Lufu v12




Download v12

Updates
-Added timed parry. Restores stamina to full.
-Parry sound effects.
-Made it so home tile appears in center of map. (No internal zone yet)
-Enemy changes
-Changed current map gen to avoid tiny pits. Made current gen more flat until more features added.

-Fixed palette file not being read. Added more slots.
-Fixes a few misc bugs.

Notes:
Update was late cause I was sick as a dog.

Obviously all of the fighting stuff is fairly temporary, but I've made the parry function this way since it makes the most sense for now. I initially tried doing an animation for the parry but it looked kinda dopey, and I don't know that I'm going to keep the current attacks anyway so I scrapped it.

25 comments:

  1. Download link is just getting me the image above, not the game.

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    1. Fixed it while you were writing the comment probably cause I fixed it soon after lol.

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  2. Any chance you'll be able to add in groin attacks?

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    1. I don't think so. I generally avoid violent stuff.

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    2. Yeah, if you're talking full on ryona kind of stuff, I'm personally not too big a fan of the MC literally getting injured in more painful looking ways. Probably one of the few things that fully turns me off H games even if it is focused on rape.

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    3. The regular combat doesn't bug me because it's no different from any other action game, the player character getting fucked doesn't bug me because it's part of the fantasy, and I generally identify more with the protagonist than with the monsters, but the games that are mostly just about making the main character be as traumatized as possible aren't a whole lot of fun, and don't usually seem to be that well made. However! However! However, if what you're talking about, Saburo, is having a move in combat where you kick the enemy and something special happens if you hit them in their junk, just as one of the different things you can do in a fight, that doesn't seem bad all on its own it just might not really jive with the style of Lufuclad, and would maybe be a part of mechanics that are sort of counterproductive to the point of games like these.

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    4. Not full-on Ryona. More like where the player kicks certain enemies in the nuts.

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    5. Nah, not into that sort of thing.

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    6. That could be an idea when exagerrated commically if certain ennemies have an attacks grabbing you "out of nowhere" when you still have stamina. Like a perfect-parry but using unarmed attack as counter-grab, making them unable to dodge the dominant-dive and with the benefit of having them out of the fight for a short moment to allow easier escape.

      So, as a "stun" rather than ryona it may be a good type of move for the playable character to have, even if the animation is something else than a kick in the balls of whatever ennemy they're facing.

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  3. The palette file still isn't working for me. It skips the first palette (blue hair and red eyes, if I'm reading it correctly), defaults to the second palette, allows swapping to the third palette, and everything else is alternately all blue or all red, no matter what I change.

    https://drive.google.com/file/d/1W6WArS3SrzUihUHvoY0XnPwR6AGKl-Rv/view?usp=sharing

    As you can see here, I made a row that was a copy of the second, with just a change to what I presume to be the eye color. Am I doing something wrong?

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    1. Nop I fucked up. I'll try and fix it now.

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    2. Okay NOW it works lol. I forgot to switch something and etc etc.

      Works now.

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  4. Dogs usually don't get sick often though.
    But regardless, I'll be praying to whatever appropriate power exists for your health and praying that my prayers work. Don't push yourself *too* hard for the sake of lewds!

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  5. I've actually stumbled across a different issue with the colour palette file. It does read it now, but if I make any change at all to it and then save it, even if I didn't actually touch the existing colour strips, every palette will have the whites of her eyes become transparent.
    Also her eyebrows become purple? They may just be that colour.
    I've tried saving it via both Photoshop CS4 and Clip Studio Paint and it happens with both. I'm not doing anything unusual beyond adding new colours and pressing ctrl+s to save. Is there a specific way the PNG has to be saved?

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    1. It has to have transparency. It's probably doing something wonky with the alpha channel, using white.

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    2. If you fill the transparency at the bottom with a random color it will stop it from messing up. Like this.
      https://i.gyazo.com/464eeed34885cf6edd3317b73c5f9222.png

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    3. Yep, filling the bottom with a solid colour did fix it. Glad it wasn't anything more problematic.

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  6. Good work as always Kyrieru. I wouldn't have faulted you for not releasing anything this week, especially since I had assumed you meant V11 literally would be representing two updates, not just that it contained as much work as two. I hope things in your part of the world weren't too screwed up by the storm, and I hope you feel better soon, and also are able to get some decent rest.

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  7. Best wishes to your dog. Lots of snuggles and treats!

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  8. the game is crash after short time playing

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  9. I'm pretty excited to see where this game goes! I know this is a really big question, but will there be any form of modding support? since you already added the ability to read the palettes png, I'd imagine adding some kind of mods file where the user could add in mod files that add more clothing/enemies/weapons/etc? while I'd imagine it'd require a lot of back-end work, could it be something you'd look into?

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    1. I'm still actively considering it.
      In general I won't be making huge editors and stuff, but very basic modding will probably be possible.

      The biggest challange for GM is the lack of good external file handling, which makes it a bit more difficult. In general I would want mods to be as easy as possible without a ton of "data management" on the part of the player.

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    2. Did I heard modding? I approve this at 200%. :D
      If you manage to have mod support for this game, that would be awesome!

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  10. Just a thought on the parry aspect, it would be neat if there were difficulties (which I'm only assuming there would be difficulty options) that the parry would restore less stamina in the harder difficulties, i.e. full restore on easy, half restore on normal, and on hard you restore the stamina that it would have cost you to block it if you chose to block. Might add some risk/reward for people that want a little more thrill for skill.

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