crisis point extinction читы

Crysis

Откройте папку Config в каталоге с игрой (например, C:\Program Files\ Electronic Arts\ Crytek\ Crysis\ Game\ Config). В ней вы найдете файлы с названиями diff_easy.cfg, diff_normal.cfg, diff_hard.cfg и diff_bauer.cfg.

Откройте нужный файл (в зависимости от выбранного уровня сложности) и добавьте нужную строку в конец (выделено жирным):

Также возможен следующий вариант применения кодов:

Во время игры нажимайте на клавиши:

Также вместо этих клавиш можно применять коды в консоли. Вызовите ее клавишей [`] (тильда) и вводите:

g_suitCloakEnergyDrainAdjuster = 0 — Без потерь энергии
g_suitRecoilEnergyCost = 0 — Без затрат энергии
g_suitSpeedMult = 2.85 — Запустить быстрее
g_suitArmorHealthValue = 900.0 — Больше очков брони
g_playerSuitArmorModeHealthRegenTime = 0 — Мгновенное восстановление работоспособности
g_playerSuitArmorModeHealthRegenTimeMoving = 0 — Мгновенное восстановление работоспособности при перемещении
g_playerSuitEnergyRechargeTimeArmor = 0 — Мгновенная энергия
g_playerSuitEnergyRechargeTimeArmorMoving = 0 — Мгновенная энергия при перемещении

g_playerSuitHealthRegenTime = 0 — Установить время восстановления работоспособности на 0
g_playerSuitHealthRegenTimeMoving = 0 — Установить время восстановления при ходьбе на 0
g_playerSuitHealthRegenDelay = 0 — Никакого ожидания пока не начнется восстановления
g_playerSuitEnergyRechargeTime = 0 — Установить время восстановления энергии на 0
g_playerSuitEnergyRechargeDelay = 0 — Не ждать, пока не начнется восстановление энергии
g_playerHealthValue = 900.0 — Дополнительное здоровье
g_difficultyLevel = 1 — Установить уровень сложности, 1 это легкий
g_suitSpeedEnergyConsumption = 1 — В костюме скорости всегда хватает энергии
g_meleeWhileSprinting = — Переключение рукопашных атак во время бега
pl_swimBaseSpeed = — Установить скорость плавания; 4 по умолчанию
g_walkmultiplier = — Скорость ходьбы; 1 по умолчанию
v_goliathmode = — Переключить непобедимость транспортного средства
cl_strengthscale = — Умножить силу удара, 1 по умолчанию
ai_UseAlternativeReadability = 0 — Корейцы говорят на корейском языке
r_displayinfo = — Включить отображение частоты кадров
i_giveitem — Спаун обозначает элемент

Вы также можете изменить свою статистику костюма. Например:
g_playerHealthValue = 400.0
g_playerSuitArmorModeHealthRegenTime = 0
g_playerSuitArmorModeHealthRegenTimeMoving = 0
g_playerSuitEnergyRechargeDelay = 0
g_playerSuitEnergyRechargeTimeArmor = 0
g_playerSuitEnergyRechargeTimeArmorMoving = 0
g_playerSuitEnergyRechargeTime = 0
g_playerSuitHealthRegenDelay = 0
g_playerSuitHealthRegenTime = 0
g_playerSuitHealthRegenTimeMoving = 0
g_suitArmorHealthValue = 400.0
g_suitCloakEnergyDrainAdjuster = 0
g_suitRecoilEnergyCost = 0
g_suitSpeedEnergyConsumption = 0
g_suitSpeedMult = 2

Сделав все свои изменения, сохраните файл, загрузите новую игру
и посмотрите, что вы отредактировали!

Источник

Anon42

Well-Known Member

Crisis Point: Extinction is a Hentai Metroidvania («Hentroidvania») platformer in which you play as headstrong military soldier Alicia (pictured above) as she explores a mysterious alien planet.

