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Addaline

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A member registered Jun 02, 2019 · View creator page →

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yeah; -heat has been a few things at various points, right now it's been hacked into being the short persistent immunity effect you after throwing someone (mainly to help throw be stronger against groups). the red afterimages effect was from heat used to be a universal install effect that had various effects that are removed right now.

-purification is a flavorful way to reset progress. i have been thinking about having checkpoints that gameovers send back to, which would clear up the purification and gameovering having the same effect

-hairpin data is the accessory tracking each sprite has a pixel marked to give x and y coordinates for the accessories to align to. this takes a long while to read the points off the sprites, so i have the game find and save all the points once on first start up, and then it re-calculates all the points if the game version number updates

yeah, tutorials in the game is something i want to do once it gets more settled.

right now there is a way to change the attack some GFs use as their assist if you press GF while sitting (it'll flash the card they have as their assist under them)

The assist system has been tricky. it's been through a lot of variation, and the linked moveset (previous iteration) had a lot of interactions that i wasn't happy with. Momiji and Matsu fit the old system very well, but the limitations made a lot of the other GFs have issues with how their moveset interacted with the linking. There is still a lot of adjustment needed for the current system, though, and the cards being missing is something that needs work. (the old system's card loading was not insignificant in how much converting needed doing)

Shizuka right now is a unique GF in that she mimics whoever she is with, though she can only be picked through debug.

a few answers to questions you have: 
- curse flowers change suu's cardback flower. this determines what weather effect is activated by a character when they use a white roman cancel (cancelling from neutral), though this is changing next build lol
- fishing catches are random, but each body of water can have different fish they can roll. if you cast while angler's 236H fireball is out, it shows a readout of possible fish. (though there is a bug in the room with angler fishing where she overwrites that effect)
- katana 214H used to be a guard cancel move. the animation i thought was too cool to scrap after the guard cancels were removed, though it can do very amusing wall-bounce corner loops against guard smashed enemies

Thank you so much for the nice words, feedback, and bug reports

coming across your videos doing one life challenges was very fun as well

next build (probably) i'll try to compile in yyc (read: should potentially run faster/better if i'm able to get the export to work),
but i'm curious to know what areas/contexts the game performance is suffering in? is it persistent, is it in specific rooms, is it during combat or specific situations in combat?
trying to narrow down what needs another pass of optimization

i'll try and see what i can do

the fishing minigame works by casting the bobber from the fishing rod into water, and then luring fish with up/down/left/right inputs. it keeps track of the average rhythm you do while luring to set the speed of the catching part of the minigame. once enough time has passed while luring, a fish will catch on the hook and cards will appear with an input to press in response, and it repeats until all the inputs have been cleared. incorrect inputs will subtract either 50 special meter or release the fish if no meter is available. the inputs can be either single buttons/directions or a motion input, like quarter-circle, half-circle, or a z-input

2 player is a bit of a mess but does ostensibly work; it has some odd interactions with targeting right now... but if player 2 is assigned controls then they are able to press an attack button and take control of the girlfriend character as an assist, moving and attacking freely. currently it doesn't change the rules for how assists work, so when they take damage they'll go on a cooldown period where they can't act. because of this 2-player mode only works while suu has a girlfriend character with her. 2player VS is something i'd like to do, but it's to do later as it's not the primary focus

thanks for the feedback!

for the enemy ai; green and red ninja and the 3 red variants of samurai are specifically a lot more passive with their ai. it was part of the work done on being able to make more specific playstyles for enemies with the goal of having some enemies act more basic or simple. green ninja specifically are set to throw ninja stars on a loose timer and rush down occasionally with no logic on how to combo it, while the red samurai variants wait until they are attacked (or enough time has passed) before they respond, with the 3 variants having different amounts of pressure they give back. whether this is fully appropriate or not remains to be seen, but the white ninja and blue samurai variants use the original ai pattern (which is the default robust routine currently). 

i'll keep this feedback in mind as i develop enemies more. there is a design space for simpler enemies to job for the harder enemies, but it may be better served by new enemy designs made for the part. the reason for the specific style they follow currently was matching to the attack pattern style present in the original jam version of the game to see if those designs could still be made with the enemy behaviour tools in the game.

