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BlueScreen

Damp Member
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Everything posted by BlueScreen

  1. I got a new computer a while ago and tried to move the game files over, but ran into enough weird internal issues that progress was pretty daunting. For now, all work on this particular project has been halted :(. Maybe some time I'll be able to fix it up properly, but alas, it is not today.
  2. Not 100% sure, but by google translating the message at the end of the game, it sounds like the animation/scenes might be variable depending on the desperation level when you beat the game, at least in the future. I tested it a couple of times at max desp, low desp, etc and didn't see any major differences in this version. Can anyone confirm that variations are not currently implemented?
  3. Having trouble extracting this. I tried changing the extension to a zip, but I'm still getting errors. Without changing the extension, my computer doesn't know what to do with the file. Am I just losing it?
  4. Love that when you change everyone's primary weapon, the battle animations change. Cool touch. Also, for anyone having a tough time with the clock puzzle in the dark cathedral, the imaginary center of your clock should be the wall clock. I was using the campfire as a reference point bc of the glow lol.
  5. Okay, this matches the closest to my experience, I wasn't sure if there was anything besides the wet panties variations (to Salmon's point). Thanks for the clarification.
  6. Pretty sure I cleared the game, I got an ending scene that stays in the gallery, but when trying to view the 'toilet' scene for the third level, there's just a question mark. I believe the same thing happened when I actually completed the level before the end scene played. Anyone know if there's an extra condition to unlock this? I wondered if there was a bonus scene for each level that I didn't have yet, since I haven't completed the levels at the absolute maximum desperation point.
  7. Anyone know if the holding contest minigame has been completed in the 'NoMaKoTwitterTest2'? It isn't fully implemented by Test1. Moving the save data over after you've already completed past the necessary sidequest, probably as expected, does nothing. If I have to, I have to, but I'm not super keen on starting a brand new save on Test2 to verify the functioning minigame. tl;dr, First NoMaKo twitter test holding minigame is incomplete, is it complete in test 2 and is there a way to move my save data from test 1 to reach it?
  8. Seeing as the game is really still in the feedback stages, it will probably only be Windows until a more complete beta is released, or at least the Mac updates will be more spaced out. I'm not really sure if a whole new host of bugs will appear on a different platform, so most of the heavy-lifting will be dealt with on Windows until I'm confident that platform-related bugs can be worked on in one fell swoop without disturbing future updates. That being said, depending on the speed of development and the number of Mac users, I'd be more than happy look into it. ~BlueScreen
  9. Haha, it *has* been a bit since I've done an update. Oops. Frankly, life has just gotten in the way in recent months, so I'm not entirely sure when the next push will be. I have the bugs and issues from the last update waiting around to be dealt with, though, and I'm hoping to do some more work on this in the next couple months if schedules allow it. I do miss working on Rain, so here's to nearing the end of my hiatus! ~BlueScreen
  10. Ok, cool, that stupid screen resolution adjustment continues to haunt my nightmares, but it shall be done! You guys make some good points about the bottle visuals, so that's the way they'll stay. Most of the buggy stuff from before has been fixed, plus a couple of new things are on the way. If anyone has suggestions on the atrocity that is preventing platforms from being detected as 'player grounded' from the side only, I'm open. I feel like this is a bug that I pseudo-fix in every single update. I think it was working fine in 0.4, but the Mario jump system is confusing the game engine. On the more technical side, for those familiar with Unity: I currently have a ground check and a 'sticky' check that detect platforms and objects by 'ground' tags and child objects on the sides of every object tagged 'side.' When the player is in contact with the side (sticking) and isn't grounded, they can't move and will simply fall until no longer sticking. I believe the issue stems from the ground detection sensing the platform as ground, which cancels the 'sticky' check. Because each check is a Trigger, it has to be larger than the Player's collider and therefore passes through the sticky check and touches the platform. I can't make the sticky check override the ground check, as simply by standing on the edge of a platform would immobilize the player. Obviously I'm still hammering it out, and I'm sure there's a simple solution that I'm not seeing, but perhaps one of you will. In the meantime, I'll fix the resolution and get rid of that moonwalking bug. Because I finally got the bladder level to carry between levels, I think logically I need to add the bathroom in the hub. Otherwise I'd need to add the inventory, which will probably take a while. [+splash animation added] Anyways, thanks for the continued support! ~BlueScreen
  11. Thoughts on switching bottles and status image, or the alternative: Somehow keep both on the left. For the bottles on right, I might add something to make that smoother visually, not sure yet.