Set in the not-too-distant future, mankind has finally discovered the secrets to long-distance space travel and, in their haste to explore the stars, are infected with a virus that alters the Y chromosome in developing infants, causing all children to be born female.

As Alicia, you must outwit, outshoot, and outlast the various creatures lurking on and below the planet’s surface as she locates survivors and explores deep caves, ancient ruins, alien jungles, and more, all while searching for a cure to save humanity.

Fetishes in the game include, but are not limited to: futanari, breast expansion, light corruption, tentacles, egg laying, light cum inflation (some potentially objectionable fetishes can be toggled off)

It’s been a long time since we released a new public demo, but we’re finally at a point where we’re satisfied with the state of the game and ready to kick things into overdrive. With that in mind, if you have any interest in the game at all, please feel free to download the 2019 Crisis Point: Extinction public demo below and give it a go!

TheDarkMaster

Well-Known Member

I see that the new updated public demo that has less content in it than the last version which was released over three years ago. The last version had the overgrown caves with corrupted scientists, the plant women, and breast expansion vines. The shield women are new though.

btw, why did you add in the fall through on the thin platforms if you hold the down direction when you fall into them? That’s problematic if you’re trying to shoot down at enemies below you, since you need to press down while in the air in order to shoot down. I feel into enemies on at least two occasions due to that.

Anon42

Well-Known Member

Definitely not. As I mentioned above, there’s been loads of new content and polish added to the game in addition to all the visual updates, from a customizable blaster and a skill tree, to an actual fully voice-acted storyline, hentai CGs and a real voice actress for Alicia instead of a low quality pack from DLsite, revamped level designs, a completely reworked UI and an original soundtrack instead of royalty free licensed music, adding over a hundred sound effects around the game, and lots more. Loads of time has been put into every single facet of the game, reworking them and polishing them up to a much higher standard, which includes the innumerable amount of visual improvements in places like the backgrounds and animations and visual effects, as you noted. A good amount of work was also put into reworking and planning the future of the game, as well, so we have a much clearer idea of where we’re headed.

Источник

MAG Releases #3

Привет, это fdk, а также свежие и не очень релизы.

Пока был занят работой, в релиз вышло много хорошего. Если что-то пропущу – пишите.

Summertime Saga 18.0

Обновился один из топовых проектов Patreon. В Summertime Saga 18.0 DarkCookie завез шикарно:

обновили историю Дженни;

две новые локации: дом мэра и яхта 0_о

в квесте Прии появились противозачаточные таблетки;

скрытые сцены на чердаке;

Новые действия в доме Анни и на пляже;

Обновили музыкальную мини игру;

Обновили изображения персонажей: MC и Debbie, Ivy, Jane, Martinez, Cedric, Kevin, Somrak, Lopez, Mr. Bubbles;

Новые персонажи Джастин и Карл;

Закончили сарай Дианны;

Пачка фиксов карты и сохранений;

Добавили менеджер модов, работающий на ходу;

Обновили дебаг меню, много нового…

Town of Passion 1.2

Siren`s Domain выпустил Town of Passion 1.2 под заголовком Весенняя уборка. Из интересного: опасный путь через болото c монстро-девочками, на встречу с показанной в конце предыдущего обновления орчихой Рагаш, Акане появится в Лесу Сакуры. Обновили предметы и навык для подробного изучения Валенсии.

Project Helius обновили Fallen Doll с поддержкой VR до v1.3. Добавили девять новых действий, семь функций в режиме сна, некоторые технические улучшения и исправления.

Так-с, пора задуматься о VR-очках: по скриншотам приятная графика 😉

Amity Park 0.5a Public

GZone выпустили финал пятого эпизода Amity Park. Судя по чейнджологу изменений не так много.

Breeders of the Nephelym 0.701a

Симулятор скрещивания странной рассы Нипхельмов (wut?), Breeders of the Nephelym обновился до 0.701. В новой версии DerelictHelmsman что-то мало завез, половина апдейта это багфиксы.

