- May 12, 2018
- 366
- 411
Where is that debug menu? I don't think it is there now or at least I can't find it.Permanent large boobs = debug menu from end of demo.
It becomes an option, along with a few other things.
Where is that debug menu? I don't think it is there now or at least I can't find it.Permanent large boobs = debug menu from end of demo.
It becomes an option, along with a few other things.
Question. Is there Debug menu in 0.42?(The following is (mostly) a copy-paste from ourYou must be registered to see the linksIf you like what you see,You must be registered to see the links)
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(Doodled by our animator, Orexius!)
Hey everyone, welcome to the weekly update! We had a nice productive week, so let's get into it!
You must be registered to see the links
First off, our musician finished up the boss fight track for Boss 3, and you can listen to a preview of it up above! I love how it came out, so hopefully you'll be excited to hear the full thing once the update releases! I wasn't sure if I wanted to give each boss a unique theme at first, but our composer does such amazing work every time that any excuse to get more music from them is a good excuse in my book!
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Next up, Puffernutter started work on a brand new tileset for a new area, an offshoot of the Summit, this week! Absolutely EVERYTHING in this image is subject to change, as most of the assets are either placeholders or are still in a very rough state at the moment, but we were so happy with how it was turning out that we wanted to show off a preview now!
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Next, on top of some other stuff (like increasing the speed of Boss 3 so the fight's not so easy), I worked on a system this week to allow for player choices during dialogue! This likely won't be used super often in CPE - we're not going to have a branching storyline or anything - but it will be very useful for chatting with folks back at camp. I hope to use it to help flesh out their personalities by giving everyone optional dialogue here and there.
Also, to help out anyone struggling to make their way through the game, I'll be giving Rodriguez an "advice" option (as you can see in the image above) that has him point you in the right direction on where you should explore next, so hopefully getting lost won't be as common in the future. I like this implementation a lot, both because it's organic within the world (as compared to a waypoint marker or something like that), and it's also completely optional for the player; if you prefer figuring it out for yourself and don't want to be told where to go, just don't ask him for advice!
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Lastly, Orexius finished the animation a while ago, but I don't believe we ever showed off the Tentacle BE H-scene, so here's an in-game preview of that!
And that's it for this week! We didn't end up holding any Picarto streams this week, sorry about that, but we DID go ahead and set up a second, more casual form of streaming on our Discord server! Unlike Picarto, our Discord streams aren't archived (and don't have audio), so I plan to use them for shorter casual dev streams rather than the usual 4+ hour streams we do on Picarto. I'm hoping it'll help fill the gaps when we're not feeling up to a lengthy stream, to allow us to still engage with people while we're working on a smaller scale. At the moment, anyone can watch the Discord streams by being in the server, but only Patrons are allowed to use voice chat, so hopefully the streams won't get too crazy!
The rest of this post will be a personal health/life update, so feel free to skip it if you want. Thanks for reading, and we'll see you next week!
Fitness took another dip this week, and I didn't do any real exercise, unfortunately - BUT, we've been sticking strong to eating better! We've fallen into a rhythm of only eating out once a week, ordering less when we do eat out that one time per week, and cooking a LOT more (and with healthier, fresher foods) at home, so I'm still feeling pretty good about it all things considered! Once I finish posting this update I'm gonna head to our exercise room and get back on that exercise train immediately, so next week will already be off to a better start than this one was.
And that's it for this week! Thank you so much for continuing to follow and support us, everyone, it really means the world to our team! We wouldn't be here without you!
Every version of the game (except for very old versions) has a debug menu. You have to reach the end of the demo and interact with a letter that's sitting on top of a wooden crate, which is always at the end of the final room in each demo, to unlock it.Question. Is there Debug menu in 0.42?
Ok. I FINALLY found it. I didn't know about that feature where by holding that dash button you dash for infinity.Every version of the game (except for very old versions) has a debug menu. You have to reach the end of the demo and interact with a letter that's sitting on top of a wooden crate, which is always at the end of the final room in each demo, to unlock it.
(The following is (mostly) a copy-paste from ourYou must be registered to see the linksIf you like what you see,You must be registered to see the links)
![]()
(Doodled by our animator, Orexius!)
Hey everyone, welcome to the weekly update! We had a nice productive week, so let's get into it!
You must be registered to see the links
First off, our musician finished up the boss fight track for Boss 3, and you can listen to a preview of it up above! I love how it came out, so hopefully you'll be excited to hear the full thing once the update releases! I wasn't sure if I wanted to give each boss a unique theme at first, but our composer does such amazing work every time that any excuse to get more music from them is a good excuse in my book!
![]()
Next up, Puffernutter started work on a brand new tileset for a new area, an offshoot of the Summit, this week! Absolutely EVERYTHING in this image is subject to change, as most of the assets are either placeholders or are still in a very rough state at the moment, but we were so happy with how it was turning out that we wanted to show off a preview now!
![]()
Next, on top of some other stuff (like increasing the speed of Boss 3 so the fight's not so easy), I worked on a system this week to allow for player choices during dialogue! This likely won't be used super often in CPE - we're not going to have a branching storyline or anything - but it will be very useful for chatting with folks back at camp. I hope to use it to help flesh out their personalities by giving everyone optional dialogue here and there.
Also, to help out anyone struggling to make their way through the game, I'll be giving Rodriguez an "advice" option (as you can see in the image above) that has him point you in the right direction on where you should explore next, so hopefully getting lost won't be as common in the future. I like this implementation a lot, both because it's organic within the world (as compared to a waypoint marker or something like that), and it's also completely optional for the player; if you prefer figuring it out for yourself and don't want to be told where to go, just don't ask him for advice!
