VERSION .1!! STRESS TEST BUILD!
🕑 Added 2020-08-03 21:04:43 +0000 UTCHELL YEAH this is it y'all :>
There's a few lil' areas we wanna clean up (particularly the ending sequences) and some areas we can expand on in the future, but we think this is in a great spot to release publically!
The Itch release is still a couple weeks or so out, but FOR NOW we'd love it if y'all could test this for us! We've included all the "cheats" still for convenience/speeding stuff up, but try to break things if you can, and report your findings to us.
Minor bugs likely won't be addressed immediately, but we're looking for CRITICAL game breaking things.
We do have Windows/Linux/Mac builds. But we don't have the Mac certificates yet.
OH AND The Critter Log is currently disabled. So don't worry about that!
New Highlight features:
- Various act 1 goodies like intro cinematics when starting a new game
- All new achievement notification for various stuff (sex scene unlocks, important items, tutorials)
- All-in-one notification for smaller items and powerups, gossip unlocks etc
- Fullscreen stretch toggle in Options menu (stretches game art proportionally to fill screen)
- Window scale factor in Options menu (for resizing pixel-perfect in windowed mode)
- Game options now saved across builds of the game (your window and audio settings will be remembered in future builds)
Other new features:
- Can talk to NPCs from behind
- Fast travel movie uses new dialogue ui
- All UIs use matching font with consistent shadow outline effect
- Penalty for dashrolling in plant quest minigame
- Gradient and npc portraits no longer flicker between gossip and dialogue UIs
- Selection animations in questlog, critterlog, start menu gallery
- Sound and music volume balancing, some new sound spotting
Bugs Fixed:
- infinite mirrors bug around borders of game window
- window flickers and resizes at game first launch
- could dashroll faster or slower depending on the direction you dashed
- player can navigate menus after choosing Yes or No on a confirmation screen
- 'press any key' didn't work for all keys or joysticks
- music test sound for music volume slider in Options plays at the Effects channel current volume
- menu animations get paused (timescale=0) in the pause screen
- music sometimes stops playing (partial fix)
- players can cheat in plant quest minigame by mashing both keyboard and joystick buttons
- several ways to summon penny when she has already landed
- navigating up or down in inventory plays 3x selection sounds
-
Please give this a shot and let us know what ya think! We hope the new changes really solidify the game feel and up the general level of professionalism!
Thanks for being so patient with us y'all :>
Comments
antonio kontos
YOU GAVE US A PRETTY BIRD!!!!! Hope we get to play with her sometime
Carrot
Interesting! I’m assuming you unzipped the file before running too?
GFHCDK76
Well, this is my best PC, it rust most any game I have real fast. My PC uses an Intel i7-8700k six core, 12 threads 3.70GHz CPU. Has 64 GB of high speed ram, and rocking an MSI GEFORCE RTX 2080 TI Gaming X TRIO GPU card. On a 64-bit Win 10 PC. In short, it's a gaming beast. I can make a video, with the game being the only thing running so you can see. I do have a much older laptop not currently setup, I can try it on that perhaps. But recording any game play on it is a bit more tricky, though it can be done. And that laptop has gotten lagging itself, is why I don't use it anymore.
Carrot
Actually that stuff is silky smooth :0 Can ya give us more info on what version you are playing and your system? We haven’t heard anyone report anything like that when picking up items :0! If you have access to a different device, could you try on that as well?