(partially it may be the case that green/red ninja are fine to be very easy and passive but are also currently overused in the few encounters on offer, there's a lot to do with this topic)

the first variant for witches don't have any attacks other than the support aura currently, though they are supposed to try and exit battle if they find themselves alone, though there seems to be detection problems for it

red thread choker 1 has some code rot to it. it _does_ have audio, but is missing layers; the soundtrack fades between versions of the track depending on context, and RTC1 has only the main layer (no soft or heavy layers). the soft version plays when dialogue is running or the pause menu is active, which are the 2 ways to hear the track currently; if you speed through matsu's dialogue when it plays or play it in training and exit the training menu you'll be able to hear it. i've been needing to fix the functionality on the layered playback for tracks that only have 1 layer.

motion inputs on stick, i'm not sure; it doesn't use a separate system, and trying on a switch pro controller myself it seemed fine for the most part. so the analog sticks get read into the input system as an 8 way value, with each axis on analog needing to be over .6 to register for the direction, so it may be that it's picking up extra directions like diagonals funny and messing up the sequence. i found the double-quarter-circle super input (236236) to be a little tricky on stick sometimes

again thank you for the feedback, i _really do_ appreciate hearing that the meaner versions of the enemies are missed

(1 edit)

controllers should be auto recognized by the game, but the way game maker reads the controllers is to assign them to one of several ports and then read inputs from that port. there is a setting in the menu under P1 Controller Remapping that allows you to set the port that is being listened to. I know the game can also be weird sometimes about controllers plugged in after the game has started up 

On this menu you should see a name pop up when it's on a controller port with some device recognized, otherwise it'll just show the number.


this makes me so happy to read, ty

bird is a quarter circle forward motion into light attack. you can cancel into it from most any other move (which is typically the case for any move that is a motion input). you'll want to start down, roll to down-forward, then forward, then press the light-attack button.

the card input that shows the move is showing a little arc along the down and forward inputs

there isn't anything in the game at the moment that gives a good rundown on how motion inputs work, sorry

sorry, i've been struggling a bit recently. some burn out and health problems, i'm behind on when i wanted to get the next update out, there's been a bunch of churn on some things and there are some things that need holes filled before it can go up. next update has another 'parry' and dash change (dash being chainable like it was before, parry having a pushback effect), heavy enemy ai changes, portraits update (mainly backend cleanup, but some redraws on some characters), and maybe save/checkpoint changes, though it depends on if i end up scrapping/pushing that back for now

the flowers are a character attribute that has some effects

and kiku can't kill yet because i haven't made the event yet, sorry, i'm really behind on a lot of things

what version are you on? is it the version with momiji's needle attacks or just her web? i couldn't get it to replicate, the hitstun stops being long enough at 18 hits (though it's certainly enough to defeat a lot of enemies)

this route with katana [5L > 5H > jump > j.L1 > j.L2 > j.H > landing > repeat...] loops, though it also becomes air-techable (combo counter is black, and you can even see the hitstun meter under ribbon's portrait doesn't even stay on screen anymore, the ai in this case doesn't try to tech at the moment making demonstrating this easy) (it  also starts itself, since j.H is what ends up launching)

there are a few attributes that decay combos (juggle height, gravity, hitstun and hitstop), not entirely to remove infinites (which i'm ostensibly fine with), i just want figuring out infinites or loops to have some friction to it. the little meter under the combo counter also shows the current decay rating.

probably! adding weapons is fun, but something i've had on the side until i've filled out some of the enemy variety and movesets first

thanks for taking the time to do that playtest and write all this up! it's very useful insight to have

hmmmmmmmmm, this is a weird one...
i  am able to reproduce it and figured out a fix, but I don't know _why_ it's only crashing in that room... ostensibly it should be crashing in all the rooms asl;dfkj

thanks for the report though!

it seems that something in a recent gamemaker update has messed up the ability to remap the keys, so I'll try and get that fixed. I recently updated the IDE, and hadn't checked the mappings, so I imagine some of the built in functions are different.

sorry about that! it should hopefully be fixed in tomorrow's build

currently there is not, i'm afraid.

yeah, the slowtime input is a seperate feature. i recently updated game maker which the update notes mentioned having some changes to reading more buttons on gamepads such as the touchpad on dualshock controllers. i'll have to look into this, but i'm guessing that right now it might be detecting the circle input as another input as well, possibly.

thank you for the report

no need for apologies!

it's a bit of the nature of the regular micro updates, lots of little changes, i even find it hard to keep it all straight lol

this is a change i've been trying out for various reasons, new to the 6/22 version.