Anno Domini: Godfather (ранее Fairy Tale Adventure)

Не знаю, что было между разработчиками, которые делали Fairy Tale Adventure, которые после размолвки решили объединиться и выпустить финальную версию игры под новым названием в Steam. Судя по комментариям, вырезали для Steam спорные сюжетные ветки и персонажей, обновили меню.

Crisis Point: Extinction v0.34

Пиксельная Хентроидвания (Хентай + Метроидвания) Crisis Point: Extinction о исследовании неизвестной планеты упрямой солдаткой Алисией обновилось до очередной версии. Добавили нового противника, функции дата-диска, начали заполнять бестиарий, режим обновления был улучшен, новые заставки, CG, переработали текстуры пещер.

Тактическая рпг Third Crisis от AnduoGames обновилась до 0.11.0. Смешной момент, я хз что обновилось xD чейнджлог доступен только патронам. Саму игру уже можно скачать 🙂

Holiday island v0.1.6.2

Darkhound1 обновил приключения поца, который выиграл в лотерею поездку на остров, полный девушек. Автор не удосужился оставить чейнджлог, а я в нее еще не играл 🙂

Seeds of Chaos 0.2.44

Lord Arioch хвастается: в этом обновлении достигли пятидесяти тыщ слов текста О_О. У Толстого

500к слов в Войне и мире (кто знает точно, отпишитесь в коментах). Это так, для сравнения.

Если честно не понимаю: почему бы не доделать игру, а потом уже править спрайты существующих персонажей, если нет косяков? Ну не нравиться игрокам или автору, доделай игру, сделай патч с фиксами.

Shady Lewd Kart 1.4c

Симулятор свиданий + гонки на картах? Wut? Оригинально, однако. В новой версии Shady Corner подвез нам немного: ребаланс, новая пушка и новые «лулды» в галерее.

Tentacles Thrive v3.09

Еще один симулятор выведения новых видов через спаривания обновился. В Tentacles Thrive, Nonoplayer добавил: 4 новых сцены спаривания, 3 новых вида щупалец, шесть завершающих сцен, связующие сцены, 3 анимации для боев, обновили интерфейс и еще чего по мелочи.

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Sisterly Lust новелка Perverteer об отношениях девчули, которая переехала на новое место. В обновлении ничего интересного, одни фиксы.

Это конечно не все релизы 🙂 Но я стараюсь охватить как можно больше.

Маленький чит: В Тележке есть прямые ссылки для скачивания.

Найдены дубликаты

А еще можно зайти на f95zone и отслеживать/находить/просить помощи и сейвы к этим и другим играм. присутствует отдельные ветки по комиксам и анимации.

И там можно поговорить с разрабами игр, частенько отвечают в ветках своих игр.

Хорошее дело делаешь, продолжай в том же духе, друг очень доволен!

Гол на максималках 😀

Насквозь

Привет Пикабу, с остановки

Привет, Пикабу!
Год назад я написала здесь свой самый первый пост про то, как мы сделали остановку Возвращайся домой. И пошло поехало.

С тех пор я приняла решение переехать в свое село и заниматься тем, что мне нравится. Начали ремонтировать молодёжный центр в старой котельной, собрали на него первые средства на ремонт, к нам приезжал нтв и снимал сюжет. Там, в телике, я говорила о том, что хочу, чтобы здесь появилась скейт площадка, покачаться на качелях и попить кофе.

Пришло лето, и мы начали все строить и ремонтировать. В кочегарке удалось сделать крышу, поставить окна, почти сделали двери и залили часть пола. Фотка не свежая, в следующем рассказе будет.

Мы построили скейт и воркаут! Теперь у нас в селе есть бетон и фигуры. Возникли сложности со сроками, но нам удалось справится. Осталось сделать вокруг красиво, и покажу фотки. Так, в нашем аккаунте уже есть трюки (в описании профиля ссылка), и основные этапы стройки. Парни в тик ток ток выкладывают свои рейвы.
Понимаю бедолаги, как долго они ждали и тут ещё каждый раз сутки двое прибавляют к ожиданиям

Вот качели в Пежме. Мне конечно, нравятся фото процесса, но не знаю, это же много 🙂 ну и философии там больше, на мой взгляд.

