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/vt/ - Virtual Youtubers

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>> No.63857408 [View]
File: 135 KB, 850x1202, __nanashi_mumei_hololive_and_1_more_drawn_by_zikryzero__sample-deb9e9223dd0958d0fc9e110586477d1.jpg [View same] [iqdb] [saucenao] [google]
63857408

TAKE THAT BEGGARS. NEVER DOUBTED!

>> No.27486633 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
27486633

Hello everyone, update as usual. And for once, I'm delivering good news.

The tilesets I've commissioned have arrived, and we're well on our way on the game's facelift. This should make the visuals more quickly identifiable as Minecraft-inspire as well as simply looking cleaner and sharper than the previous tiles. Some minor bugs related to loading scenes before rendering, such as the case of enemies that dropped berries on demise.. creating a berry on load instead, were identified and squashed.

I'm happy with how the game plays and looks for now, and I'll be trying out different combinations of the tiles to get a good feel for what goes well with what. As well as continuously playtesting and improving upon level decisions to make the best of what real estate we've built.

I haven't yet looked into the Windows export problem, as I had been running on all cylinders last week and inevitably crashed during the weekend... which GitHub shenanigans and exporting issues contributed greatly to.

I'll be discontinuing level submissions as they've run their course and filled their purpose. We could've built something great, you and I...

Game hosted at: https://vanillapuddingproductions.itch.io/

Feel free to say which levels you find to make a better use of the new tiles.

>> No.27386240 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
27386240

Well, my plan to create a giant backlog for the month of August is wavering a bit as I simply needed to indulge in normal entertainment a bit after the way this week went, and this weekend is going. Oh yeah, it's update time.

I've come to notice that Godot is not exporting the game such as it is in the debug build. It has inserted several problems into the game published on the itch.io page, one of which was critical enough that I'll spend the most of my time going forward paying close attention to how the builds turn out, playtesting and delegating the final portions of level-building to the gentle/who/ that responded to my request for volunteers.

It means that the game will be even shorter than I expected, unless I manage to figure out exactly what's going on with the exporting in the next week or so. July is almost guaranteed to be a series of very stressful work days for me and I'll be almost guaranteed to have a mind of shit during that time.

Worst comes, I'll cut a lot of troublesome content, to the detriment of the game. I really do not want to do that, as making a video game people enjoy was what got me into IT in the first place; that was rarely a dream I pursued with a plan until now. I want this to succeed, even if it's just a minor success, and an unplayable game is way beneath that.

If things truly go south and I can't figure this out, I'll go with plan B - development at my pace past the deadline, with a mind to keep expanding and treating the birthday date as a teaser milestone. I don't want to go with that as I've sunk plenty of work hours, brain cells and even some money into this.

Let's hope for the best!

Preview of the game's hosted at: https://vanillapuddingproductions.itch.io/

>> No.27191655 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
27191655

>>27147630
Links died, so it's update time!

The work week has been hellish, but I've made good advance into the final boss fight with Kronii. I'll keep the details a secret for now and there's still a ways to go, but suffice to say we've gone a long way from merely having a flying Holomem in a rough infinity pattern. I've implemented a few longstanding ideas, namely a checkpoint system and persistent unlockable doors. I was trying to complicate the system for the latter, when it was rather simple really.

I confess I'm getting a little bit worried about the tileset assets not being complete yet. For that matter, I have a question for the fine gentle/who/ts here: keeping in mind this is a video game drawing inspiration from the very old MS-DOS/Genesis/SNES games, is the current look and feel of the game a dealbreaker for you? I've been a bit remiss addressing this in the past, as I've always assumed that "eventually" it would look good, but as it is I'm considering the reality that this really will be as good as it gets.

Having said that, starting from the day I get back from training tomorrow to the late evening of Sunday, or Monday night if all goes well and my boss allows us to "celebrate" a local holiday, I'll be chained to my computer making sure there's a semblance of an endgame and squashing bugs without mercy nor respite. I hope by the end of it that there's an endgame complete so that the focus for the rest of July leading up to the Big Day is merely adding and improving upon the basis.

Friend Breadbaker, I'll stop linking submissions in a separate post as precedent dictates that's all the interest I'll get for now. Thank you for your diligence in doing literally double the work on my account, it's extremely appreciated.

I'll wait until the HoloCover craze cools down a bit, then I'll start shilling this on birdapp like I've made the coolest thing since sliced bread.

The current state of the game is hosted at: https://vanillapuddingproductions.itch.io/

>> No.26898941 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
26898941

Well, since Mumei is playing a proper fangame tonight, I'll post an update on the state of affairs and the final boss fight.

A quick preview: https://streamable.com/6cim0t

This rough infinity pattern may or may not be refined later, though for now its functional enough. Projectile attacks will follow soon. I'll be paying very close attention to the feel of this fight for the next week, as well as curating the section leading up to the boss room.

Afterwards, and hopefully it won't take much longer than the next week, I'll finally get to work on cleaning up all the bugs, adding the final sound assets, linking up the levels the glorious hooman self-entitled Anonymous Yes is creating and recreating the tilesets whose assets are close to completion. I'm dreading that part, but it has to be done.

I really should've taken steps to get the project off limbo earlier, but as they say.. the best time was yesterday, the second best is today.

As always, the game in development is hosted here: https://vanillapuddingproductions.itch.io/

I'll probably make it a downloadable as I've noticed the BGMs freeze during level loading.

>> No.25624820 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
25624820

>> No.24812307 [View]
File: 135 KB, 850x1202, Mumei recap.jpg [View same] [iqdb] [saucenao] [google]
24812307

Story recap! There... were no stories posted last thread.

>> No.19686829 [View]
File: 135 KB, 850x1202, chuunimei.jpg [View same] [iqdb] [saucenao] [google]
19686829

I wish Coolmei was a lot more prevalent than Psychomei.

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