The dog enemy, and any future feral content will be in the Subscribestar versions, uncensored. Both for the 2 week early build and the public build, but we will only provide the download on Subscribestar to avoid Patreon's wrath.Kinda miss the dog enemy, probably could have been redesigned into a monster/creature but that's just like making a new whole enemy again
nice work
Your discord got hacked last time and you started sending out malicious links in all the channels so we might have removed you. I can't see your name on the banned list, so if you changed your name feel free to DM me and I'll add you to the server. My Discord name is in the latest public posts on both Subscribestar and Patreon.I cant enter the discord I wonder why since im using the oficial site link
I used Zero 3641 beforeYour discord got hacked last time and you started sending out malicious links in all the channels so we might have removed you. I can't see your name on the banned list, so if you changed your name feel free to DM me and I'll add you to the server. My Discord name is in the latest public posts on both Subscribestar and Patreon.
why dont put this link on yours site and put the link to the site here?So we don't actually use Anonfiles or anything as we have our own Azure instances and servers where we host the files, since I set up some automation for the builds. It gets posted automatically to our website which is currently locked with a password, I can provide that?
-Fixed some of the enemies existing on the wrong layer, ignoring all lighting effects around them
-Fixed the rat worker on Backhalls trying to follow Amber even after she jumped down
-Fixed Amber not being able to attack the rat worker while inside the gas cloud, by removing the gas cloud
-Fixed the Pharmacist being able to push Amber inside the desk
-Fixed the menu not appearing after finishing the game and pressing escape
-Fixed the Rat worker and the Liz Chef not switching to their proper death animations, and instead looping forever on the falldown animations.
-Fixed an issue that allowed the player to keep the items they picked up if they returned to the main menu and started a new game
-Fixed a bug that caused the game to crash when trying to re-load a save game in some cases
-Made the text prompt to continue or return to main menu much more visible and gave it a larger font, text will no longer run off the screen
-The advanced lights and texture pre-fetching is now enabled by default. If you upgrade, make sure to enable these options in the main menu, if your PC can handle it, as they will massively boost the visual appeal of the game. Pre-Fetch will make the initial load take a bit longer, but will make transitions from door to door almost instant
The first one is actually intentional! For now, at least, we implemented a dodge system with the C button, as we got a lot of people tell us it was too easy to just spam attack on enemies and they can't hit you back, but we will be adding block at some point!Ok, since this was a test build I went in and tested some things.
1. Your attacks no longer stagger enemies so you're always open to getting counter attacked- maybe it's intentional?
2. Sometimes hearts keep floating in the air even after enemy is defeated.
3. Sometimes after the boss KOs and grabs you and you struggle out you still can't get up.
4. Some doorways can't be walked through, need to be jumped into.
Both doorways here for example. If I just hold right or left I won't be able to move further, same if crawling. Pretty sure it has something to do with movement speed, if I go at it at max walking speed or running it works fine, it only gets me stuck if I try to go at it slowly or crawl.The first one is actually intentional! For now, at least, we implemented a dodge system with the C button, as we got a lot of people tell us it was too easy to just spam attack on enemies and they can't hit you back, but we will be adding block at some point!
Second one is on me, I'll get to that soon!
Yep, another one I knew about, that one is thanks to my sloppy coding trying to get a build out as soon as possible. Don't do spaghetti kids!
Now the forth one is interesting, if it's not too much trouble, could you give me an example or even a screenshot of where this happened?
(on a side note, from some bug reports I noticed that the biggest Easter egg in the game is crashing it in the current version.... Aaaaa I'll fix that in like an hour)
-Fixed one of the Easter Eggs crashing the game
-Fixed a crash that occurred when pressing Z on the boss endgame screen
-Fixed inconsistent jumping heights, making a few jumps difficult, especially for players with low FPS
-Fixed a few layer issues where some assets would appear to be in front of Amber that shouldn’t be
-Fixed Amber slowly floating on the ground if she’s exhausted mid-air. Now she plops down at full speed
-Fixed a doorway with miss aligned collisions, no longer requiring the player to jump or run to go through it
-Fixed Amber being able to push her head through the ceiling in the backhalls
-Fixed hearts spawning over the enemies even after they died or got knocked out
-Added a failsafe in case an incorrect room name is entered for the loadmap command (I know some of you already found it :P)
This is unfortunately a limitation of the light engine we use, since GMS2 doesn't have one built-in. I cannot fix it, but we tried to add very few items that would highlight this issue.The light of a particular candle to the left of the bar shines through the player
Almost everything in the game is considered a sprite because that's how GMS2 works. And we have around 900~ ish unique, hand draw sprites, but most of them are unused. For now.Also, if you don't mind answering, how many decals are there?
Ohh that one, yea that's a small secret I put in at the last minute. You need to get 3 I think? And I'll fix the text position thank you!My bad, I was referring to the interactables/collectibles. Appreciate the info, though. Only now noticed the text that appears at the bottom of the screen. Although, another bug, that text doesn't completely fit on the screen.
It's awesome that things are going well for you.Since we posted on all of our platforms, I thought I'd give you guys a brief rundown too!
We are finishing up a few more things, fixing some bugs that mostly you guys found (thank you!) and adding a secret. One of which, include a full lewd animation featuring a long time supporter's character, but it's going to be hidden. Not hidden as in, through censoring, but hidden through gameplay means, you'll have to discover it yourself!
Once that's finished and implemented, we will release for all of our supporters for 2 weeks, but once again I'll be providing a link here as well, after all the help during the testing phase from here, I'm really grateful!
I can't promise a proper release date, but we WANT to release this week.
(Ps: Oh and I'm working on the Android version too, for later)