Turkish Translation + Other Notes on Game Development!
-Added a new language option: Turkish! (Thanks An_Antkeeper!) -It should default to whatever you use on your computer if it's a first boot, but otherwise, you need to set it yourself. -There may be some issues, please point them out on the discussion board and we'll get them fixed ASAP. -Adjusted some menu UI to look cleaner. -Corrected some spelling and grammar mistakes in English. -Fixed an issue with the song "Finale" not looping correctly, thank goodness. -Fixed an issue with some enemies having their collisions still collidable by Lira when they're defeated. -Fixed an issue when loading where Lira may not have her maximum health. What an odd glitch. -Fixed an issue on WMU difficulty where a salmon upgrade has an invisible collision.
So for those of you asking, why the occasion? Well, I wanted to do something major, and things haven't been amazing lately in the game development sphere. Unity is getting quite a bit greedy, and even though they walked back on some of their decisions, I'm unsure about continuing to support them. Because of that, I wanted to try something more interesting. An_Antkeeper approached me with an idea of translating Necrolepsy, and in all honesty, I wasn't going to do it at first, but something told me I should, so I decided to go with it, pay him appropriately and we got a translation going. I wanted to be sure I knew how this worked so I could implement something similar in future titles. I think I figured it out pretty well, and it's very fast + efficient.
But, looking through the old code made me realize that it's for sure time to move on. I keep looking at it with ways I'd want to fix it. However, actually trying to fix this game's code is just a nightmare waiting to happen, pun intended. So with that, this is Necrolepsy's final hurrah, and the only thing I'd ever do would be simple bug fixes and *maybe* another couple translations here and there. If I do those, those aren't happening for a while. I really really need to rest and get some of my gas back since I've been running on fumes for the past few days.
With that, enjoy this hurrah! There's more to come from me in the future, and I can't wait to show you more.
Final Major Update
Hey, so this is gonna probably be the final update for Necrolepsy. There's some details as to why this is the final at the bottom. For now, here are the changes!
Additions:
-Added optimizations to Ctarl Caves. The stage ran a lot more poorly before, now it's much more optimized akin to Fortune Fortress. (Shanoa Sanctuary and May Mansion didn't benefit from these optimizations (no frame rate increases or ram usage subtracted) so haven't been included) -Brand new library and asset art for the game, since I've gotten a lot better at drawing so here ya go.
Fixes:
-Fixed a variety of incorrect placements or distortions of textures. (Thanks ICO!) -Enemies can no longer collide with each other.
Other notes:
Thank you all for the wonderful 3 years of getting my feet into the door of video game development, but I need to focus on my next project. I'm probably not going to update Necrolepsy for a very long time now. My next project, Dracoblood, is shaping up to be much better and I want to be able to focus squarely on it. I've pretty much fixed every issue with this game that wouldn't involve re-writing the entire game's code (something that would be REALLY fun to do but way too time consuming). Other issues will be put on a backburner to get back to in the future when Dracoblood doesn't occupy my very limited time.
Don't forget to tell everyone that Necrolepsy's 1 dollar for the whole week.
Lira: -Fixed her breath timer clipping too far and showing a thin line. -Fixed her Bolts and Stalactites from making sounds when sound effect's audio is lower than 1. -Fixed a bug where holding up wouldn't let you dash.
General: -Fixed a few enemies and projectiles that didn't play properly and spiked their audio levels before adjusting. *If I missed any with the above fix, let me know, because I can easily apply the fix to other things.
Environment:
May Mansion: -Fixed a bug where you could hear a big scary ominous sound in the basement (it was the blue necromancer's idle shield sound)
Ctarl Caves: -Fixed a wall not going down all the way. -Fixed some floating stalactites. -Fixed a misaligned texture in Ctarl Caves underwater. -Fixed some water foam not connecting properly.
