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    BizarreMonkey
  Sun Aug 20, 2017 5:11 pm
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His red face melded, on poster of want...
This Rapscallion may relinquish the Naxonite haunt.

With red coat unique and devil eyes beneath,
Only he may wield the Perseverance to quell their teeth.

but shall he fall, to Naxon's folk--
our great nation, be doomed to choke.




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More here: Imgur Screenshot Album

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SO WHAT IS PERSEVERANCE??

Perseverance is an action-packed shooter that takes inspiration from Ratchet and Clank, Oddworld, V for Vendetta, LackadaisyCats and some others. The game features a lot of gunplay, but also has some more melee weapons for those who like a little hack and slash.

The game also heavily features puzzles, minimalistic platforming and other toys, but the most notable feature of all the mechanins is the 20+ boss encounters.

Perseverance could be considered an untitled prequel to Intelligence, seeing as it focuses largely on Pep's backstory. The game has cats with guns and also demon girls and eldritch pig monsters what else could you even want?

I mean outside of entirely awesome graphics, a 60 song OST and 6+ hours of gameplay, which we have all of, by the way!

Perseverance also has a deep compelling story and a very atmospheric world to learn about for those who have more control over their urges. A lot of items can be interacted with for various tidbits of info, comedy or other stuff.

The Game's strong suit is it's gameplay and storytelling-- but it also has very charming huggable characters... with guns!


THESE CHARACTERS SOUND INTERESTING! BIOS PLEASE!

You got it!

All of them are wanted, and have anywhere from a huge to fearsome price on their head.
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Sketch Art on all of these is by the talented Zeirt.


Last edited by BizarreMonkey on Sat Nov 11, 2017 8:28 am, edited 3 times in total.

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    coyotecraft
  Sun Aug 27, 2017 4:44 am
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I finally had time to play this. But as soon as I got to the Action part the game dropped to 2FPS, making it unplayable for me.

So I opened up the project file to see what the problem was and quickly discovered it was the Collision Detection Events.
The way you have it set up, it's checking collisions of 24 possible projectiles, multiplied by the the number of monsters, every frame, regardless of what weapon is actually being used or if the enemy is dead or not.

It's much better to check for the weapon switch first, then do the collision check. I rewrote the collision events for mobs 1 and 2, and the game ran at 60 fps.
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You could even go a step further and turn off the collision parallel process with a new event page, once the mobhealth variable reached a certain point; to reduce unnecessary computing.

However, I was really surprised you weren't using any common events! With a little restructuring you could eliminate the need to copy and paste all those repetitive processes.


Last edited by coyotecraft on Sun Aug 27, 2017 10:02 pm, edited 1 time in total.

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    BizarreMonkey
  Sun Aug 27, 2017 7:49 pm
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Man... 2 fps?

For some reason this works just fine for me and other fellas, but I could easily restructure the encounters to work like that. I will actually do that, but it may take a while. It'd be good because it'd be more optimal for lower end PC's while not affecting those using higher end PCs.

I'm honestly shocked I didn't think of it. Developing this game for so long a lot became a blur.

Also I tend to avoid common events because from my experience they lag shit to god damned SIN. But thinking of it the way I have it set up... I could probably easy make collision detection for enemy events all happen on a common event basis. Wow, yeah, I could have a parallel for when the weapon switches are turn on, then just have the collision check and turn on iFrames and stuff for that.I'll make a copy of the project and see if that works well. If so I can just erase all the on map mob collision checks.


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    coyotecraft
  Sun Aug 27, 2017 7:56 pm
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I was going to suggest that. It should work in theory. But then I remembered I discovered common events in MV are kinda slow to start for some reason, I don't really know how responsive it'll be until you try it.


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    BizarreMonkey
  Sun Aug 27, 2017 9:32 pm
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It seemed faster for me, testing it. But then the game is usually pretty fast on my end. Once I'm done purging the collision mob checker events and updating certain bosses that have unique collision requirements, I'll upload an updated build. If that works well for you or not, you should let me know. 2 FPS is unforgivable.