  12. Hmm, I could probably alter the water mechanic to do that. I'm not sure if this is exactly what you meant, but I'm liking the idea of having the max water level subject to change, perhaps with some kind of obvious border so that it can be better adapted to some puzzle mechanics. Might take a bit of testing to see if that's feasible, but if not, having a lower max level could help with the 'swimming freedom' issue. The issue here arises when the number of drinks required to quickly raise the water level become too much in the limited space before they're needed. This is partially a problem related to the level design itself, though most of these demo levels will likely be renovated or replaced later. I'm thinking that the inventory system will take care of this and allow there to be a significantly reduced number of available drinks. I'd love to hear more about this, I'm not positive I fully understand. Would these water feature areas mean that there isn't a level-wide flooding in that room? Or are they somehow additional? Personally, I'm big on the idea of peeing into containers, so I really like this idea. I have a couple ideas of my own based on yours to bounce back: -Thirsty vines: not dissimilar to the Jakla (I think that was their name) vines from Mojique, you must pee on their sprouts to make them grow. These vines act as rope ladders that you can then ascend. Alternatively, the 'thirsty vine seeds' are some kind of obtainable item, and it is up to the player to determine where best to plant them. -Icy vines (name subject to change): icy vines will block passages, the player must pee on them to make them wilt (melt?) in order to pass. -Pee control: currently, Rain is only able to pee for a set amount of time. Perhaps giving the player some limited control over this would allow for puzzle-related precision, especially when it comes to filling containers. If not, these container puzzle may require multiple 'pees' to fulfill. -Time elements: opinions on timer-based challenges? It wouldn't be too hard to have switches and color indicators on a timer. Maybe when linked to a pee container, the volume added is proportional to the time active? Dunno, just spitballing. In general, I think it's wise to back-and-forth with you all a bit more before implementing things (as I should have done from the beginning, but oh well). It may mean that the actual update releases are no longer on their 2-week-or-so schedule, but they will be more likely to meet expectations. Who knows, maybe it won't change that much, since I'll be chasing bugs and features that don't need to be reworked as often? Anyways, I'll probably be a bit busy this weekend, so the next update will be small and exclusively bug-fixes. Thanks again, ~BlueScreen
  13. Alrighty, been a week longer than I would have liked, but the next update is here! 0.4 is mostly bug fixes and quality of life adjustments, but I've finally added the Level Hub. After completing the tutorial level, you will now enter the Level Hub instead of the first level. Here, the doors indicate whether a level is still locked, has been unlocked (i.e. you completed the previous level) or is complete. You can return to the Level Hub any time you want by interacting with the spawn door at the start of each level, and any bottle you lose or bring will carry! This may be useful in the future, as you can also return to any completed level without rolling back your progress. The Golden Throne Room at the end of the hall will remain shut until all levels are completed. In addition to this, the changelog can be found below. What's been changed: -Fixed water getting cut off in some levels -Fixed strange behavior while inside crumbling platforms -Fixed down-left/right movement not working -Adjusted UI and dialogue positions -Fixed platform sticking -Fixed landing on the sides of boxes locking player movement -Fixed floating platforms preventing wetting -Fixed bottle number resetting What's been removed: What's been added: -Added 'W' to up movement options -Added holding jump key produces a longer jump -Added doors opening automatically when puzzles are completed -Added in-game screen margins -Added 'jump charge' animation -Added hub of levels -Added ability to return to hub via level spawn doors Known: -Level restart causes bladder level increasing [unable to replicate] -Desperation quotes still triggering during wetting [unable to replicate] -Bladder level not carrying between levels Thanks, as always! ~BlueScreen rains_big_splash_demo_0.4.zip
  14. Brief status update today, 0.4 is coming along, but I want to add the level hall as the major piece for this update. Without it, some of these bugs will persist, or any fixes will have to be rolled back later. Additionally, I have some bad news: my laptop/tablet on which I was doing the drawn art is, as far as I can tell, completely fried. Until I get a new one, which might take a while, there probably won't be any updates on that art. However, I've been messing around with the pixel art concepts, and I think I might adjust the original plan for unlockable CGs. Instead of having drawn CGs, they'll be full-color large pixel art versions (maybe they'll be animated at some point, and be more similar to CG scenes, rather than just still art.) This idea is quickly growing on me, so when we get to that in a number of updates, it may be the new plan. I'm hoping to get 0.4 out soon, seeing as 90% of my available work time is on weekends, but for now I'll post this screenshot of the in-game UI border, though I haven't adjusted the health or anything to account for the new style. Thanks as always, ~BlueScreen
