Ah, thanks for the clarification. Some of the non-humanoid enemies are a bit weird for me but not the end of the world.
Also, it's probably too much work to change now but for the internal views that were recently added I feel like the cumshots are a bit inconsistent. In a lot of the original animations there's a lot of cum to the point it gushes out even before who/whatever Alicia is banging pulls out, but in the internal view for quite a few of them the cum only just barely fills her womb and it doesn't look like any would be coming out, at least until her partner pulls out.
This is an unfortunate side effect of adding in the xrays later on. The H-scenes were designed and animated to be on their own, and having some cum shoot out during internal cumshots looks better than not having any, but the amount of cum we'd need to add to the xrays to make them match up would be outright silly and not really attractive imo. We opted to just deal with the two not lining up perfectly, hopefully it's not too much of a dealbreaker
After reading the part about the Level Editor in the changelog i started wondering something(sorry if this has been asked before i barely engage on conversations), Is that editor made in order to make adding/modifying/Creating levels more easily for you or do you plan to release alongside the game and basically have a small Mario maker section for the community?
Actually that reminds me. What is your stance regarding mods or how would you feel if someone decided to mod your game? (I dont plan to do it if you wonder. I have barely the skills to be a functioning adult, let alone programming skills, at best i know enough to translate english to spanish and viceversa)
The level editor is just for us. As cool as fan levels would be, the system I'm using for it would not be possible for other people to use, because it requires manually inserting the created levels into the game's project files, so it won't be released at any point.
As far as mods, I don't plan on officially adding modding tools or anything (not really within scope for our small team), but I definitely encourage people to mod the game if they figure out how, mods are awesome.
Hello,
Anon42 I just discovered this gem of a game since I've only been a member for a short while. I like it a lot! It's really good. I've played just about an hour or so and have just reached the 'ascencing the summit' save/teleport point.
The two (or was it three?) shield maidens there are missing the targets for the hook shot. If I'm quick I can jump pass them though, but just to let you know.
I also found that when crouching under a platform/roof -- you had to slide in under -- you're able to use melee which makes her stand up and thus getting her stuck halfway through the roof/platform, which is a bit awkward.
Another thing that isn't a bug but a bit awkward as well, is her running while aiming. If you shoot and then starts runing she will erect her arm and keep it erect aiming, no matter how far you run.
I think her lowering the arm just a second or two after the last shot would look much better and have a more natural/real feel to it.
I'll play on now and see if I can be of further help/nuisance down the line : )
Have a nice day and I hope you take care of yourself.
Edit: Just another small esthetic thing is that there is no skidding when doing a full 180 degree turn whilem running. If you run and make a full stop there is a small and nice skidding motion. I think there should be one when turning around while running as well.
Glad you like the game
The sentries weren't missing targets, you just can't use the wire shot on them if the angle is too extreme, or if you're too close to them. I intentionally place them in positions where you can't easily use the wire shot sometimes, to prevent them from always being cheesable in the exact same way.
Thanks for the bug reports, I'll put them in the list of things to fix. As far as the "no skidding when turning around", that's not actually true; Alicia has a turning animation whenever you change directions. It's not explicitly a "skid", but it does happen. If it doesn't seem like enough to you that's fair, but personally I prefer the animation to be subtle and nonintrusive for an action you're going to see constantly, so I probably won't make it more extreme than it is right now
had an edovex fly into me midair while being pulled by the wireshot, and it crashed the game. didn't think to get the error code it spat out at the time, but i figured i'd post it here where the dev would be likely to see it. if i recreate it i'll edit this post
Do you have any more information on this, like if you were in BE state at the time? I couldn't recreate this immediately, so there's probably a smaller factor at work causing this to crash when it normally wouldn't. I'll look into it either way, but any more info you could give me would be greatly appreciated
Anyone manage to successfully run this on Linux? If I try my regular Wine config it doesn't launch the game at all, and If I set up a fresh one via PlayOnLinux, I can make it up through the intro cutscene, at which point it complains about the lack of Dx9 and crashes
It won't be playable without that Dx9, the engine we use requires it for shaders to compile properly, and shaders are used all over the game. Don't know if it'll help, but this is the version of DirectX that the game needs to function:
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Aside from that, I'm afraid I can't really help, we only officially support windows at the moment