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    BizarreMonkey
  Sun Aug 27, 2017 10:35 pm
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@coyotecraft: here, this is experimental currently, but if it runs faster for you, then that's a good thing.
<out of date, go to first post>


Last edited by BizarreMonkey on Tue Sep 05, 2017 1:39 pm, edited 1 time in total.

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    coyotecraft
  Sun Aug 27, 2017 11:27 pm
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BizarreMonkey wrote:
@coyotecraft: here, this is experimental currently, but if it runs faster for you, then that's a good thing.


Perfect. Running at 60 fps now.
On the second battle screen (Scene 0-7) one of the enemies was flashing red and growling, and wouldn't die.
Edit: Just played it a second time, and it didn't happen. Idk. Maybe a switch didn't reset from the previous map enemy?
Edit2: Then when fighting the following boss, it must be the iframes aren't turning off as soon as I hit him. I guess that's one of those unique collision events you have to fix.


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    BizarreMonkey
  Mon Aug 28, 2017 12:04 am
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coyotecraft wrote:
BizarreMonkey wrote:
@coyotecraft: here, this is experimental currently, but if it runs faster for you, then that's a good thing.


Perfect. Running at 60 fps now.
On the second battle screen (Scene 0-7) one of the enemies was flashing red and growling, and wouldn't die.
Edit: Just played it a second time, and it didn't happen. Idk. Maybe a switch didn't reset from the previous map enemy?
Edit2: Then when fighting the following boss, it must be the iframes aren't turning off as soon as I hit him. I guess that's one of those unique collision events you have to fix.
Yeah, like I said, it's a little experimental. Once I have the time I'll do a thorough debug. The news that there's no fps issues during the not bugs is good.


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    BizarreMonkey
  Tue Sep 05, 2017 1:38 pm
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LARGE PERFORMANCE UPDATE

I've updated all the mobs and playtested until the end. Everything is working as intended with the new system.

FPS should as a result be a LOT BETTER.

I also fixed some minor typos in Act 5 and Act 6 and fixed a strange behavior with the Blood Council Encounter.

Final Boss now has his own iFrames, and he's very fun, though currently divine spears may be the only way to possibly beat him. Well, unless you use a Bible of the Anarchists and then rush him with an easy to aim decent damage weapon. But on the encounter I used the bible and he regenned the 80 HP it took off but I beat him using the Divine Spears anyway, did take a while but it was epic amounts of fucking fun.

Looking forward to seeing how your experience goes now @Coyotecraft.


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    coyotecraft
  Thu Sep 07, 2017 6:07 am
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Running good so far.
I have some thoughts about the animations and hit effects. But I'll keep it to myself until I play through the whole thing.


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    BizarreMonkey
  Thu Sep 07, 2017 6:29 am
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Rightio! Glad to see that performance update has been reliable.

So recently I asked some fella nicely and he did a Let's Play of this game, a first impressions video, and he liked it a lot for what he saw.


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    BizarreMonkey
  Wed Sep 27, 2017 9:17 am
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Made this to celebrate getting 50 followers, over 1.5k pageviews and over 200 downloads on Gamejolt.


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    marcelbombka
  Thu Nov 09, 2017 1:34 pm
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Liking this game, it's refreshing. Sweet game, finally I see a ABS game here, I've felt lonely <3

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    BizarreMonkey
  Sat Nov 11, 2017 8:38 am
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marcelbombka wrote:
Liking this game, it's refreshing. Sweet game, finally I see a ABS game here, I've felt lonely <3
Is this you?
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:P

Glad you liked it! On the note of this game...

Updated to Release Build 3!

Changelog:
-Warth'og's encounter is no longer falsely damaging players when standing on certain tiles and the time between missile barrage hits has been lessened.
-The Esperian Blood Council fight had some awry behaviors which have now been corrected.
-Fixed an issue in which using the orbs of Annihilation was not possible if a Magic Bag was in use.
-Fixed an error where the shotgun could be fired during some cutscenes in Act 1 leading to odd looking or even game-breaking behavior.
-Soulcatchers had their damage reduced from 50 to 30, to compensate, they can now fly, therefore no more getting them stuck behind urns or statues or whatever.
-Fixed a few embarrassing typos.
-Fixed a minor cosmetic issue in the Kara encounter.
-Dread Imps will now always fly.


