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Messages - deepshock

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1
Windows / Mac / Flash / HTML5 / Re: Steel Seraph 1.6.0 updated (November 1)
« on: November 02, 2019, 05:10:15 pm »
Linux updated to 1.6.0.

2
https://steamcommunity.com/ogg/1052390/announcements/detail/1607149715734207137

Quote
Windows now updated to 1.6.0. Linux and Mac changes to follow.

November 1 (1.6.0) Changes:

Act 4 prologue added (briefing before going into any stages.)

Demeter Battle changes

-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100 (10/24)

-Air mouse movement speed now matches regular air speed. (10/26)

Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.

Nymph changes

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.

-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.

General

-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)

Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground.

3
Some people I know did some vids on the game, which revealed some things I need to work on and will have worked on by the end of the month. I'm pretty far along.

https://www.youtube.com/watch?v=RJNVWKu5OuA
https://www.twitch.tv/videos/495022105

4
The latest the next update will be is in late October. The reason for this is that I plan to make major improvements on this game in gameplay, visuals and (in some cases) music.

Seraphine and her weapons will move approximately 33% faster

I plan to have destructible rubble in some areas that can be taken down with any weapon.

Signposting will be improved in areas where it was found to be unclear. For example, at the start I intend to close off areas like the second and third floor of Fauconvert before Seraphine has taken out the Golem in District 13 (unless there are any objections to the idea.)

The Hera City theme will have a different instrument for its main melody, one that's a bit smoother.

Whole-scale war on bugs, even the most latent, hard to find ones there are. THE GAME WILL NOT BE UPDATED UNTIL THE BLACK BOX BUG (Triggers in rare cases when the player calls the map) IS CONFIRMED SQUASHED.

A continued call to streamers and reviewers who are interested in indie/early access/games from untested developers.

Thank you for your patience.

5
Windows / Mac / Flash / HTML5 / Re: Talk to Strangers released!
« on: April 19, 2019, 09:18:50 am »
Congrats!

6
Even in its earliest sale state it's getting SOME bites: 3 sales on steam and 2 on itch. It sounds REALLY slow, but hey, early access gonna early access. I think the closer the game gets to completion, the more confidence I'll earn from potential players in the process, and it IS something I'll have to earn, possibly over months.

Here are my Steam and Discord links.

https://store.steampowered.com/app/1052390/Steel_Seraph/
https://discordapp.com/store/skus/555820631007035413/steel-seraph

7
...And here it is. It's not yet ready for Steam or Discord (and Epic will, again, require a few more months to even be able to vet it), but it's on itch and GJ right now.

Itch.io- https://deepshock.itch.io/steel-seraph
Gamejolt- https://gamejolt.com/games/steel-seraph/89348
The price is $4 Canadian and will stay that way unless it's part of a sale.

8
Final beta is up. The next build will be the early access launch one. I'll make sure it's as ready for that as possible in the 12 days remaining.

Itch.io- https://deepshock.itch.io/steel-seraph
Gamejolt- https://gamejolt.com/games/steel-seraph/89348

I'm also targeting Discord, Epic and Steam with the main build, and have started with all of them.  The game on Epic will be far later coming (since they mentioned that their Q1 and Q2 list of games is almost complete and it'll be a while before I get any new info from them.)

9
Thank you. I'm getting on that now and I'll have one last updated beta build coming Saturday, 2 weeks before the Early Access release. I'll have that sorted out before long.

10
When you get back at it (that goes for anyone else too), let me know if the CTRL key is working for you to bring you to the map. If not, that's the next thing I have to sort out. It might be an issue with the new version. Thanks in advance.

11
Thanks for your response. Glad you liked what you played.

The tutorial bits were added on player feedback, but I can potentially allow a game option which has the tutorial on by default, but able to be turned off. It'd fit well with the game options being something you see before the title screen. The "off" option would have us already on the ground after battling Kirin, with the Spread Gun being in the inventory right away.

12
Windows / Mac / Flash / HTML5 / Re: Charly García´s Epic Jump
« on: March 11, 2019, 04:25:17 pm »
This is quite the concept. I can dig it.

13
Windows and Linux now updated to 1.6.0.  Mac changes to follow.

November 1 (1.6.0) Changes:

Act 4 prologue added (briefing before going into any stages.)

Demeter Battle changes

-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100 (10/24)

-Air mouse movement speed now matches regular air speed. (10/26)

Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.

Nymph changes

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.

-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.

General

-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)

Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground.

(Edit: Updated to reflect the current build)

14
I thought what I had a year ago would be the final demo, but as it turns out, so many general improvements were needed and applied that I figured I'd make a new (actually final) demo consisting of the whole of the first act.

Scene Transition markers that highlight short forms of the names of the scene where you’re about to go.
A new dialogue box and HUD with a more legible font and more useful information
A map, accessible through CTRL/Select (by default)
A series of game options, key configuration options, saving and loading (up to 20 files)
Weapon ammo counts right on the weapon icon in the pause menu
Keyboard+Mouse and gamepad options for control
Six segments full of diverse air and ground scenarios, with dangerous bosses and interesting NPCs.
Improved level design- The Hal-Con 2015 demo stage is more compact, has better enemy and level layout.
An updated Score Attack mode that consists of more air stages
Improved music (with a wider variety thereof)

http://gamejolt.com/games/steel-seraph-final-demo/89348
https://deepshock.itch.io/steel-seraph
www.facebook.com/steelseraph
www.twitter.com/steelseraphgame

I plan for the complete game to have 4 acts, a price point of $10 Canadian, and a release date in late 2017 or early 2018.

15
Ask a Question / Re: Screen Edge Padding: How can I add it?
« on: April 07, 2017, 10:58:47 am »
1% or 2%, which would just be a function of screen width/height. I could definitely add this as an option once I can get either of your suggestions working completely. I'm going to check your suggestions out today and see if either one helps. Thank you!

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