XaiJu
Jasonafex
Jasonafex

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New Public Build (v0.5.5)!

[Download the new build here!]

We have two updates planned this month, one focusing on optimizations and getting things ready to port the game to android, the other adding new sex scenes and reworking stage design. We have pushed our optimizations to the public build now as some laptop players have been having trouble getting the game to perform well past the character select. Our suspicions is the game was eating too much VRAM, but we went ahead and optimized everything across the board to allow as many fans as possible to play!

The game now averages 0.8GB of ram while playing. We have still set the recommended to 2 as a safety net for your background system processes. Here is our stress test list thus far, performed by lead programmer Rearmed:

• 2018 - Dev GeForce GTX 1070, 8gb vram 16gb ram 2.2ghz processor :  Playable
• 2011 - Gaming GeForce GTX 670MX, 6gm vram 8gb ram : Playable
• 2008 - Gaming AMD Radeon HD 5700, 4gb vram 2gb ram 3.4ghz processor : Playable
• 2008 - Basic Intel HD Graphics 3000, 1.5 gb vram 4gb ram : Unplayable

We will continue to squeeze out performance for the game as we aim to get everything working for mobile users. If at that point certain players are still encountering problems, it may be recommended playing on your phone as your laptop may be a toaster!

Mobile Functionality Sneak Peak!


You'll soon be able to play BBS with your thumbs and a touchscreen! The final look of the UI will likely change as we get closer to the finish line. We have never had a game working on android before so this will be a big achievement for the team once it's fully functional!

Modular Stage Generation!

We are planning to simplify the way stages are currently designed, as spawning the player in a random location in a maze didn't add much to the gameplay. Instead, we are simplifying stages down to a single horizontal plane, with your goal always being placed at the end of a series of rooms ranging from platforming challenges, NPC interactions and wave clearing.

The new layout will make it much easier to design art assets to blend the background and foreground elements together, while also giving the optimization benefits of unloading previous chunks from the players memory as they advance to the right. It appears BBS is returning to it's roots, getting closer to a traditional side-scrolling beat 'em up!

Users with Login Difficulties

We have received a few notes that the offline Patreon/Subscribestar login has been causing issues. We believe this is due the CSV in which we use to download the latest supporter list being out of date for our new supporters. We will now refresh our offline list every week to keep it as up to date as possible. If you are still having problems with your account, you can use these credentials instead:

Username: LoginFix
Password: [Here] (Only visible for active supporters!)

Stay tuned as we will have some new NSFW animations coming later this month!
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V 0.5.5 (November 7/2020 - Week 21):
• Major performance improvements
• Changed build architecture to 32-bit.
• Increased stamina regen.
• Reflected projectiles now damage enemies.
• Miscellaneous bug fixes.

New Public Build (v0.5.5)! New Public Build (v0.5.5)!

Comments

I love the current build so far but there are a few things bothering me: Bugs: - Vergence sometimes refuses to play his idle animation - The animation doesnt update when making a attack midair and then hitting a wall Vergence will then get stuck in said attack position - Sometimes walking down platforms is right up impossible, because sometimes it doesnt let you drop down - When choosing a skin, leaving the menu and entering once agian, the normal skin gets picked automatically but the skin-menu on the bottom right doesnt update - (Jungle) When leaving trough a portal for a quick moment, the black boarders of the city are in front of the portal animation - The spikes are doing suprisingly low damage in slow intervaules. - Enemies get some sort of invincibility for a short time when standing up after beeing knocked down - (Just a reminder i said it on twitter before but no rush) Sadly no working attack button during the "minigame" on controllers Things i would improve but are not bugs: - HP kits heal too little and give too much clothing (maybe when HP is full then clothing can be restored) - In my opinion Mimics are designed to camoflague themselves like real Chests, but sadly the color pallete gives it away, defeating the whole purpose. - Alike with the one above, the enemies are a bit too colorful and dont quite align with the stage (An idea would be that enemies get more health, cause debuffs, and do more damage, matching with the color pallete, as the stages go on.) Sorry, if im discouraging you as a team if i found so many bugs, but still i think youre doing great and defenetly keep on going. This game is amazing and i would love it for you guys to complete it!

arsebast

mhm i think thats where they going for. Im hyped!

Zawkian Puppy

Look i criticized you folk a lot on the last builds, but i must give credit when is due... This new build? 60fps! Butter smooth! Amazing job everyone!!!

Zawkian Puppy

Does the touch support mean there can be a chance of an android version?

Neo Nakamura

I really must wonder what was causing the enormous 8 GB free memory requirement in the past. Nice improvements, glad to hear the project is going well!

Mircea Kitsune


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