We hope you enjoy the new enemies, updated art, and new features! Your support is always appreciated and if you ever have a comment share it on the game itch page, share it in the Sticky Keys Discord server, or send us a message!
Also check out the itch.io devlog by Fluffy!!!
As development continues be sure to vote on your favorite enemy designs >:3 Thank you again for the support <3
We hope you enjoy the new enemies, updated art, and new features! Your support is always appreciated and if you ever have a comment share it on the game itch page, share it in the Sticky Keys Discord server, or send us a message!
Also check out the itch.io devlog by Fluffy!!!
As development continues be sure to vote on your favorite enemy designs >:3 Thank you again for the support <3
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The Android Update! - Part 1
Mustar riding the green phone robot!
If you wanna get straight to the ANDROID UPDATE you can scroll down to Fluffy's section!
ses vanbrubles- Yoyoyo! We’ve hit some technical speedbumps requiring back-to-back engine upgrades in the middle of the game’s development but have been making good progress ironing it out. The 2nd boss is in the last phase of development and should be completed soon. I’ve been working just about every day on animations and graphics for the game and have some news!
Here's an invite code to our Discord server, come say hi and give feedback! - uk3nQqC2QP
The Interactive Hentai Animation System adds simple timing based gameplay to player X enemy hentai interactions and has made great progress. All of the art and animations for the current interactable enemies are complete and implemented! The timing, required number of successful inputs, and some effects need a bit of tweaking but they are nearly ready for playtesting >:D
Mustar wrangling the sex bug~ Sex with alien shrimps is complicated...
The sprite glow on the health sprites were driving me nuts so I reanimated them more tasty!
The smallest morselJawbreakers...
While the engine upgrades slowed down development Drafy and I experimented with a rhythm based "clicker" style hentai game. Our main focus is on Star Spawn so we haven't gotten far into developing this side game but the pixel-puppet art style is charming and fun! Send us a message on Discord and give some feedback if you'd like us to pursue this idea more, otherwise it'll remain a neat little experiment.
Also I'd like to release an Android build of Fur-Rumble, my original game! I'm kinda struggling with gamemaker since the build version isn't even compatible with my 2020 phone RIP. There's some issue with the touchscreen inputs I'm not quite sure how to fix. No promises but I'd like to release that at some point.
Fur-Rumble my original game funded by Patreon supporters programmed solo by me!
ALSO I MADE THIS SILLY PUPPET THING! It's a start of a series of puppet videos about game development and art. I wanna make more but I have vocal anxiety so it's difficult and there isn't really a good platform to share short-form NSFW videos like that as far as I know. I'm hoping to release another one of these vids before Halloween! Stay tuned~
Puppet Mustard in his gloryhole office jabbering about Gooey Ghoulies! Programmed by Fluffy_Kaeloky
Continue reading below for more in-depth details on the powerful new system for alternative color palette swapping and animated tilesets!
____________________________________________________________________________________________ Drafy- While the second boss , the QOL and the android build was in the works I didn't stop working on what comes next for the different environments.
The zone right after the second boss "Deep Meteo" the "meat zone" is complete apart from some filler enemies and the hentai interactable enemy Ovifowl. I have already started work on the other zones beyond that. They are in a very early stage of development yet but i wanted to let you all have a sneak peak.
The surface of Zennia! a harsh deserted surface dotted in lightning rods gathering the thunders of the raging planet, don't get too close now!
And right below the surface...
Hives of strange aliens feeding off the energy power grid of the planet, what could those creatures be? =TBD=
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The Android Update! - Part 2
Mustar riding the green phone robot!
Fluffy- Hi ! Well, we’ve been busy since the last public demo hotfix.
Android Build
An Android build is coming! We’ve been working on it quite heavily.
The first major bottleneck was performance. It doesn’t look like it, but StarSpawn is quite hungry in regards to performance. We have lots of tilemaps, normals, lights, and many cameras rendering to achieve effects such as water reflection etc… We’ve tested the Android build on a few phones. On the first build we made, we had the following performances:
Galaxy A32 5G: Unplayable (Less than 5FPS, crashes out of memory after a few seconds, crashes when trying to decode videos)
Xperia 10 IV: Unplayable (Less than 5 FPS, sometime crashes)
Nothing Phone 2: 10 to 20 FPS, works but FPS aren’t great and often dips. Less than 10 FPS in rooms with lots of details. Graphical issues with black artifacts.