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    coyotecraft
  Sun Feb 03, 2019 1:11 pm
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Felt like giving this another shot to see what version 3 looks like. I hadn't played it since the initial release.

The Svoli x Esperia battle was the hardest legit battle, imo. I had to check out your Youtube channel to watch the fight. Because Esperia would just instantly recover damage from Svoli if you are too close. I was like -oh- you got press 'E' and go super saiyan. And even then it was difficult. Like, you can't aim in this game. You just run around in a pattern and hope they walk into your projectiles.
I think Svoli's base damage was too low, and everyone else's was too high. You die in 2 hits. I mean, yeah, Svoli can recover but it's an unfamiliar mechanic to the player. And trail & error just isn't fun when you die with 5 seconds after reloading the save. It's such a small window to experiment.

The Pep x Esperia battle was complete bullshit because it's broken in a hundred different ways. Before you even start the battle you can shoot Esperia and she'll teleport to the top of the screen where you can't walk, so you can't start the fight and have to restart the game.

I ultimately had to hack the game just to clear this portion. There's FPS issues, I think mainly due to a parallel process lighting effect that's following the player.
Hitting Esperia with the Reaper Cross Bow is 100% game over because it puts her "Shadow Kick" reaction ability into a loop that you can't escape from. There's no feedback telling the player that they're triggering reaction abilities. I only know that's what they are because I had to open the project. Activating the "Shadow Kick" Esperia doesn't interrupt or hide the other Esperia. From my perspective it looked like I was fighting 2 Esperias. And because the damage esperia does is so high and I'd only last 5 seconds, I had no way of knowing that I was the triggering a reaction. Using the dash button sets it off. Hitting her sets it off. There's no window to observe a pattern.
I mean, it's the rule of 3. You see a pattern after 3 times, but I can barely survive 2. I could survive longer if I just ran around but that got me nowhere. There's no window to learn from your mistake because you don't know you're making one.

I hit her - Shadow Kick - dash away - Shadow Kick - Game over. Repeated for a good half-hour before I said "fuck this"

Also, I don't think the Etheral Blade's barrier works at all. All it did was make me a sitting duck.

There rest of the game was tolerable. Although the story didn't make much sense after that.
Continuity Error? Kara destroyed the Angular-sight, but it's still in the sky when Esperia is talking to her ghost-mother-childfriend.

Also the credit scene is broken. I saw the Pep & Kara ending images. But then it got stuck on a black image and never made it to the "thanks for playing" message or return to the title screen like it's suppose to.


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    BizarreMonkey
  Sun Feb 03, 2019 11:48 pm
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Huh... like that's a lot to think about. On Esperia only the melee weapons work (cleaver is best), so doing anything else is designed to be a 'nah' but that issue with the lich reaper loop-bug shouldn't be happening. Basically that 'shadow-kick' is a cue along with her audio line to let you know that weapon aint gonna cut it.

Also yeah I meant to get rid of that angular eyed sight on that map but i forgot, wouldn't be hard to fix.

Credits scene broken is... unusual! Thats a video that plays, meaning its just freezing mid way through for... some stupid reason??

Also yeah sorry the Svoli encounter is quite difficult, one thing you have to realize is those spears of svoli do more damage the more range they achieve, ofcourse you havent acquired them yet at that point in the game so there's no way to really know.

Apologies for the frustrations, thankfully sparing as they were. I'll be sure to correct these issues and resolve some of the BS in the final esperia fight and the difficulty in the svoli fight in the wide-screen update.... whenever that gets finished!


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    coyotecraft
  Mon Feb 04, 2019 5:30 am
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If the controls were just a little more responsive I would be fine. 'Cause you got 2 attack modes. Moving and Stationary. But hitting Esperia requires frame perfect precision. You know she'll teleport behind you but you have to move or you're dead. Doing intermittent stationary attacks was difficult. With Svoli, theoretically, I could move 2 tiles - stop - and do a stationary attack and hit Esperia before she teleports away. Do just enough damage that she doesn't completely recover by my next attack. Then I could whittle her down that way.
But in reality, I'd stop on a tile - press attack - and still do a moving forward attack because the event processes kinda lag behind for a few frames. I think adding "exit event processing" to a number of conditional branches would improve response time.