![]()
Lastly, Orexius finished the animation a while ago, but I don't believe we ever showed off the Tentacle BE H-scene, so here's an in-game preview of that!
And that's it for this week! We didn't end up holding any Picarto streams this week, sorry about that, but we DID go ahead and set up a second, more casual form of streaming on our Discord server! Unlike Picarto, our Discord streams aren't archived (and don't have audio), so I plan to use them for shorter casual dev streams rather than the usual 4+ hour streams we do on Picarto. I'm hoping it'll help fill the gaps when we're not feeling up to a lengthy stream, to allow us to still engage with people while we're working on a smaller scale. At the moment, anyone can watch the Discord streams by being in the server, but only Patrons are allowed to use voice chat, so hopefully the streams won't get too crazy!
The rest of this post will be a personal health/life update, so feel free to skip it if you want. Thanks for reading, and we'll see you next week!
Fitness took another dip this week, and I didn't do any real exercise, unfortunately - BUT, we've been sticking strong to eating better! We've fallen into a rhythm of only eating out once a week, ordering less when we do eat out that one time per week, and cooking a LOT more (and with healthier, fresher foods) at home, so I'm still feeling pretty good about it all things considered! Once I finish posting this update I'm gonna head to our exercise room and get back on that exercise train immediately, so next week will already be off to a better start than this one was.
And that's it for this week! Thank you so much for continuing to follow and support us, everyone, it really means the world to our team! We wouldn't be here without you!
Don't forget, story-wise the CG scenes basically take place in captivity. BE is more of a gameplay mechanic to make things a little bit more difficult and entertaining in places, but who knows?Any plans to add BE scenes in addition to the sprites?
And what about double-team CG scenes? Surely Dr. Birch would request Alicia to capture more than one of each specimen.Any plans to add BE scenes in addition to the sprites?
Doubtful for the cg, but I think Anon said they're planning on more double-team animations further down the line.And what about double-team CG scenes? Surely Dr. Birch would request Alicia to capture more than one of each specimen.
Speaking of double-teaming, is every enemy going to get a double-team animation at some point?
Nope. We're not changing content just for the sake of it; the only CG we're still redoing is the Edovex CG, since it was drawn by an older artist in a different style. For BE H-scenes, the reason we're changing the Tentacle and Slime scenes is because their old BE animations were the same as the normal scene, just with bigger boobs, and we want each BE animation to be unique.I like that new Tentacle animation dude will the CG be changed too ??
Nope, sorry. We don't have the time, budget, or team size to double our CG count, unfortunately.Any plans to add BE scenes in addition to the sprites?
Same answer as above; we don't have the resources to do gangbang CGs. For enemy animations, not EVERY enemy will get a gangbang scene, but we do plan on doing more of them in the future for enemies that frequently show up in pairs.And what about double-team CG scenes? Surely Dr. Birch would request Alicia to capture more than one of each specimen.
Speaking of double-teaming, is every enemy going to get a double-team animation at some point?
Thank you for the kind words! And please don't worry about not being able to pledge, I know what it's like to struggle financially. Take care of yourself first.hey anon42, I've been enjoying your game very much. it's definitely one of my favorites!
I love the art style, your storyline is phenomenal (especially for an h-game), the music is on point (I even like to listen to it while I relax), the voice actors do a great job. This is top notch stuff. I look forward to buying the finished product (sorry, I'm in college and can't afford to support anyone on patreon right now. I'm just happy to eat every day.)
I just played through v.42 and found a few bugs/issues that I didn't see addressed in the changelogs for .43 or .44
- x20y57 drops you into x20y58, but on the map it shows you as being in x21y58
- the new teleporting lightball hazard makes a high-pitched humming that cannot be muted in any way. I set every audio setting to 0 and can still hear it clearly.
(I got stuck on one of the puzzles (inf. double-jump was nonconducive) and the noise started to grate on my nerves after about 15min) I had to turn off my speakers to mute it. (a way to bypass it with the debug menu would be nice too. perhaps with the invincibility button?)
- there's a section of thorny vines in x18y36 that wont burn with the melee attack or dash. (I have the flarestrike, blazing torrent, and dash-strike unlocked)
stuff I got stuck on:
- is there a way to get past the strong current?
I can't explore past x30y37, x41y47, or x41y55
- how do you get into x32y56?
I can see an opening in x31y56, but since it's underwater I can't dash through... (I figure it's tied to x41y55, but I can't pass the current either)
Thank you for making such a great game(in progress)!Thank you for the kind words! And please don't worry about not being able to pledge, I know what it's like to struggle financially. Take care of yourself first.
For your feedback, in order:
-That bug was fixed in v0.43
-That's actually not the warp hazards, but thank you for pointing that out, because it did help me discover an audio bug. That sound you heard was glow ambience from the crystals; it's supposed to fade in and out as the crystals glow, but it appears that there's something that causes the audio level to get locked. I'll look into it. I won't be adding a way to bypass the warp hazards with debug, though.
-You CAN burn those vines, but the hitbox is awkward. A jumping attack while you're falling down will work if timed correctly. The room was updated in the current build I'm working on, though, so it won't be so annoying in future versions. It was an unnoticed side effect of changing the Flare powerup from a projectile into a melee upgrade, it used to be easy to burn but yeah.
-There's no way to get past strong currents yet.
-You can't yet. There's nothing in there at the moment anyway, if it makes you feel any better![]()