PURE ONYX - April 29, 2020 Test Release!
Added 2020-04-30 03:47:43 +0000 UTCHey guys!
Here's the latest PURE ONYX test release! Please read the notes below!
Our last $3 tier test release suffered from a lot of lot of bugs as a result of making the big switch to 3D and plowing through the H system. As such, the goal of this release was to make necessary adjustments to the architecture and nuke the high priority bugs -- and for the most part we're there I think.
This release doesn't contain much in the way of new content, but does have a ton of fixes and improvements. Here is the updated change list (fixes that weren't in the post a few days ago have been added to the end of the first list!)
!!! Note: we'll be adding H scene liquid FX ASAP -- we need a bit more time to implement them !!!
Change Log for April 29 Release
This first list contains new changes/fixes!
- Added finisher animations / improved transitions, face animations, and loops for Splicer Thug H scene
- Onyx’s face animations now work during H scenes
- Joint anti-pop / stretchiness now works in Unity. Fixes a lot of animation artifacts in H scenes.
- H scene animations are no longer (overly) compressed. Fixes animation jittering during H scene.
- Enemies no longer quit spawning or spawn already dead
- Enemies and Onyx will no longer desync during H animations
- Player will no longer be unable to regain control of Onyx after an H scene
- Onyx will no longer be stuck in her H scene pose on level restart if the player had returned to the main menu during an H scene.
- Main menu has been re-enabled
- Restart Level / Return to Main Menu options have been re-enabled on the Pause / Game Over screens
- Added music to the Main Menu
- Added sounds to the user interface
- Loading bar works properly and doesn’t glitch out when scene is reloaded
- Analog stick input now works on UIs
- Added Unity’s new input system. Currently allows for simultaneous use of keyboard and controller during menu scenes – will be updated for combat over time.
- The level up indicator no longer plays while the game is paused
- Enemy location indicator no longer flashes on Game Over screen.
- Fixed remaining rendering issues on enemies in debug mode
- Pausing during H scene fadeout no longer results in a frozen black screen.
- Onyx can now dash immediately after standing up, instead of instantly skidding.
- Power Attack hold sensitivity is no longer affected by FPS (people with 144 hz monitors should no longer accidentally trigger it)
- Added camera shake FX
- Onyx can now be H-grabbed while knocked down (this would blow up previously, which is why it was disabled)
- Onyx can no longer be grabbed in mid-air during knockdown
- Stomping enemies works again
- Characters no longer skip their StandUp animation
- Characters no longer play their StandUp animations late (after they've already been moving around)
- Enemies no longer walk into Onyx eternally
- AI now has smooth pathing (they move less like South Park characters)
- Onyx's combos are now canceled properly when she gets interrupted with a hit (they no longer continue on her next attack)
- Characters no longer float inches off the ground when knocked down, or clip with the ground on Death.
- Added ending script to H scenes (Onyx will no longer start in T pose after an H scene)
- Enemies no longer get up and walk around after dying when an H scene is triggered
- Added framework for multi-hit protection (to prevent Onyx getting stunlocked).
- Bystanders no longer get stuck and walk in place eternally after struggles/H scenes
- Bystanders no longer forget to quit bystanding when an H scene ends
- Bystanders will face the characters performing the H scene more appropriately.
- Added Splicer Runt GroundHit animation (for when he gets stomped)
- Adjusted Splicer Thug H grab hitbox / range
- Onyx now has a tongue >_>
- Revamped character direction-facing system and added framework for six axis movement (characters will turn diagonally when moving up/down -- expect this to be active in the next release)
- Onyx no longer stalls on her second jab after she performs another action
- The combo Jab > Power Attack (Punch > Hold Punch) now works properly
- Stale input queued while Onyx is power attacking will no longer fire at the end of the power attack (no more awkward late attacks)
- Enemies stay knocked down for a more appropriate length of time
- Enemies no longer moonwalk (they use the appropriate WalkForward/WalkBackward animations). May happen in a few edge cases we need to root out still.
- "Always Knockdown" attacks now always knockdown enemies >_>
Changes / Fixes from the March IC Release
- Added Splicer Runt enemy (no H attacks yet)
- Added Panic ability for Runt (currently they have a chance to run away when Onyx is close -- later they will do it when certain events occur, such as an ally getting knocked down near them / gunfire / exploding barrel goes off near them)
- Splicer Thug's pants are no longer terribly mangled during H scenes
- Enemies *really* won't spawn out of bounds now.
- Splicer Thugs will no longer be frozen during their Idle stance
- Partial fix for enemies using the incorrect walk/run animations.
KNOWN ISSUES
Some of these guys were pre-existing -- only a few are new.
- It is possible for a hitbox from one of Onyx’s attacks to fail to delete, allowing Onyx to smack opponents just by getting near them. This will be fixed ASAP.
- Enemies disengage Onyx after H scene and just kinda stand around waiting to be re-aggroed. Not really a bug, but we don’t have their AI behaviors done that will make them less awkward yet.
- If controller input doesn't work on startup, restart your OS. Had a last minute scare and need to investigate more -- just posting out of abundance of caution.