  15. I have plans to add desperation to the player sprite in the future, but there are still a few too many bugs and general housekeeping that need to be taken care of first. In the settings, however, there is the option to enable the 'status image' (name subject to change). This brings up an animated visual indicator of Rain's level of desperation, which may be what you're looking for! The option to enable the status image is not present in the main settings menu, but the in-level settings when paused. I'm still trying to figure out a good way to solve this. Originally, the swim speed was supposed to deter players from letting the desperation level get too high, but it made the levels tedious. The boxes getting frozen underwater was a bug, but I thought about implementing something that prevents progression if the water level is too high. All that would do, though, is allow players to swim to the edge of the stage and then pee, again making the platforms pointless. The last possibility so far is to change the swimming function to be more like moving in low gravity, i.e. movement and fall speed are reduced, but you can't actively swim. This keeps the platforms relevant and is slightly more annoying, but not so much that the game is unplayable. Just a thought, let me know if you guys think either of these are viable. I'll keep brainstorming, but I'd love to hear any other ideas anyone has! ~BlueScreen
  16. Phew, this update had its frustrations, to be sure, but 0.3 is now complete! I've tried to fix and adjust as many bugs as I could get to this past weekend to bring the latest and greatest. Well, maybe not the greatest, but a number of big and small issues have been resolved. As always, please let me know what new things spring up, or if I happen to have missed something from the past week. Below is the changelog, as well as a list of known bugs that were either previously mentioned that I didn't get to, or ones that I discovered, but felt that they were able to be moved to 0.4. 0.3 Changelog: What's been changed: -Changed menu text colors for clarity -Sign messages now stay visible while touching Rain -Dialogue stays on screen longer -Fixed water movement -Increased water movement speed -Fixed Rain not moving with platforms -Fixed platforms moving/slowing down when Rain stands on them -Increased Rain's jump height -Fixed Level 4 exit and box -Changed overall level sizes -Made bladder range adjustable [back end] -Made water progression toggleable [back end] -Minor individual level adjustments -Door hitbox and size adjusted -Dialogue no longer hides status image -Fixed items not changing bladder level -Fixed Rain getting stuck on the ceiling -Fixed repeating dialogue sounds -Fixed undesired volume resetting What's been removed: -Removed ability to stick to platform sides -Removed ability to stick to box sides -Removed ability to stand on buttons -Disabled bladder functions in Levels Tutorial, 1, and 2 -Removed ability to pee while drinking -Removed ability to stack drinks What's been added: -Added an "interactables" indicator -Panties now carry between levels -Bladder fullness now carries between levels -Music now continues across menus and levels Known issues: -Status image doesn't reflect carried bladder level when changing levels until Rain pees -Ticket for bottles carrying between separate runs [was unable to replicate] -UI, status image, and dialogue cut off or in strange positions -No screen margins implemented in this update ---------- Thanks, everyone, I have a couple of big changes intended for the next couple updates, so I look forward to further refining 0.3 and continuing development! ~BlueScreen rains_big_splash_demo_0.3.zip
  17. ATM, everything will carry for consistency's sake. In the future, it may be changed to a sort of nexus level system, where the player chooses a level to enter from the nexus, possibly including a bathroom, which will give more freedom to choose what carries between levels while also stringing them together. As you've said, this will be after the bugs and actual gameplay stuff are fixed. This is planned for a future update. There are intentions to rework Rain's design a bit to fit the story better. This is categorized under the fourth level. Is it only occurring there, or does this happen in every level? As the demo version is mostly for QA and bug-fixing right now, the story is pretty loose. Given the nexus consideration, I have a couple ideas on the drawing board for a more consistent version, so expect some changes in a few updates! There's a chance that, one way or another, the fast-forward system will be replaced with an inventory, allowing for better story capability and carrying items, maybe finding 'extra lives,' etc. I have a very strong suspicion that the FF is what's causing the items to not work in-build, so while it may be in the next-to-following update, it is high on the list. I can tell from looking at this list that most of these can be fixed in 0.3, save a few more technically-challenging aspects. If some things are left out, it will be some of the visual adjustments, especially since I'd like to do a visual overhaul when full release approaches. Does the text not appear at all, or is it cut off by the screen edges, or something else? Thanks for the feedback, super duper helpful! I really want to turn this into something truly enjoyable, so keep it coming. Not everything will be resolved in a single update, but I'm trying to get to each ticket as soon as possible. ~BlueScreen
  18. In the spirit of actually sending out releases, the time has come! We'll see if the item bug is just happening on my end, but I'll assume that it's universal as development continues until I hear otherwise. There are a few bugfixes and changes in 0.2, and while there is a changelog in the file, I'll post it here as a quick read, as well. What's been changed: -modified resolution settings -updated music (courtesy of ZirconiumPen) -smoothed platform surfaces (should reduce player and boxes getting stuck) -updated jumping out of water -reduced default UI button volume What's been removed/fixed: -removed 'super jump' when holding "UP" -removed double jumps -removed wall stickiness -removed 'super jump' on vertically-moving platforms What's been added: -added splash sound when entering/leaving water -added fast forward mode when holding "LCTRL" or "RCTRL" -added restart button to pause menu -added Rain commenting on desperation -added controls tutorial level rains_big_splash_demo_0.2.zip I'll continue to fix bugs and add material that's been brought up before, so keep an eye out! Thanks, everyone, ~BlueScreen