А это качели в Берегу, тоже наше МО, в 5 км

А эти сделали ОООО и Пежма. Нас часто пишут Пижма, как цветок. Расставили точки

Пилили всеми пилами изобретенными от создания этого мира. Топ моих любимых фраз: сел шуруповерт, пила не пилит, где топор 🙂

Так конечно много всего можно вам показать, я совсем затянула с новостями.
Строили все у меня у дома, на террасе. Удобно, чай, электричество, пельмени. Только крыши не хватало, конечно

Зимой я писала грантовую заявку, небольшую, на проведение этой игры, по тому, как мы можем сами что-то поменять в своей Пежме. Смогли сделать худи и выделить средства на все объекты. Много не хватило, но нам все помогли в селе. Все получилось

С кочегаркой сложнее, пока ни в один грант мы не зайдём, нужен хороший ремонт. Вот его и делаем.
Думаю, ребята это понимают, и это самое главное.
Спасибо Пикабу, за этот мир.

В общем, я поняла, смонтирую видео и покажу. И ещё фоточек. Часть есть в инстаграм, и во всех соц сетях. У меня в каждой получается разный контент.
Вот мне нравится фотка корабля. Они тут кумекали, как из него сделать беседку. Марик спрашивал небо

Сестра с юмором

«Квартет И» и режиссер их театральных постановок Сергей Петрейков, 1997 год, Одесса

Крик души

Ответ на пост «Выбор»

Мне понравилась моя шутка перед сексом, похуй что в тот день ничего не было.

Был я студентом и очень мне понравилась молодая преподавательница, на три года старше меня, только закончила наш ВУЗ, красивая, молодая и умная. Я достал от секретаря ректора программу обучения и к каждому занятию был готов заранее. Преподавательнице очень понравилось что я был готов с ней поговорить на тему занятия, между парами уговорил встретиться в неформальной обстановке и поговорить за тему занятий и вообще. Встретились пару раз и пригласила она меня к себе домой.

Малость выпили, поговорили минут пять и нас накрыло, даже не знаю я хотел ее или она меня больше, очень горячо все шло. Уже до цели дело доходит, я надеваю презерватив и стучу по душке кровати:

Источник

Anon42

Well-Known Member

With that out of the way, let’s get into it!

UPDATE v0.36 MAJOR CHANGES AND ADDITIONS
-Design and implement new NPC and cutscenes in the Summit (WARNING: The new NPC is currently missing voice acting)
-Completely reworked BE status effect to remove the movement-inhibiting debuff; now, Alicia has full movement and abilities during BE, but it now causes Alicia’s libido to slowly rise over time. If she touches an enemy, an H-scene will begin immediately, and finishing any H-scene (or masturbating) will remove BE status.
-Updated lighting engine to use a new colour-shifting shader method instead of transparent flat color overlays, making the lighting effects much more varied as it now respects the original color of each pixel more
-Implemented mouse controls for main menu and all Options menus (no other menus have mouse support right now)
-Reworked the Flare Shot’s first skill point upgrade completely, now it will not cause problems with starting H-scenes
-Implemented enemy recolors for Tentacles and Warped Sentries
-Add in reworked Warped Soldier CG by Kuso
-Added a few more environmental conversations
-Added proper climax animation for Lurker BE H-scene
-Fixed a small amount of bugs and minor issues

The big things this update are the BE rework, and the new NPC and cutscenes in the Summit. I won’t spoiler the cutscenes themselves, but I will say that getting them in now was necessary for the game’s level design going forward; the cutscenes change the way progression works, and now you can access the Catacombs as soon as you kill the boss of the Summit. This opens up a lot more freedom in what order the player chooses to explore; after you get the Dash, you can either go straight for Boss 2 or head for the Deep Soil. If you kill Boss 2, you can access the Catacombs before ever going to the Deep Soil, completely changing up the progression path. To put it simply, it’s an attempt to inject some nonlinearity into the way the player progresses through the game, and I hope you guys enjoy it!

