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Hello, Patrons! It's finally time for another prototype update! It's been another month in the works, and I'm sure you'll agree that things are shaping up to be better than ever. I'm excited for the future of this project, and I hope you are too! Now that the control scheme has changed quite a bit, I'll go ahead and list the controls for you all again: WSAD - Movement, aiming. Rapidly tap to struggle when KO'dK - Jump. Double jump in midair, jump through platforms when holding Down (S). J - Shoot. L - Diagonal aim button. Forces Alicia to aim diagonally when held, maintains last direction held. F4 - Switch between fullscreen/windowed. R - Restart game. Escape - Quit game. Unfortunately, the background art hasn't changed much, as I haven't been able to get in contact with Dace much recently. However, I hope you all enjoy v.03 regardless! I'll leave you with the goals list for this update, as an overview of the major changes that have been made. UPDATE V.03 GOALS/CHANGES -Update shooting animations, poses; add shooting straight down in midair -Design, animate and prep enemies for combat -Finish planning out progression from start to finish (upgrades + world traversal roadmap) -Rework controls into WSAD, prepare for customizable controls -More sex animations (slime) -Implement health-restoration items -Draw Alicia's base portrait for conversations -Create more content (areas) -A42 (One last note - the background music playing is temporary. It's called 'Babylon,' and is composed by Kevin MacLeod. You can find it at . I'm just using it to give you an idea of what the music style I'm going for is, until I can compose my own or hire a musician.)

Comments

Kayin Dreemurr

Notes- 1-Slimes definitively need more animations, especially if several of them all gather together and turn into one giant slime (in fact, that could be an incentive for players to not try and just ignore them. 2-For Backgrounds, you could theoretically snag some of the backgrounds from the old NES megaman games and use them as a base to edit from, thus creating new backgrounds for your game. 3-I don't know if this is a problem at all, or if it was just my computer, but it sometimes seem like in some rooms that as you moved to the right (and occasionally to the left) that there would be a mirage like ripple moving up the screen. It wasn't very wide, maybe half or third of an inch, but it was a bit of a distraction.

Anon42

1-Slimes need more animation? Where? I don't really like the idea of them merging together into a bigger slime. That would take a lot of effort as far as development goes, and then it would be hard to set up how a big slime would react to the environment. It would look crazy awkward going on some of the walls and such. 2-My artist is doing backgrounds, not me, and we're taking reference from Super Metroid. Megaman's style doesn't really fit the art here. 3-That's an issue with vertical sync. I'll see if Game Maker has a way to implement it, but it has nothing to do with my programming or anything. It's a natural problem that happens with fullscreened programs unless VSync is turned on.

Kayin Dreemurr

1-Well, I was kind of disappointed by how the other slimes just keep hopping around nearby, when at least one could be doing something else to her. Also, something like that I think could only occur if they were on ground methinks. 2-I was more referring to if you didn't hear from your artist anytime soon, and suggesting using the MM tilesets as a base to work from. (I've done that for a sprite comic I was making at one point) 3-Ah, okie dokes.

Anon42

1-Look at the update notes for v.04. I'm already planning on adding in a second Slime to the sex scene, similarly to how the blue guys work. I can't really imagine what a 3rd would do though so I'm sticking to two. If the hopping bothers people, I can try making it so they'll just stand around and wait while she's being raped instead. The giant slime still wouldn't work if they only merged on the ground though, both from a programming and design standpoint. Let me explain. The slimes' entire point in combat is to be a nuisance enemy. On their own, they're pretty easy to handle - they have a small hitbox, so shooting them can be tricky, but they're easily dodged and they don't pose much of a threat. Now, imagine having two slimes jumping around when a big insect is buzzing above you and there's an enemy shooting at you off to the side. Suddenly that slime, along with everything else, becomes a huge threat, and you have to carefully but quickly decide what enemy to focus on and where/how to dodge so you don't get swarmed. That's where Crisis Point's combat is focused; enemy encounter design, rather than one single enemy being sent at you at a time. I know it's not apparent right now, because there's only one enemy type, but it'll certainly start to show itself the further into development we get. 2-Fair enough. I'd rather use that same strategy with Super Metroid tiles, though. The end result would be much more fitting. In any case, thanks for the suggestions. I'll keep them in mind for the future.

Kayin Dreemurr

Hey Anon, Patreon related question. Do you ever have any trouble making activity posts? Where like when you go to click post, it keeps opening the "public/patron only" selector box?

Anon42

Nope, I haven't had any problems like that, sorry. Patreon has overall been a very smooth, easy process in my experience.

eric007

hi all. i'm having trouble extracting this zip file. i had using both winrar and 7zip, both reported the file are either corrupted or damaged. sometime it say unknown format or damaged. i noticed that the downloaded zip are either 4.0 mb or 3.9 mb. anyone had similar issues? how do i fix it? i'm using window 8.1. i had no problem with resident evil progeny and other sprite games. this is the first time.

eric007

it appeared that the main problem come from the file called win.data. Winrar said that file is broken. How do I fix it?