Of course, this is hardly acceptable so we got to work. Developing on Android really is a rollercoaster. Some things will be fixed and others will break. It’s a test in sanity to be honest.
But through grueling work and using native tools to analyze GPU usage and draw calls, we now got the following:
Galaxy A32 5G: 15-25 FPS (Issues with VFX Graph unfortunately. No particles are rendering. Crash on video decode fixed.)
Xperia 10 IV: 20-25 FPS.
Nothing Phone 2: 25-35 FPS.
But this isn’t quite enough. So we created a new tab in the options menu for quality settings.
What we realized is that ShadowCasters2D take a LOT of processing power. So, on phone, we had to compromise. We’ve added a toggle for you to set it on or off, but by default, we will have ShadowCasters disabled on phone. The graphical changes without ShadowsCasters are minimal, and we adapted the few rooms that needed some tweaks because of that.
We also added a new Render Scale option. If disabling ShadowCasters isn’t enough, you can also lower the render scale. It might look a bit blurry under 50%, but it has a huge impact on performance.
Now, that's finally numbers I'm happy about. We also tested a controller through bluetooth on phone, and it works :)
All the performance improvements will also be applied on PC build, of course.
Then, there’s the issue of working on new control inputs. This is a lot of trial and error, and this is subject to change, but right now we have a disposition we’re pretty happy about.
Palette recolor (Again)
We talked previously about palette swaps for sprites. In the previous post, we mentioned using indexed black and white sprites and then using a palette to ‘assign’ each index a given color.
While this worked, in practice, this caused two major issues:
Any sprite that we wanted to palette swap, we had to export using a very specific pipeline is Aseprite to get the indexed sprite.
With Ses having more and more complicated Aseprite files for the game’s enemies and sprites, it was getting near impossible to be able to use the aforementioned pipeline without it being destructive to his own files.
As such, I had to look for another solution.
I’m not too well versed into HLSL writing, so most of the time, I prefer to use ShaderGraph. This is what the old color palette looked like in our main shader:
What I liked on this graph is that I could just extract an index from the diffuse sprite, which I then use to fetch the corresponding color in the palette. It’s a simple fetching operation,
but ideally the diffuse sprite wouldn’t be indexed. So I switched the operations.
I start with the original sprite in the original colors and replace it with a new alternative palette.
The original color palette is a simple image of a few pixels wide.
Then my idea was that for each pixel I’m trying to draw in the shader with a palette swap enabled sprite I would compare each pixel’s color with each pixel from the original palette.
If I find a match I would then use a new palette to fetch the new color at the same UV relative to the old palette.
In theory this is rather simple. In practice though… ShaderGraph can’t do that.
But what ShaderGraph can do though is have a custom node to write your own HLSL. This is how I created the new node:
This node of course is more than it looks. The subgraph node looks like this:
And really the heart of the graph here, the function that does the color lookup and UV matching, is the FindUVForColor custom node. This is a custom node I wrote in HLSL:
Finally, using pure HLSL I was able to do the loops I needed, and as such a proper lookup.
And the best part is that it uses only the original sprites in their original diffuse color, along with the original palette. No more indexed sprites required. Ses is going to have a field day with this :)
New H Interaction system
We continued to port each interaction over to the new interactive system. Now, not only Rask supports it, but also the PunchShrimp, the Cyclops, the Centipede, and the Cockhugger, with Bonehead nearly complete ! Originally we had planned to space out the art and implementation for different characters between updates but delays from Unity updates and boss development gave plenty of time to work them in sooner. We hope you enjoy the new H Interaction gameplay soon !
Work on the new Meteo Boss
It’s hard to show things here without spoiling too much, but we’ve been hard at work on this one. This will be a long boss which will probably ask you to try a few times to beat it. We had that boss playtested quite a few times on what we have so far, and we found that we tend to overtune the difficulty. This is to be expected though, with us testing the game over and over in development. Once we got most parameters in check though, the boss becomes very interesting and very different than what you encountered in Zennia.
Animated tiles pipeline
One thing I bother Ses about is that I want more animated tiles. Animated tiles improves the feel of the game so much and makes it more alive.
However, in Unity, there isn’t an included pipeline to easily generate animated tiles. You have, for each tile, to create a tile, and assign each frame its own sprite.