UPDATE v0.37 GOALS
-Add in new enemy, Torguis (the blue orc-like enemies from early in development)
-Create more areas to explore
-Finishing adding mouse support to other parts of the menu
-Rework save system to fix issue where you cannot transfer saves between computers (NOTE: this change will invalidate all previous saves and you’ll have to start from scratch)
-Rework some level designs in the Catacombs to allow the player to explore it without Omnidash and Kilogrip abilities, then move Omnidash to further in the game (it’s currently accessible earlier than I planned)
-Rework more outdated CGs
-Add more environmental conversations
-Fix more bugs and minor issues

So v0.37 will be primarily focused on finally adding new content and stuff to explore. As I mentioned above, the Catacombs is now accessible without getting the Kilogrip in the Deep Soil; because of that, some level design in the Catacombs needs to be changed. At the same time, I plan on moving the Omnidash further into the game so you can’t access it quite as early; with the Catacombs accessible earlier, you can upgrade the Dash into the Omnidash very quickly, which devalues the base dash a bit too much imo. Along with that, we’ll be adding the Torguis enemy, a long-awaited addition that some of you might remember; he’s the first ever enemy I designed for Crisis Point, but he never got proper attacks or animations, only a pair of H-scenes. He’ll be appearing in the Catacombs, which makes now the perfect time to reintroduce him!

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Alright, that’s about enough out of me for today. Before I go, thank you so much to all of our wonderful Patrons for your endless support and patience! An extra special thanks goes out to our top patrons from this update cycle:
Keeg
HOELS
Wangarang
crisis
DevilMayCraft
LukBobTanbou

Thank you all so much for your generosity, and I hope you enjoy v0.36 of Crisis Point: Extinction!

Anon42

Well-Known Member

(Sorry this is a few days late, I completely spaced out on posting it everywhere! The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody. Gonna be a small update this week, I don’t want to get into my personal issues too much but I’ve been dealing with a lot of jaw pain this week that’s been making it hard to focus. We did get some good stuff done this week, though.

I also worked on refactoring some code this week, something I’ve been wanting to do for some time now but haven’t ever found the time to do. It’s not all that exciting, but it just means that the code I’m refactoring will be laid out in a cleaner fashion and will be easier to work with in the future.

That’s all for this week’s update. Thanks so much for reading and supporting us, everybody, and we’ll see you in next week’s update.

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

The good news is, despite my issues, the team has been working hard and absolutely KILLING it lately. As you all know, Orexius has been hard at work animating the Torguis enemy, who will be finally making his long-awaited debut in v0.37. Let’s take a look at some of those animations in action now! None of his attacks have working hitboxes yet, so please excuse the lack of hit reactions on Alicia’s part.

Well, that’s pretty much the Torguis in a nutshell. He’s nearly functionally complete already, as you can see, I just need to add hitboxes and fix up a few issues with his AI. Aside from that, though, I also have another animation surprise to show off..

Tada! The Alraune is getting some of her animations overhauled this update, too! (Don’t worry, she’s not losing her signature assets, these are just SFW versions of the animations because I can’t post lewds publicly on Patreon.)

Hopefully you’ll agree with me that the Alraune, of all the enemies in the game, deserves the new animations the most, and that these new ones are shaping up to be absolutely spectacular. I’m especially a fan of the slow, sensual wind up to the new overhand throw, can’t wait to see what it looks like when it’s finished.

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! This is gonna be a pretty short weekly update; there’s a lot going on from our team members right now, but not a lot ready to show off just yet.

Orex is finishing up the last few Torguis animations (I also finished implementing them this week), Puffernutter is starting on a rework for the Catacombs tileset, and Red is continuing his work on redoing the Alraune’s animations.

