This was a game that always had issues with sound consistency, and it's on the list of improvements I'm rushing out for Halloween. Graphical overhaul notwithstanding, I'll be making a few quality-of-life adjustments too, such as widening the walk-able areas of some corridors and adjusting the efficacy of the stat boosting items too.
To friends long gone, and those I've yet to meet - thank you.
Cool!
In case you'd forgotten, one of more of the mp3/ogg tracks in Vampire's Curse had a sampling rate of something other than the normal 44.1kHz, which hit a bug in SDL_mixer, causing it/them to play at the wrong speed. (I think the built-in MP3 to OGG conversion would fix that).
In case you'd forgotten, one of more of the mp3/ogg tracks in Vampire's Curse had a sampling rate of something other than the normal 44.1kHz, which hit a bug in SDL_mixer, causing it/them to play at the wrong speed. (I think the built-in MP3 to OGG conversion would fix that).
Since the graphical enhancement to Vampire's Curse was more or less a success, I've been working on some newer quality of life enhancements that just weren't possible when the game was first released. One of the bigger complaints was that many areas were just swarming with enemies, while other places were completely devoid of encounters. The quickest solution has been to simply add MORE enemies to those places that were lacking, but the choices of foes have always been lacking.
Guess I should have seen these guys coming.
To friends long gone, and those I've yet to meet - thank you.
Guess I should have seen these guys coming.
To friends long gone, and those I've yet to meet - thank you.
Werewolf? Collie? I don't care if it IS your house, put on some pants. And get a haircut. Hippie.
You can drink this person. You can drink just about everyone, actually. But then they won't come back
We're not interrupting anything, are we?
To friends long gone, and those I've yet to meet - thank you.
I am working on a new enemy for Overgrowth as my first addition to the awful things I plan on having in this game. I built him out of the pieces of the main character's predecessors
Also, @Fenrir: despite how amazing your portrait sprites may be, I've still come to resent your avatar.
My pronouns are they/them
Ps. I love my wife
Also, @Fenrir: despite how amazing your portrait sprites may be, I've still come to resent your avatar.
My pronouns are they/them
Ps. I love my wife
So I could use some advice. Which skin palette do you guys think works better, A or B? Or is the difference minute enough that it doesn't really make much of a difference?
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
It's pretty hard to say. Palette B definitely has more contrast though, giving it a darker feel. I think it would make more sense for those to be indoor lighting and the others outdoor or more well lit areas. But I agree with what's said above, it depends on a lot of things like that.
My pronouns are they/them
Ps. I love my wife
My pronouns are they/them
Ps. I love my wife
I think it more or less depends on the mood of the game, or that location in the game. "A" has a cooler tone overall and makes me feel like the setting is in maybe a dungeon or something. "B" has a warm tone which makes me feel like the setting is in a fire lit pub. I think both look equally good, just depends on location or mood of the game.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases




