PURE ONYX - May 17, 2020 Test Release! (Patreon)
Content
Hey guys!
We have another test release for you! This one is is more of an extension of the one we released at the end of April, but with a few significant changes.
One of the most notable is a major fix for players who use displays with refresh rates above 60hz, or are using driver settings to override VSync (you may not even know this is happening). These players were having input issues such as jump or certain attacks not reliably activating. We've made a temporary fix for this while we improve the core input system further. This is a big change internally, and while it's a big improvement overall, we still have some significant issues left to clear up, so please read the Known Issues section!
We've also added basic fluid particle FX system for H scenes. This is the first step in a series of techniques we'll be using to get things wet and sticky >_>. For now, we can spawn locational particle FX on (or coming out of ( ͡° ͜ʖ ͡°) ) the characters during animations. They aren't super pretty yet, but in the next update post I'll go into detail on the upcoming techniques and improvements we'll be making in this area. Spoiler: we have bukkake stuff looking really good!
Also, next week there will be a new Inner Circle test release that will include the first Vioreaper combat test :D.
Change Log for May 17 Release
- Added basic fluid particle FX system for H scenes / locational FX
- Added particle fluid FX to the Splicer Thug H scene.
- Input is no longer reliant on FPS. This will make input far more reliable for users who are running the game beyond 60 FPS or whose drivers override Vsync.
- You can now switch between keyboard / controller freely without having to restart the game.
- Fixed foreground flickering and shadow artifacts that could appear when Onyx dashes at the top/bottom of the playing field.
- Onyx can no longer escape the level by moving out of bounds at the corners of the playing field.
- Jump speed should no longer improperly revert to walking speed when Onyx jumps while dashing.
- Dashing in the opposite direction while landing / skidding should no longer make Onyx stick in place and shake wildly.
- Target tracking for Onyx's follow cam is no longer FPS dependent.
KNOWN ISSUES (new / important ones are bold)
- L3 (pushing in left analog stick) to dash has been disabled for this release -- a casualty of the overhaul to make input independent of FPS. Double tap the direction you want to dash for now, it will be back soon!
- Returning to Main Menu during an H scene and starting the level over will cause some input issues, and can cause the screen to fade out (don't return to Main Menu during H scenes right now)
- Camera dampening is turned off in this release while make it compatible with the latest changes. The camera will move faster and more abruptly than normal.
- Exiting the menu with the Jump/Punch button (depending on input device) can sometimes cause Onyx to fire off a jump/punch (related to the temporary input fix).
- Skipping a stage in H scenes can cause particle FX to desync on the next animation.
- It is possible for a hitbox from one of Onyx’s attacks to fail to delete, allowing Onyx to smack opponents just by getting near them. (still working on this one)
- Fluid FX appear brighter than they should at the moment
- Removing FPS cap via drivers mid-game may potentially cause bad issues. This may be resolved with the new input fix, but haven't gotten enough data yet to know.
- Bystander positioning can have some issues still (they can sometimes be too close, or overlapping each other if H scene occurs near edge of level).
- Enemy’s red “eye shine” FX cue for H attacks is sort of buggy still, and is not appearing as intended (will be much more polished looking).
- Final animations in an H scene freeze when fadeout begins
- Splicer Thugs and Runts are incorrectly invulnerable after standing up for about 10 -20 frames.
- It’s annoyingly difficult to perform Onyx’s stomp attack on a controller currently.
- Physics on Splicer Thug’s belt causes clipping / artifacts / looks janky
- Enemy character geometry gets culled too close to the camera border. Can result it body parts not appearing when they are at the edge of the screen.
- Holding the opposite direction when finishing a power attack will cause Onyx to turn rapidly while still in her attack pose, resulting in an ugly animation artifact.
- Onyx can (rarely) be out of position with the Splicer Thug during struggle
- Skipping a certain H animation (the Thug’s transition from standing to doggy style) with the Jump button can improperly skip over the first segment of the doggy style scene.