The biggest thing this ABS is missing is damage recoil. If you hit an enemy, all they do is flash red. They don't stop or take a step back.


Systems aside, I have a few thoughts on the story. I actually played the Hellcat demo after this. I notice a deleted scene in Heldath which would have tied into Hellcat. I suppose you had your reasons for leaving it out. It looks like it was suppose to take place between Acts, as if, while Pep and everyone was falling to the ground Esperia popped over to this other dimension to have a conversation. That would have been weird. And honestly, it was right in the middle of the highest point in the story, it's probably the worst place to plant a story seed for a larger arch.
With a little tweaking it could worked as a post credit scene.


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    BizarreMonkey
  Mon Feb 04, 2019 8:04 pm
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Quote:
If the controls were just a little more responsive I would be fine. 'Cause you got 2 attack modes. Moving and Stationary. But hitting Esperia requires frame perfect precision. You know she'll teleport behind you but you have to move or you're dead. Doing intermittent stationary attacks was difficult. With Svoli, theoretically, I could move 2 tiles - stop - and do a stationary attack and hit Esperia before she teleports away. Do just enough damage that she doesn't completely recover by my next attack. Then I could whittle her down that way.
But in reality, I'd stop on a tile - press attack - and still do a moving forward attack because the event processes kinda lag behind for a few frames. I think adding "exit event processing" to a number of conditional branches would improve response time.
I think thats more because all weapons have a small cooldown. The Divine Spears is no different, mostly its not a forced cooldown, and just because the spears have to travel their full length before they are ready to be used again, but I may be able to make it snappier. The issue with moving not moving is definitely valid, and i may simply destroy 'not moving' alternate fires. Or simply make it a separate key-press.

Quote:
The biggest thing this ABS is missing is damage recoil. If you hit an enemy, all they do is flash red. They don't stop or take a step back.
A lot of fights don't have this due to how easily move-routes can be messed up with something so simple. There was a time when this was a thing and it ruined several boss fights. Teleporters it wouldn't effect much, such as the Esperia you fight in Blood Council, the thing is it's more consistent if no fights have it than only some.

Quote:
Systems aside, I have a few thoughts on the story. I actually played the Hellcat demo after this. I notice a deleted scene in Heldath which would have tied into Hellcat. I suppose you had your reasons for leaving it out. It looks like it was suppose to take place between Acts, as if, while Pep and everyone was falling to the ground Esperia popped over to this other dimension to have a conversation. That would have been weird. And honestly, it was right in the middle of the highest point in the story, it's probably the worst place to plant a story seed for a larger arch.
With a little tweaking it could worked as a post credit scene.
Oh gosh, yes that old thing was actually designed to play shortly after the Esperia fight, but I removed it for a multitude of reasons.

A. It did nothing to largely help the story of Perseverance, only to tie it into Hellcat, at least in some very vague manner. This game takes place before that game, and it's not like you can't visit Heldath in other games.

B. The tiles were ugly as sin compared to the rest of the game, furthermore characters like Seradath and Anathema making an appearance would have prompted the creation of more portraits. It would not have at all meshed well with the aesthetic.

C. Anathema goes some places with dialogue that she probably shouldn't.

All said and done, It is possible I may add it back in some manner for the PFC wide-screen patch. I suppose since it's a bit more than just a resolution patch, I should talk a bit about it and what may be coming in it.

