Anon42
Grim Reaper
- Joined
- Feb 12, 2014
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(Copy-paste from our
Hey everyone, time for another CPE weekly development update! Before I get started, I want to apologize again for not doing any streams this week. Work on the update has been going extremely well, better than most updates to be honest, but I just haven't really been up for streaming due to a bit of a mental funk I've been in. Luckily I'm learning how to deal with it enough so it's not affecting my work much anymore, but yeah, cards on the table, that's why. I'll try to stream this week if I'm feeling more up to it, but no promises. Enough about that though, let's get to the update!
First off, we have the gif up above, showing off the new special effect that plays when you capture an enemy. That animation only plays for each enemy the first time you defeat them, and only after your blaster has been upgraded to allow capturing enemies. The same special effect will be used when Alicia warps between save points as well, though that hasn't been implemented just yet. The gif's quality is a bit lacking, so you can't really see the particles that come off at the end, so if you want to see it in better quality, you can check that out here:
Next up we have tutorials! There are a few places in Crisis Point where new players have gotten rather confused - namely, how to activate H-scenes, and how to proceed through tight corridors by sliding. Many players were unaware that sliding even existed, and so were unable to proceed past the very early parts of the game. I thought long and hard about how to fix this - I've tried to make tutorials in Crisis Point as organic as possible, mostly by trapping the player in a room with their new upgrade with the only way out being to actually USE that upgrade - but in the end I decided to implement a few tutorials like the one you see up above, and this one as well.
As much as I'm not a fan of blatant, inorganic tutorials like these, I decided implementing just a few of them would be the least intrusive way to arm players with the full knowledge of their moveset. There will be a menu toggle to turn these off if you don't want to see them, but performing the listed actions will make them disappear right away, hopefully giving players enough info to be able to figure the rest out on their own. (In some cases the prompts will be accompanied by text, when it's not as obvious what they're for.) High quality versions of those gifs can be found here:
Next up is the death animations for the Tentacles and Edovex enemies! As anyone who's played the game knows, the vast majority of enemies don't have death animations in Crisis Point yet. This update will be adding several, mostly focused around the early-game enemies to prepare for the public update. These were two of the simplest ones, and I do still want to add a bit more to the Edovex's animation, but I hope you'll agree it makes defeating enemies a lot more satisfying. High quality versions of the animations can be seen here:
Last of all, a quick screenshot to show the new setup for the CG viewer. In previous versions, there were some ??? entries in the CG viewer that couldn't be unlocked in any way, which lead to a lot of confusion. My apologies for that, first of all - it's easy to forget that players don't have access to the same knowledge of the game that I do as the developer, so I failed to realize it would be confusing. In an effort to fix it, I removed the unobtainable question mark entries and made it so you can now access the boss fight H-scenes through the CG viewer. At the moment, the boss fights are not CGs, just sprite animations, as I've been having difficulty deciding exactly how I want to incorporate CGs into their scenes, but now you can access these scenes as many times as you want, and losing to bosses no longer shows the H-scene, keeping in line with the rest of the H-scene changes in Crisis Point.
Alrighty, that's all of the major things this week! There were a small handful of bugs fixed as usual, and some more work done on the fonts used in the game (we have a new "small" font now that looks a lot cleaner). Orex has been working on more cutscene animations for the game, after which he'll be working on death animations for the humanoid enemies. He's been streaming without me occasionally, so if you want to follow him on Picarto to catch his streams, you can check him out here:
That's all for me this week, everybody. Thanks so much to both our old supporters, and all of the new ones coming in recently! You guys are the reason this game is happening, and I sincerely cannot thank you enough. See you next update!
-A42
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)Hey everyone, time for another CPE weekly development update! Before I get started, I want to apologize again for not doing any streams this week. Work on the update has been going extremely well, better than most updates to be honest, but I just haven't really been up for streaming due to a bit of a mental funk I've been in. Luckily I'm learning how to deal with it enough so it's not affecting my work much anymore, but yeah, cards on the table, that's why. I'll try to stream this week if I'm feeling more up to it, but no promises. Enough about that though, let's get to the update!

First off, we have the gif up above, showing off the new special effect that plays when you capture an enemy. That animation only plays for each enemy the first time you defeat them, and only after your blaster has been upgraded to allow capturing enemies. The same special effect will be used when Alicia warps between save points as well, though that hasn't been implemented just yet. The gif's quality is a bit lacking, so you can't really see the particles that come off at the end, so if you want to see it in better quality, you can check that out here:
You must be registered to see the links

Next up we have tutorials! There are a few places in Crisis Point where new players have gotten rather confused - namely, how to activate H-scenes, and how to proceed through tight corridors by sliding. Many players were unaware that sliding even existed, and so were unable to proceed past the very early parts of the game. I thought long and hard about how to fix this - I've tried to make tutorials in Crisis Point as organic as possible, mostly by trapping the player in a room with their new upgrade with the only way out being to actually USE that upgrade - but in the end I decided to implement a few tutorials like the one you see up above, and this one as well.

As much as I'm not a fan of blatant, inorganic tutorials like these, I decided implementing just a few of them would be the least intrusive way to arm players with the full knowledge of their moveset. There will be a menu toggle to turn these off if you don't want to see them, but performing the listed actions will make them disappear right away, hopefully giving players enough info to be able to figure the rest out on their own. (In some cases the prompts will be accompanied by text, when it's not as obvious what they're for.) High quality versions of those gifs can be found here:
You must be registered to see the links
You must be registered to see the links


Next up is the death animations for the Tentacles and Edovex enemies! As anyone who's played the game knows, the vast majority of enemies don't have death animations in Crisis Point yet. This update will be adding several, mostly focused around the early-game enemies to prepare for the public update. These were two of the simplest ones, and I do still want to add a bit more to the Edovex's animation, but I hope you'll agree it makes defeating enemies a lot more satisfying. High quality versions of the animations can be seen here:
You must be registered to see the links
You must be registered to see the links

Last of all, a quick screenshot to show the new setup for the CG viewer. In previous versions, there were some ??? entries in the CG viewer that couldn't be unlocked in any way, which lead to a lot of confusion. My apologies for that, first of all - it's easy to forget that players don't have access to the same knowledge of the game that I do as the developer, so I failed to realize it would be confusing. In an effort to fix it, I removed the unobtainable question mark entries and made it so you can now access the boss fight H-scenes through the CG viewer. At the moment, the boss fights are not CGs, just sprite animations, as I've been having difficulty deciding exactly how I want to incorporate CGs into their scenes, but now you can access these scenes as many times as you want, and losing to bosses no longer shows the H-scene, keeping in line with the rest of the H-scene changes in Crisis Point.
Alrighty, that's all of the major things this week! There were a small handful of bugs fixed as usual, and some more work done on the fonts used in the game (we have a new "small" font now that looks a lot cleaner). Orex has been working on more cutscene animations for the game, after which he'll be working on death animations for the humanoid enemies. He's been streaming without me occasionally, so if you want to follow him on Picarto to catch his streams, you can check him out here:
You must be registered to see the links
That's all for me this week, everybody. Thanks so much to both our old supporters, and all of the new ones coming in recently! You guys are the reason this game is happening, and I sincerely cannot thank you enough. See you next update!
-A42