Nov. 4th Revision Build


NOTE: I have become aware of a potential issue regarding uncapped framerates. This game is supposed to be locked to 60; thats how I set it up, thats how I've been running it. If your game is running above 60, please let me know! I have two potential fixes for this but I need someone else in order to test them.

If you believe you are experiencing this issue, please try this build: https://www.dropbox.com/s/1bxtu5lif83qq1b/Core%20Demon%20Nov4-FIXEDFPS.zip?dl=0


A new build is available! After taking down some feedback, I set to work to fix what I considered the most glaring issue, namely the control, jumping, and physics. Overall I think you'll find this to be a SIGNIFICANT improvement over the prior build, so do give it a try. Additionally a number of other fixes and changes have made. Big changes are noted below, check the included READ_ME for a full changelog. If you enjoy this build, do consider donating to support development, thank you!

Major Changes Nov 4th 2022

-Significantly improved control: 

- Variable Height Jumping, as well as much faster jumping and falling.

-Higher move speed with much tighter control; no more sliding, quick turns on the ground and in mid-air.

- Reduced cooldown and float time after spellcasts, allowing for faster follow-ups after launches and reduced lag in the air.

-Drop through platforms by pressing "s".

-Charge Crystals are attracted to you and recover double the charge.

-Additional key options, press Space or Shift to jump; double-tap in a direction to dash that way.

-Enemy knockback/stagger extended to make staggering consistent; they won't sneak in an attack while you're hitting them now, nor will they recover and attack in midair.

-UI damage indicator now indicates if you are hitting an enemy with its elemental weakness.

-Collision tweaks to hopefully make bumping against platforms a non-issue. I had a hard time replicating this consistently, but I did not have issues with this while testing the new build.

-Venti hitbox adjusted to more consistently launch enemies up in the air (still not 100%, but definitely more consistent.)

Files

CORE DEMO: November 4th Revision Build 79 MB
Nov 05, 2022

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Comments

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I tried the dropbox build you posted, still seems about the same as before, consistently bumping into the platform if my legs are near the side as I try to move toward it. I thought maybe alt+enter might make it fullscreen and maybe I could have my monitor show what FPS I'm getting but I guess that doesn't work on Godot games.

Bad news about respawning though: every time you hit Enter things still get darker. Just press it really fast, the game bugs out pretty hard for a while hehe~

I wouldn't worry too much about that one, anyway. A button to respawn/reset is more of a debug feature, not really part of normal gameplay.

That is so weird, but thank you for mentioning it! There isn't even an input programmed for that button, I have NO IDEA why it's doing that. Fixing it for the next build! I've also added an FPS counter to the Combat Demo Room so you can check there. In my testing I find that I do rub up against the platform sometime, but it never prevents me from landing on the platform. I'll continue tweaking collision until I find something that works.


Thanks!

Yeah, it's not even just that it stops you from getting up on the ledge, but if you're short-hopping or at the top of your jump arc, you can hit the bottom or middle platform, respectively, which stops you from continuing toward the edge of the screen. Probably not game-breaking for now but given fall-through platforms are so common I can see it being a big issue eventually.

It is feeling better overall, though! 60 FPS is maintained unless I drag the window around (it can go from 56-62 when I do that) and after some more tuning and refining the combat I could see it being pretty fun! Definitely would love to see those grapple attacks mentioned in the readme file eventually. Do you plan on having some enemies that make you vulnerable and grab you to do damage, or is the grappling just planned as the way you end up in game over state? Might be fun to have some that do sexual submission holds leaving you wide open to other attacks or inviting another baddie to come join the fun~

Ahh I getcha, I'll definitely keep working on that then~ Platforming is going to be more of a secondary thing but I still want it to feel good.  

As for grapples, both! I think I mentioned it in the read me, but there will be animation that occur during gameplay as a result of grapples, and to build on that, some will lead to special animations where other enemies join in. That's a bit further down the road as it requires a lot of art assets, but it's definitely something I plan to include.

Hey, noticed that spamming space makes the game progressively darker to the point of blanking out the screen. Dunno how far up a list of priorities that'd be

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Please tell me you're playing the Halloween demo and not the November 4th one. I discovered that issue while building the November 4th build and fixed it.

I've deleted the older version so as to avoid confusion, sorry if that's the case!

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...Maybe. I will double check, oof.

EDIT: Game was showing newest version but was still Old version. Space Bar no longer causes Glaucoma

Haha no worries at all, I figured it was some kind of upload update issue where it wasn't giving you the right build. Just glad that's fixed~

I'm still consistently managing to bump into the bottom-right platform on the side. The game seems to be running in high framerate (my monitor is 240 FPS) so maybe could be something that causes it. Seems like I can move through it unless my feet are close to the platform as I try to move onto it, then it blocks me as if the platform was solid.

But yeah, overall this is definitely improved! The dash feels good, movement is maybe a little too quick almost, but at least for now, without any platforming challenges to try, I think it's in a better spot~

Seems like the enemies have multiple abilities, but I'm not sure which ones are coming? Feels like I'm getting hit unexpectedly. The little explosion attack looks like it winds up much longer than it needs to and is too easy to evade unless the screen fills up with em. Maybe all the attacks from baddies are too slow, the problem mostly comes from not knowing who's about to do what kind of attack. Might be that they're attacking from pretty far away, maybe more of a limit to how far they'll attack from and how long their spells go, while making them quicker and more consistent about attacking might help. If an enemy sees you, I imagine it start moving toward you with an intent to use a certain attack, and then start that attack when it's close enough for it to work

The vulnerability thing seems interesting; so far I'm noticing enemies can end up vulnerable but it doesn't do much? Sometimes an enemy has like 600+ HP and I can't kill them but they go into vulnerable state and start floating away like they're on ice.I get the feeling maybe it's high refresh rate silliness causing this on my end.

Oh you know what that's gotta be the case. I thought I had it locked at 60; at least thats how its been running/how I set it up on my end. That's pretty frustrating but thats likely the issue and it explains why I couldn't replicate that issue.. I'll double check all my settings and look into things to see if there's a way to deal with that. Disappointing.

Might be possible I'm just seeing things wrong. It felt smoother than 60 but I don't have an FPS counter in windowed games.

If you have time, would you be willing to try a private build or two real fast? There are two things I can try immediately and I'm hoping one of them fixes it.