- Removing FPS cap via drivers mid-game can cause bad issues.
- Attempting to dash in the opposite direction while Onyx is skidding can result in her getting stuck in place in her dash animation. This requires very specific timing to make happen.
- Jump sometimes just doesn’t trigger while walking/running. This is far more common for players using 144hz monitors.
- Bystander positioning can have some issues still (they can sometimes be too close, or overlapping each other if H scene occurs near edge of level).
- Enemy’s red “eye shine” FX cue for H attacks is sort of buggy still, and is not appearing as intended (will be much more polished looking).
- Final animations in an H scene freeze when fadeout begins
- Splicer Thugs and Runts are incorrectly invulnerable after standing up for about 10 -20 frames.
- It’s annoyingly difficult to perform Onyx’s stomp attack on a controller currently.
- Physics on Splicer Thug’s belt causes clipping / artifacts / looks janky
- Enemy character geometry gets culled too close to the camera border. Can result it body parts not appearing when they are at the edge of the screen.
- Holding the opposite direction when finishing a power attack will cause Onyx to turn rapidly while still in her attack pose, resulting in an ugly animation artifact.
- Onyx can (rarely) be out of position with the Splicer Thug during struggle
- Skipping a certain H animation (the Thug’s transition from standing to doggy style) with the Jump button can improperly skip over the first segment of the doggy style scene.
SOME TIPS!
- Don't forget to block!
- You can jump kick while dashing to perform a really cool flying kick as an entrance to your next encounter. Use the enemy indicators on the side of the screen to predict where enemies will be.
- You can skip an entire H scene by pressing Block during the animations
- You can skip the grapple sequence or single H animations by pressing Jump
- Onyx's "smash" attacks break enemy defenses and have a 100% chance to knock enemies down, but leave her vulnerable to other nearby enemies. These attacks include her Heavy Punch power attack (Hold Z to perform -- it can also be performed at the end of a flurry of jabs), Force Push (the final attack in her forward punch combo), and her High Kick (final attack in her kick combo)
- Some of Onyx's attacks launch her forward, which is sometimes advantageous, but not always. Consider the enemies' configuration on the battlefield and determine whether it's best to stand toe-to-toe or to barrel through.
SYSTEM REQUIREMENTS
Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.
CONTROLS
Keyboard:
- Walk = Arrow Keys
- Dash = Double tap + hold Left or Right, or Hold L Analog Stick
- Menu Controls: Confirm = X, Cancel = Z
- Jab = Z
- Power Attack = Hold Z
- Punch Combo = Forward + Z > Z > Z > Z
- Kick Combo = X > X
- Stomp = Down + X (hits downed enemies)
- Defend = Hold C
- Jump = Space
- Jump Kick = X while jumping
- Zoom In = Left Shift
- Zoom Out = Left Control
- Skip Struggle / H Animation = X / Space
- Skip Full H Scene = C
- Escape = Pause Menu
- F1 = Toggle Debug Overlay
- F2 = Toggle Vsync (not recommended except for testing)
- Quit = F12
Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4**** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)
BUG REPORTS
If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.
- Operating System (if Windows, tell us 7/8/10, etc.)
- Screenshot if applicable
- Can the bug be reproduced? If so, tell us how!
- OS language if different than English
Comments
Updated the known issues to highlight a bug that Spassmacher and Mostacho have verified exists for us! Thanks for letting us know guys
2020-04-30 22:11:10 +0000 UTCGreat, thanks for telling us! That'll be a high priority fix.
2020-04-30 22:07:36 +0000 UTCI think I noticed something similar. The more waves I managed the less I had to attack myself. The opponents were automatically beaten. the hitbox was apparently also very big. I have tried to capture this on the screen, but I think I did not succeed very well. http://www.myspace-tricks.de/uploads/images/2020-04-30/n77wMhB2vl.png
Mostacho
2020-04-30 21:06:54 +0000 UTCreally like the style, plz keep it up sir
tatami
2020-04-30 14:11:50 +0000 UTCI had the issue where the hitbox remains after Onyx attacks. It was happening almost constantly but only starting at Wave 19. It was a very strong attack too, because it would knock down whole lines of enemies, often killing them just because I walked toward them. I think it was the last big move in her combo. It stuck around every wave, until I quit the game at Wave 25.
Subjectivity
2020-04-30 12:18:23 +0000 UTCNo. This game's purpose is to provide funding for MATM. As soon as this game is done and up on Steam, they'll get back to working on MATM.
Subjectivity
2020-04-30 11:20:39 +0000 UTCAwesome job there! Question-Is Malise and the Machine gone ?
Faithel
2020-04-30 08:42:09 +0000 UTCThis build is much, much smoother than last month's release! I played through wave 27 without any issues whatsoever, except for one instance of Onyx getting grabbed and a pair of Splicer Runts having no sense of personal space and stopping right in front of the H scene. I forgot to grab a screenshot unfortunately, and could not replicate it.
Cereliona
2020-04-30 08:33:13 +0000 UTC