41, is only legally available for our $10+ patrons.
 
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