Alright, that’s all I’ve got for this week. Thank you for your patience as I work through the things I’ve been struggling with lately. I won’t let it keep me down, not when there’s work to be done and so many exciting things in CPE’s future. Hope to see you all at the streams!

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! Before I get started on the meat of the post, I just wanted to put out a reminder that we’re doing regular dev streams again! We’re streaming every day Monday-Friday, starting at 2 pm EST. Mostly it’s just me, but sometimes Red and Orexius join in, and Puffernutter is going to be streaming development work with me too in the future. You can follow me on Picarto itself (https://picarto.tv/Anon42) to get notifications when I start streaming, but our schedule is consistent, unless I can’t stream on that day for some reason, so you can also just come by at 2 pm Mon-Fri if you want to watch!

With that out of the way, here’s this week’s update!

I worked on a few things this week, including a new powerup that will probably be coming NEXT update in v0.38, a new mechanic I’m calling ramp sliding, and creating a bunch of new rooms to explore. First off, let’s look at the new mechanic, ramp sliding.

(The lighting quality has been lowered for the sake of gif filesize; don’t worry, the in-game lighting hasn’t changed)

Particularly keen-eyed observers may have noticed that CPE only uses slight ramps in its level design. We used to have some steeper, 45 degree slopes, but they were only used in a handful of places, and I gradually replaced them and phased them out of level design completely. The reason for this is that I planned on turning steep ramps into an obstacle instead of just a regular part of the level design, by making Alicia slide down them automatically, as you can see in the gif above. Naturally, there will be an upgrade later on that gives you the ability to go up these slopes, but currently they’re a one way trip.

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! This week in CPE news, I took a step back from creating new level layouts to focus on some detail things I’ve been wanting to do for a long time, liiiike reworking the dynamic water, for example!
Here’s a shot of how the dynamic water USED to be:

And here’s a shot of what the NEW dynamic water looks like:

950 FPS with the game uncapped in this area. Hopefully this will improve any performance issues people have in areas with water!

You can see both effects in the gif above. Naturally, the Flare Shot bubbles don’t actually harm enemies. They’re bubbles, after all. It also doesn’t consume ammo to fire the Flare Shot underwater, though, so there’s no harm in having some bubble fun.

Lastly, I don’t have a gif of this one, but I finished adding full mouse support to the rest of the menus too! Now you can navigate the Status and Map screens using the mouse, though you still need the keyboard to leave map notes of course.

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone. So I’m just going to skip over the pretense and get straight to the bad news: Kuso has decided to leave the Crisis Point team, which leaves us without a CG artist yet again. Well, sort of.

As you can see it’s a very subtle animation; I don’t want it to be distracting, but I’ve been wanting to add little animation details to Crisis Point’s world for a long time, to make it seem more alive, so this is one step in that process. Not every area in the Deep Soil has them right now, just the later ones, but I’ll try to get more of them included before the update goes out.

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Alright, that’s it for me this week. Sorry for the crappy update; I’m mostly just wrapping up development on v0.36 at this point, so the updates are naturally less exciting, but I wasn’t expecting to have to drop bad news like this on top of it. Hopefully I’ll be able to release the update very soon, since I’m no longer waiting on CGs before I can put it out. Thank you all very much for supporting, I hope to have some better news for you by this time next week.

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! Got a great update for you this week, so rather than beating around the bush, let’s get right into it eh?

First off, the gif posted above! As you can see, I worked on a new, underwater enemy for Crisis Point this week. They’re still missing animation work, but they’re pretty much fully functional already. Their speedy, direct movement provides a unique challenge for Alicia when her movement is hampered by water; by default, Alicia can’t dash or slide while underwater, so you’ll have to be careful with these guys around to avoid being overwhelmed!

The observant among you might also notice another thing in the gif above, which is a little «dust/pollen particle» effect in the background of the Deep Soil. It’s a small thing, but one that adds a nice amount of movement and life to the area in my opinion. I really want to add more little detail touches like this to every area in Crisis Point, since I think it’s a great way to elevate the game’s quality in more subtle ways.

