Happy Birthday SOL!
SOL - PRE-ALPHA UPDATE
Been pretty busy of late, but this is what I was able to get fixed up these past few weeks:
- Fixed an error where the run animation would continue to play whilst running into a wall.
- Re-organized main movement system for future modifications.
- Added several special FX to the down dash movement attack.
- Fixed an error with the enemy AI where it would not detect the player during attacks.
- Added lighting FX to ground can sprite and particle.
- New tunnel wall sprites for tunnel sprite tiles. Not all complete.
- Designing demo level has begun, and assets and objects will be developed along the process.
- Added new tunnel particles that fall occasionally from the ceiling.
- Fixed some lighting distance issues.
- Introductory section of the demo been set up. Cutscene layout in design phase.
A decent amount. Also made a couple of updates to DATE-A! Remake, but nothing too big. Just fixed a logo issue and designed a second profile button (that still needs importing). More to come in the future! Things are starting to move along more now, so stay tuned!
Awesome mate
I use the British term mate, so you’re the only one mate.
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Stay tuned!
I’m starting to think that this game won’t run on my almost 5 year old laptop.
Runs at 60FPS average on my end, but the demo that I will release will be testing the variety of platforms and their performance.
I thought they referred them as blokes, chaps, or just your average chad
I’m different.
SOL - DEMO SCREENSHOTS
Still pretty early in the demo development, but level design phases are just beginning. Looking into it, a LOT of objects need to be added (mainly scenery…:D). But here’s a couple sneak peeks at the early build:
There’s a bit more to it, but the screenshot software was acting up with those images for some reason Anyways, enjoy! The atmosphere is definitely coming together in the game!
“For the warm sun shines,
The skin mellows with firm hairs.
The gentle sway of the breeze,
Your hair entwined with mine.
For the sun may go away,
and so the stars may fade,
But for all the time the sky still stands,
I’ll be there to hold you hand.”
– Hunger of a Love Story by Howard Munche
Wrote that poem whilst listening to Clarence Coffee Jr. - “Run to Me”, if you wanted to know:)
The atmosphere of this looks so incredible and I can tell this is gonna be a beautiful looking game when it’s done. I look forward to the demo!
Awesome screenshots! If you are using Microsoft Edge or Mozilla Firefox you have a built-in screenshot/web capture feature.
I’m using Opera GX:/ but I got an extension for screenshots:D
Understood.
Just spent another hour or so refining the parallax system. The parallax example from the Ply-Ent Workshop (yep, still doing that) will soon receive the update. It will make the system more flexible an consistent in game, so there should not be anymore in-editor tweaking that needs to be done. It also solves several position based updating systems within it as well:D
Pixel art is hard. But here is a few of pieces that I worked on for some background props for SOL:
Trashcans are cool
Trashbags are cool too
A decent amount of trash ngl. Made a few variations as well. Also made some cool changes to the down dash attack visuals, similar to the speed attack. Been testing with the new parallax systems, as well as developed more into the level design. So far, looking really good! Just adding some more props into it right now to get the full loo into it. Stay tuned!
Wow, I’m so happy to be represented in pixel art form
Honestly, if you’ve ever played SV you would know you can make some decent money from shaking trash cans of NPCs.