PFC Widescreen Patch Planned Change List.
General
-Resolution will be changed from 640x480 to 960x544. Full-screening the game will now be ideal for widescreen ratio monitors. if off by a matter of a few pixels.
-The Radio will no longer be overlapped by the BOSS_HUD. There is now enough room for both to coexist.
-All maps will be scaled up from 20x15 to 30x17. This process, especially with parallax mapping, will be what takes the largest amount of time.
-Alternate fire will be removed. Most of theme were rarely used or just buggy, the following will be what is effect.
--Shotgun no longer has recoil when standing still.
--Orbs of Annihilation is now Orb of Annihilation, utilizing the move-fire, the previous 8-orb area effect will be scrapped.
--The Zodiac will now simply throw an hour glass and do damage to 9 tiles, no more charge-punch, which was dangerous to use and not enough damage to make it viable.
--The Lich Reaper will go back to being the 'stand still a moment' sniper rifle, without the easy-fire for less damage method.
--The Warthog's Cleaver will go back to it's 2-tiles in front heavy smash.
--The Black Death will go back to being a boomerang and solely that.
--The Recusant Glaives will go back to their 4 orbs of random death. No more unreliable and hard to see move-fire.
--The Impetus will drop its melee-attack capabilities.
--The Etheral Blade's parry-shield will be removed, as it was mostly buggy and broken, anyway.
--Divine Spears will utilize their usual 8-way fire. Their damage will also be normalized, as scaling off of distance travelled was buggy. Three-spear straight ahead attack is no more.

Monsters
-Esperian Soulcatchers will be given updated graphics, and their movesets will become a lot more difficult to predict. Their bite damage will be reduced to 25.
-Bloodseekers in the Xepp 2 encounters will do slightly less damage.

Bosses
-Naxonite Attack Chopper sometimes unduly hit the player before the targeting reticle was even visible, this will be corrected.
-Saxxis #1 will drop a splode barrel on each platform he's instending to set alight.
-Esperia #1 has no planned changes.
-The Clash of Leaves will have no changes.
-Esperia #2 will have no changes.
-Saxxis #2 will have no changes. Although the places where jumping is possible may be highlighted.
-Warth'og will use cleave more and sky barrage less. Jumping areas may be given indication.
-Naxon #1 will not undergo any changes.
-The Helgate will not be changing, however the soulcatcher you fight will have less predictable AI as a result of the upgrade to soulcatchers.
-Esperian Blood Council will see Esperia's regeneration rate halved. Kloe, Kira and Kyon will have much less predictable AI and each their own moves.
-Naxon #2 will be mostly unchanged. However it's likely the summoning of two Orb Dreadcasters in phase 2 will be done away with due to the lag it creates.
-Esperia #3 will now be able to be damaged with all weapons. Regardless of phase. Her reactionary Shadow-kick will thusly be removed.
-Nola Deus fight will be a little less lackluster and more structured.
-Xepp 1 is fine.
-Xepp 2 is probably my favourite boss fight.
-Xepp 3 may be redesigned, depending on things. He doesn't exactly feel climactic the way Esperia does. I mean, it's not that he's exactly meant to- the whole gimmick is that he's meant to feel like fighting another player.

Superbosses
-In this patch, five super-bosses will be added to the game.
-The Freedom Fighters (Lumi, Koko and Lilac fighting you together.)
-The Devil behind the Pale Door (Tiramisa, lore-dated preview of this fight in its early stages can be found in the game files, but also in the form of a youtube video.)
-The Impetuous Sussuration (Member XII) boss fight that is done with Esperia, leading to the likelyhood of that area seeing use.
-The Man of a Thousand Names (M.F. Lazarus, found by entering Splode's lab after he's been murdered. Only the boss-fight and after-scene remains, a video exists that shows what is done already.)
-????? (Xali.)

Areas
-Heldath, the Vahnuswailan Isles, and a couple other locations will be accessible for the sake of new end-game content.

There's probably more but that's all i can think of currently. Here's a couple screenshots, too.
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Granted, this game will take quite some time to fully reboot with the whole 'making the maps larger' thing. Infact some areas will radically change due to that 3 maps can now be fit in two! 30 tiles wide, means that before it was 3 maps of 20 tiles, where now its to maps of 30, to make 60 tiles in full. Some maps will have to be alttered drastically to make use of the new tech, but some can remain largely unaffected, this includes all boss arenas. Although it will still be all the work of reposition and recalculating all event transfers and player transfers. That said once i start properly working on it it shouldn't take long. I already got Act 0 and a good chunk of Act 1 done.


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