Shanoa Sanctuary: -Fixed a wall missing some of its OOMPF on wake me up difficulty. -Fixed a bed texture that was blurry. Now it's NICE AND CRISP :). -Adjusted some of the clouds in the background that were causing some irregular lines to show up.
Fortune Fortress: -This should be fixed, but fixed an overly big texture in Fortune Fortress after the Black Necromancer fight. -Adjusted a wall on the WMU path of Fortune Fortress. -Adjusted the Lich's hitbox so he's actually standing on the ground! Crazy! -Adjusted some spikes in the WMU path.
2nd Anniversary Patch
Yeah cool! Happy Anniversary Necrolepsy. Here's some bug fixes I've been meaning to add but haven't had a chance to till now.
Fixes: -Fixed some glitches with the Dash Light Beast where he wouldn't reset properly after both resting and stunned modes. Now properly resets. -Fixed a glitch where the Lamia was invincible when in a mode where she shouldn't be. -Fixed an animation issue where Lira would not do her spear throw. -Fixed some textures rotated the wrong way in Ctarl Caves.
Bugfixes and things that were important
Special thanks to Ico for pointing out most of these issues. As well, don't forget to check out my other project right now, Dracoblood: https://www.patreon.com/posts/43312520
General: -Fixed an incredibly nasty glitch that didn't save the last areas of Ctarl Caves for the player -With this fix, it's impossible to make it save to true if you did make it, the save file itself didn't have a large enough array to store the room data, so now the save file IS large enough and WILL save it, but when you reload your game, it will not work. Once you save again, it will work. -Fixed an issue with the crossbow bolt explosion sound not abiding to the volume for sound effects. -Added some adjustments to the Red Necromancer fight (so these apply to both CC and LL) where it's more obvious that Red is using the Revolver Crossbow to stun Lira. -Fixed the breath timer not exactly being focused on properly. -Fixed the warp ability able to cancel out the start or map menus. -Fixed the fact that you could pause the game and view the map at the same time. -Fixed a glitch where Bart's Bar's item count on the load menu wouldn't reset the value. -Fixed a glitch where Lira's parry animation didn't play properly when firing a bolt or stalactite. -Fixed a glitch where you could select a stage as the hub was fading in.
May Mansion: -Adjusted some of the paralax in May Mansion to (hopefully) get rid of an invisible line showing up. No idea why that happens. -Fixed the dialog for the slide claiming if a corridor was too short, instead of too long. Now it says if it's too long. -Also corrected the dialog to make it say that sliding is an attack, not that you can attack while sliding.
Ctarl Caves: -Fixed a piece of water being outside of the bounds and being visible in the GEE fight room. -Adjusted some of the water in Ctarl Caves to make it hit the bottom of the screen better. -Fixed a rock poking out of the terrain in CC.
Shanoa Sanctuary: -Adjusted some textures in SS to make it look more consistent. -Moved a pillar over so it's not floating. -Moved a savepost down so it's not floating.
Fortune Fortress: -Adjusted a wall in FF so Lira can slide under it properly. -Adusted some textures near the end of FF.
Anniversary Update & Sale!
Happy anniversary to my pride and joy, Necrolepsy. It's my first commercial game ever made so I want to make sure it gets some special attention around its release date. With that, Necrolepsy is going to be on sale for ONE DOLLAR. After the sale, it will then be permanently priced to 6.99!
This update also had a new artist join the fray, and I had to adjust the credits for him and some other things like better crediting on my part, since I did do like, everything on this game, but there's some things I didn't do.
One more thing before I go, Necrolepsy is my first game, because I'm making a second game, an Action RPG called Dracoblood! It's being funded via Patreon and I'm definitely making sure it's not going to suffer obscurity issues that Necrolepsy has with marketing. So if you want to check it out (and play the prototype so you know what you're getting), you can check out Dracoblood at this link!
Now on to the patch notes, have fun playing!