For a few tiles, it’s doable, but when you have this…:
Animated background conveyor belts
That’s 10 x 5 tiles to create and assign each 8 frames, or in other words, over 400 frames to drag and drop in editor.
I had to make an automated pipeline for this.
This is where I overrode the original texture imported of Unity and added my own stuff on top of that, adding the last section here.
This allows us to automatically generate and assign animated tiles. I hope that in the future, we’ll have way more animated tiles :)
Audio optimizations
I rewrote the BGMManager a bit to handle intro and loops in a better way. We now have seamless intros and loops for Kohu to work with. I also optimized the loading of these files during a room transition. You shouldn’t have any stuttering anymore when an audio file starts playing.
New fatal hit system
We introduced a new mechanic to the game: Now, when the player gets fatally hit, you don’t get instantly killed. You get a slowdown for a couple seconds, as well as a short invulnerability.
If you get hit again you will die. However, this ‘fatal hit guard’ can be restored even by recovering a single HP. This gives very interesting moments for the player where our testers were frantically trying to reach a health pickup during invulnerability :p
>>> Plans for future builds <<<
Overall, we did a lot of optimization for the game. We thought about how we’ll release the next builds. One issue is that as much as we try, we don’t really have supporter builds. And we want to change that, as thanks for supporting the game’s development.
Here’s how we plan to deploy the builds soon:
Public Demo: Updated with the latest QoL and performance boosts. Content will still end right before Meteo’s boss and lead to the demo room.
Private Build: Updated, and will have the new Meteo boss with a few new rooms afterwards to play with.
Experimental Build: Same as Private Build, but for Android. Since there’s only so many phones we could test the game on, it makes sense for this one to be experimental until we’re sure it works decently enough. :)
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ses vanbrubles- Heyo!
We've gotta new development roadmap with a proper list of updates! Previously we've had vague "Area Name Updates" with more abstract content goals but we're more organized now for the latter half of the game's development! After animating/reformatting the interactable enemy hentai animations we're ready to update them all with timing based hentai interaction gameplay ! We're starting with Rask as he was the first enemy added to the game and we'll gradually release more throughout future updates. Much of the hentai interaction gameplay animation work is complete but implementing it into gameplay and synchronizing the sfx/gameplay/animations is alot of extra work.
The new roadmap!- Experimental Build 2.01 - The first major piece of content for us to finish is the Meteo Dragon boss which has needed some experimentation. Originally the boss battle would focus simply on hitting the weak spot in the mouth, then an H-Interaction Pulse Emitter would make the boss briefly vulnerable and expose the weak spot, but finally we’re settling on a heavy turret mechanic to deal major damage to the boss for each of its 3 phases.
Private Build 2.02A - This is the Android release of the game! The easy difficulty will be recommended if a bluetooth controller isn’t available. Touch screen controls can be limiting but we’ll try to develop a totally unique and simple control scheme. Mockup wip for Android touch controls Experimental Build 3.0 - Here we’ll add the new Lore Tablets and Lore Menu! This will include text lore for enemies and areas adding some world building. The Medium Interactable enemy Ovifowl will also be included in this update! It needs some tinkering with its attacks and interactive h-animation art. Also the Meteo sub-area Deep Meteo level design will be released with Ovifowl. It’s a relatively small zone with verticality for the new High Jump powerup. Lore Tablet Inspect Animation Private Build 4.01 - This update will include the Flooded Brazza boss! Also expanded level design for the upper portion of Zennia, some of Quasox, and the end of Flooded Brazza. The new surface sub-area of Zennia features dangerous thunder storms and lighting rods to collect the wild energy. Quasox features extreme darkness which enemies use to surprise the player or hides puzzle mechanics. It will need illumination with an upcoming powerup. Flooded Brazza’s level design only needs a few more rooms of level design to house the boss, it’s design may come down to a subscriber poll vote. Also lots more interactive h-animation gameplay!
New cyclops gameplay idle h-animationHoly Fricc lookit this lil dood!New centipede gameplay idle h-animation
Experimental Build 4.02 - Here’s where the latter half of Quasox’s level design and enemy interactive h-animations are completed!
1.0 Public Full Release - This will be the final major update with the final boss and escape sequence! The boss design is still undecided but will use the darkness mechanics.
As always, we couldn't do this without you! THANK YOU FOR MY DREAM JOB <3 <3 <3 -ses vanbrubles
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