  19. Okay, so, I don't want to be too hasty, but v0.2 is pretty much ready for release. As for the pacing aspect, I've decided to go with a fast-forward mechanic for now, I may play around with the inventory system in a later update, especially since it kind of negates some of the point of drink items. Now, they're really only useful for obtaining bottles. However, this takes us to the current issue: drink items don't appear to function in the built version. They work in the editor, but not in the build. I'm actively looking into this, but it would be nice to get this resolved before releasing. I've made a brief post in the discord to get more info, as well. I'm not sure if this bug is just something on my end, or if it was present before and I didn't notice. Worst comes to worst, I'll release 0.2 as is and make the fix in a future update. The game is still winnable, since you still receive bottles and can control the water level with 'CTRL,' but we'll see. The tutorial level in the beginning is temporary, I want to redo it and add an actual opening sequence eventually. Overall, this has been a significantly messier post than usual for me, but every day this week I've been saying "Oh boy, I can send out 0.2 tonight!" More of a rant than a proper update, let me know if anyone has thoughts or more bugs that they've run into. BTW, adding @ZirconiumPen's music to this has been a huge improvement, though I'm probably going to make a quick adjustment in 0.3 so that the music keeps running across every level on loop, rather than restarting each time. Thanks for your patience, everyone! ~BlueScreen
  20. Frankly, I'm blown away. This is great! The current music was off of some royalty-free site, so I am overjoyed that someone with musical talent has come out of the woodwork. I can get the music to transition at certain water levels, but I'm not sure how 'seamless' it will be. Until I come up with a better solution, it would likely be a sort of quick fade-out fade-in kind of thing. Hmm, if you could walk me through your process, I can try to troubleshoot a bit. I almost wonder if it's an OS issue, but it should be compatible with Mac, Windows, and Linux.
  21. Loving the feedback! This has all been added to my list for subsequent updates. I'm not sure if I'll tackle these issues in a single update, or do a few smaller ones, but we'll just see how it goes. The window resolution is a known issue that I'm in the process with, and I think I can get the drink stocking system working, though it may be in a format where the order obtained determines the order drunk when pulled from the stock. Lmk if that seems like a good idea or if there should just be a basic inventory. Hello! General update, here, my trusty old laptop that I've been developing on has just puttered out and will not work until I fix the battery, if it works at all. Hopefully that will be soon, but it means that there won't be any art updates until then. In the meantime, the actual development and bugfixing should not be impacted (I backed up all of the game files), so while my busy schedule keeps this process a little on the slow side, it will certainly come out. Thanks again everyone, and I'll (hopefully) see you soon! -BlueScreen
  22. Happy New Year, everyone! It's a littler later than I expected, but the super early demo release is here! There are a number of known bugs that I'm still working on, though this should provide some ideas for suggestions and expectations for future content. I'm currently grappling with a bug that makes the very first startup of the game have a wetting when the level loads. That will hopefully be fixed soon, but as far as I'm aware there aren't many game-breaking issues. Just start from the main menu again (without relaunching the game) and you should be fine. *I will be adding this to the tags, but this game does include some nudity, fyi Thanks for all your patience and support, -BlueScreen rains_big_splash_demo_0.1.zip
  23. Puns welcome and encouraged! Currently finishing up the art for this first release. It isn't much, but I want to improve on the drawn art as this goes on. If it gets to a point where people are mildly satisfied, I'll add in one of the next phases, which is a series of CGs that are unlockable as the game progresses. If I can get this stupid title card cleaned up, I may be able to get the release out today. The main factor is going to be making sure nothing goes wrong with the build itself. Fingers (and legs?) crossed, -BlueScreen
  24. AT LONG LAST! I HAVE RETURNED! My hope was early December for a basic untested release. Life had some other plans, as is usually the case, but now I can get back to work. I'd like to put some halfway decent art into this, but I'm still learning how to draw proper omo, so I just have some sketches that I'm not really happy with as stand-ins. If I do this right, the final art will look completely different. Seeing as I'd rather get a build out first, it will probably stay that way until some more kinks (ha ha) get worked out in my process. It won't be much at first, but expect release 1.0.0 soon! Till then, -BlueScreen
  25. It's a little hard to gauge when a beta will be ready, especially as things are getting busy towards the end of the year, for me. I wouldn't want to haphazardly give a date, but I'm hoping to get a *super* rough version out somewhere in early December. I've never tried doing a linux build, but I'll give it a shot! Thanks for the support during these rather slow development stages, everyone!
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