Next up, a few words on the progress of the game’s writing! As I mentioned in the recent status update post, I spent time really finalizing the greater storyline of Crisis Point recently. Turns out, having the story written out instead of just floating around in my head is a phenomenal idea, as I’ve had the itch to write a bunch since then! I finished two new scripts this week, one for a cutscene (which will introduce more new NPCs), and one for a story-related HCG. I don’t know if these will make it into this update, my guess would be probably not since Red and Orex have their hands full with all the other work I have for them, and we need a lot of animations for their introduction scene, but we’ll certainly try our best!

Lastly, another gif from the game! This update is all about getting you guys underwater, so naturally there’s a lot of underwater mechanics being worked on. In some underwater areas, you’ll find strong currents that push Alicia back if she tries to pass them. Even the bubbles from her underwater Flare Shot are rejected! Maybe there will be some kind of upgrade to let you bypass them eventually.

Alright, that’s all the major stuff for this week! Thanks so much for reading, everybody, and for supporting Crisis Point! Hope to see you at the streams!

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! This week’s update is gonna be smaller than last week; most of the stuff I worked on is related to writing and level design and such, so not particularly interesting to show off.

Lastly, I have two NSFW things to show off, a teaser for the Slime CG rework Red is doing, and a comparison shot of the Alraune BE H-scene Orexius just finished reworking.

Aside from that, here’s the H-scene comparison:

I’m sure you’ll agree with me that it’s one HELL of a glow up; Orexius really outdid himself with this scene.

Alright, that’s all I have for this week. Thanks so much for the support, everyone! v0.38 is shaping up nicely and I’m having a great time working on it, can’t wait to get it in your hands!

Anon42

Well-Known Member

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, welcome to the weekly update! This week is going to be fairly non-visual, as Red is still finishing up the Slime CG, Orex is still in the early stages of a new H-scene, and I’ve moved on to working on stuff like level design. That said, I did add a new obstacle this week that I want to show off!

These are aquatic mines that activate when Alicia gets within range of them. Once active, they’ll accelerate towards her in an attempt to collide. They move slightly faster than Alicia does underwater, but as you can see in the gif, their acceleration is rather low, so you can avoid them more easily by jumping and such. You’ll want to be extra careful they don’t hit you, though, as they do a MASSIVE amount of damage (99 points on normal, which is a full bar of health). They’re also invulnerable to standard blaster fire, but once they’re armed, they only have enough energy to chase Alicia for about 15 seconds, after which they’ll explode without dealing any damage.

The first and most obvious change was culling bubbles that were outside of the player’s view. Naturally, having tons of bubbles outside of the player’s camera is unnecessary and wasteful, but I wouldn’t be writing a section about this if it were that simple. The biggest problem with culling bubbles outside of the view is that when the current is too large for the player’s camera, the bubbles for the current will spawn outside of the camera (since they spawn at the furthest extreme of the current), and then be immediately erased. The current itself will still be active, but the bubbles that visually represent it are gone, which makes it appear as if Alicia is being pushed by nothing. So, a simple camera cull isn’t a good enough solution, as it kills the visual representation of the current, so I turned that system off for now.

By the way, let me know if you enjoy reading deeper dives into my programming work like this; I’m happy to share it more, if it’s something people are interested in!

Anyway, aside from all that, I worked on a few things this week. The new underwater enemy from last week now has proper animations rather than still frames, and I implemented some much-needed special effects for the destroyable blocks and crumble blocks that you can find in various places within the game. Mostly, though, it’s been level design and optimizations, since I’ve also been working on optimizing the way the game’s backgrounds are drawn.

Anyway, that’s it for me this week! I haven’t been focusing on finalizing my writing as much as I should have, so I haven’t sent off scripts to our voice actors yet; that’ll be a major focus next week, hopefully everyone will have enough time to get recordings done so the update can come out this month. I don’t think I’ll have to cancel any streams so I can focus on writing, but if I do have to, now you know why. Hope to see you next week for another round of updates!

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