Gameplay: -Added some clauses to make sure nightmare doesn't activate in Milly Marathon without Always Nightmare being activated. That's a phantom issue so make sure you tell me if it happens again. -Changed the grindstone's location in Ctarl Caves to not be underwater so you don't drown while reading if it's your first one you're getting, lol. -Added tutorial prompts about the map, combat basics and other things. -You no longer need the Claymore to destroy projectiles, it's native at the beginning of the game. -Fixed a glitch where you could use the Saw blade while sliding. -Redesigned a little bit of Ctarl Caves to make certain parts easier.
Art & Sound: -Adjusted some of the art in Ctarl Caves -Changed the Game Over graphic, thank you for making that, JamoART! -Added a new animation for the Power Slide ability. -Added some sound effects (door opening sounds, Cash register sounds) -Added sound effects when battling the Saw Light Beast
Boss Adjustments: -Adjusted a part in the Wraith Lord's Wake Me Up Difficulty fight so that you don't get hit doing a specific sawblade move. -Fixed a glitch with the Saw Light Beast that didn't increase his speed properly relative to his health (was dividing ints, my b on that one). -Fixed another glitch that kept adding counters to the Saw Light Beast when fighting him, making him sometimes attack stationary.
Misc: -Added some lore as to why Bart sells incredibly dangerous magic items. -Modified the credits (name changed, added another artist).
Small fixes to make the game a little bit more better
-Now you can see Milly Marathon's map! (coding error on my part) -Map error where you couldn't see where you were the first time using the map has been fixed. (the zooming multiplier was set to 0) -Gave the floors in Shanoa Sanctuary more visible damage so it's easier to see them broken. -Also moved the floor over a bit more (again) for visibility. -Made Ctarl Cave's waterfalls even SLOWER and also dimmed some of their colors. -Fixed a glitch with the Purple Necromancer where he could fire two sets of spikes but only one would come down. -Moved the door over in Fortune Fortress just a tad so it's easier to spot when you play the stage.
Hey some fun fixes because a popular guy streamed the game, lol.
Changed a bit how certain enemies react: -Shanoa Sanctuary enemies now are hit-stunned for 1 second as opposed to 1.5 -Fortune Fortress enemies now are hit-stunned for 0.5 seconds as opposed to 1.5 -Fortune Fortress' Male & Female Necromancers, Lich and Teacher's Pet all fire quicker. -Male went from 2 seconds to 1 -Female went from 1.5 to 0.5 for the first shot. -Lich went 1.5 to 0.5 for the first shot. -Teacher's pet fire at 1 second as opposed to 2. -Fixed an issue where Bart was chopped off in cutscenes that are 8:5 at the ending. -I just moved him out of the frame a little bit lol. -Fixed an issue where the Lamia was unable to be attacked multiple times after bounching -Made the waterfalls in Ctarl Caves a bit slower (0.16s to 0.24s) -Added tutorials for the heart, salmon, grindstone and string items so you understand what they do. They'll only work if it's the first one you collect. -Moved a pit of spikes over so you have more clearance to jump over it.
-I had to change how lighting was handled in the hub world because of an error I kept getting when using it. It shouldn't be an issue when you're playing though.
Small update, had to fix a few things
-Fixed some deformed textures in Fortune Fortress. -Fixed an issue where Lira wouldn't load with proper sound effects in some stages. -Didn't really do much but I didn't keep track of what I did so I'm sorry :V
Update to fix crazy glitch, among other fixes
-Fixed a crummy issue that locked up some controls in Beardsley Beach or Lina Labyrinth. -Touched up some of the graphics in Shanoa Sanctuary -Fixed an odd glitch where sometimes there would appear to be "tears" in the wall of Shanoa Sanctuary. -Fixed an issue where Mighty Rollers didn't properly reset their timer for when they roll on death. -Moved a platform over a little bit in Shanoa Sanctuary -Adjusted a few enemies hitbox positions in May Mansion.
It can get annoying when you're the only one looking for glitches, but hey, that's how it is. I'm going to continue working on the demo for the game, but otherwise, it seems that things are working well for it.