GFHCDK76
Yeah, I feel you. Best to have something stable to work on, than have to make big adjustments throughout the process. And I have seen the list of extra animation slots for Act 2 so I know you got far more plans for this game, in time. I did go back to do a quick run again, and found most of that lag I seen during talk sessions was due to some background processes I was running at the time. All of it was quite snappy! This time. Though there was still much lag during the talk with the mouse after you visit the plant, but I can see that was intentional. I kept my cool as I kept mashing A and was able to hold my cargo. I got to the bunny with about 89%. The mouse didn't stop me this time from making my delivery during my first run from the plant. ^.^ One thing that still lags a bit too much from what I can see is the board collecting. When you touch a board to collect it, there is a pause with a skip in animation and position of the red panda. He sort of teleports when collecting bards. For a seemingly simple process that should just flow, as it does in other games when you make a pick up, this has a lot of lag to it, for what it is doing. This would be in how much the code is prepossessing during a pickup, and the arrangement of code, and the commands used in the code, and where. My suggestions for any possible optimizations would be to replace as many "if then" and any "for next" loops with a "do wile" loop. Those are much faster. Also some of this info may help. I had use some of this info myself, before I found it, but this makes it all far more clear. Though it mostly involves physics calculations, I feel some of this info may still prove to be useful for near any calculation involving triggers too. Even in 2D games. Have Vixel have a look at this, it may help, somewhere. If the link shows, it might not. If not, I will just send him the link via a PM. "https://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8"
Carrot
Yeah, to those of you following along closely month to month - We've had to spend a lot more time on back end stuff than on introducing new stuff. It didn't make much sense to go into more content when we hadn't hit this major milestone. Especially when a lot of those backend things are stuff we're building on as content continues. It was better to tackle that stuff earlier in the process, rather than updating a major system on every little interaction or something a year later etc. But don't worry, we've been feelin' it too! We want nothing more than to load up the more content we've prepared :> -- Noted on the feedback though!
GFHCDK76
In this stress test, I feel some of the interaction progressions could be a bit more snappy. I can't remember all of them, but there was several times when I hit A to progress in some conversations, there was a few times I felt the game had locked up. Some conversation progression lag was longer than others. One such moment was when the mouse stooped me on my way from the plant, during her time talking, I thought the game had frozen, and I might have had to restart it. Though all I really had to do was wait. I may run it again, just to see if something else may have been slowing down the game, or see if it really was the game lagging. Also, once I was finished, I thought there was going to be a lot more to Act 1, but it was mostly everything I had seen before, with a few extra things added. I thought there might have been some more iterations with the goat, and perhaps we my have gotten to talk to the cat in the woods with the fire place we have yet to see. And perhaps we may have got to see the bear and perhaps her fox girlfriend.
Carrot
lmao hell yeah
Amenephis
"Can talk to NPCs from behind" That's not the only thing you can do to NPCs from behind.
Carrot
LOL! Yeah I've rolled into that a few times xD! Before our legit release, we will of course remove the cheats, but also have a way to delete your saves on the main menu screen :> - And yeah! The critter log isn't disabled, but the functionality was taken out for this release. Thanks for the comments and thurough lookin' though :>!
Nonfinite
It would be really nice for the Clear Savegame cheat to confirm that you wanted to instead of just immediately deleting the save file, say, for when you accidentally dodge roll into it >_> (thankfully my backup software had it covered, a good reminder to always back things up) The only other oddity I see is a "test note" and "test kink" on Scarlett's log page, but hey, maybe she's just into exams :P (The critter log is definitely not disabled, I can both open directly and L/R to it) Overall really impressed though! This has come such a long way!!!
Carrot
Whoa that’s wild lmao! How were you able to have a smaller than native resolution? :0
Lapsio
I know it's absolute nitpicking and unrealistic test but if you have fullscreen enabled and your display is below native game resolution it: - doesn't scale below native when display is narrower horizontally than native game res - does scale below but shows weird grey borders when display is narrower vertically - game doesn't detect if you toggle fullscreen on OS level (kinda why I could even test it in the first place) https://www.dropbox.com/s/36vojiprd9kv21v/Screenshot_20200804_011340.png?dl=0 Yeah, I really couldn't find anything better XD It only happens when resolution is below game native resolution which is kinda tiny. It's probably only relevant for mobile build if there will be any or if someone would launch this on Raspberry Pi with 320x240 lcd...
Carrot
There's a wood piece you can collect at the beginning of the Lake Biome. All you need is 1 wood to complete that step of the quest :O IF you already have that, and it's still a problem though, let us know!
Smexy Conker
Using the blue bell taxi before collecting all the wood seems to make you unable to get back to the other side of the overflowing path.
smurli
Mmmmm yhea i cant wait to play 💓