Suu's dash is for now a step dash with a set distance to it. The goal of the change was to get the double-tap dash to behave the same as the dash-button dash in respect to a held press.

https://addaline.itch.io/blade-sight/devlog/753273/blade-sight-wip-20240622-upda...

oh, yeah, i uploaded a version with the debug actions deactivated.

sorry  about that.

thanks for the feedback! yeah, making changes to jump input parsing seems reasonable. i'd actually been meaning to change the superjump to being a tap prerequisite. seal of continues not clearing after finishing the bonfire event isn't _exactly_ a bug, since it clears if you use the cleansing bell or get a game over. clearing the bonfire isn't a 'full reset', at least not right now.

ty for the kind words!

optimization is always something i try to look for so the game runs smoothly. the large room with Hiyoko on the balcony is actually a room that i made for doing stress tests with a very large stacked area. the doll patio getting slow down is more concerning as it's much more compact (though there are a lot of actors loaded into the scene there). so, no specific plans currently, but i'll try and look in to the doll patio for what the resource drain is

oh cool! i hope you had fun and look forward to when more is added! thank you for playing!!

everything will be dead

uh, the main -things to do- in the current build are:

-doll patio encounter to meet Gaji
-kiku ambush in the basement of the ruined house
-battle the skeleton on the bridge
-battle the pig ninjas in the cave
-battle hiyoko on the baclony
-finish the Don't You Remember scenario
-hidden fight in Don't You Remember
-and the alternate version of the Don't You Remember scenario accessed through the bonfire

and then training mode labbing if you'd like

oh yeah, that happens if hiyoko is interrupted during the super before hitting the ground. it can be cleared by recasting it. i'll try and get that fixed today.

oh, yes, i found this one earlier this week. it along with some of the targeting system 'nearest target' detection has been fixed and will be in tomorrow's build. i had recently changed the y coordinate to using a centered position on the target, and kill shot was using the wrong value to snap to.

ty for the report

hi Lilly! thank you for the kind words ♥

i just saw the message on the twitch dms before i started stream today, sorry i hadn't responded yet (though, yeah twitch dms are a little clunky)

im on discord if you'd like to add me there (addaline there), or on twitter (though twitter dms are also crusty lol), though i'm not as interesting as blade sight is probably

♥ thank you for the kind words.

i would like to get the game localized for other languages if possible, but it's still too early to start on that step currently.

the controls can be remapped in the menu for controllers and keyboard, but the defaults are:
Keyboard
WASD - move
J - Light Attack
K - Jump
L - Dash
U - Heavy Attack
I - Girlfriend Attack (requires a girlfriend)
O - Interact (can be held down to target)
Y - Cancel (is a macro for Heavy Attack + Girlfriend Attack)
H - Grab (is a macro for Light Attack + Girlfriend Attack)
N - Burst (is a macro for Light Attack + Heavy Attack)
Escape - open menu
Spacebar - slow down game speed
Arrow Keys - reserved for movement
Enter - reserved for accept in the menu

on controller (dualshock buttons, latest version)
D-Pad/Joystick - move
Square - Light Attack
X - Jump
O - Dash
Triangle - Heavy Aattack
R1 - Girlfriend attack
L1 - Interact (can be held down to target)
L2 - Cancel (is a macro for Heavy Attack + Girlfriend Attack)
R2 - Grab (is a macro for Light Attack + Girlfriend Attack)
Start - open menu

i don't have a plan to move to any other platforms. i intend for the final version of the game to be available on itch. i'm glad you've been enjoying the game!

ty!! Matsu is only available as an assist through debug tools currently, I've been wanting to put her in a special place, but it might make sense to have her more easily available while everything is under construction. She can be found as a boss in a specific secret area, but can't be asked out. As far as the fish, only one suit of the fish (Ayu) are currently available (so, the top row of the fishing page).

This is actually reminding me that I should probably have a spoilered checklist of things to do for people to check to see if they've gotten everything already, because there are some secrets, usually trying out interactions to see how they feel in a larger scope.

it's meant to allow you to use your preferred peripherals. there is a keyboard remapping and gamepad remapping menu in the pause menu (can open by pressing ESC) under settings and then in the controls section. is it having problems recognizing your pad or accessing the menu?

i haven't been able to put together a full mechanic-overview-tutorial for the game yet, as the project is very much still in progress. the opening "dont you remember" scenario is a sort of challenge gauntlet that rapidly builds in difficulty. you can exit it by taking the option "please let it stop" after losing all your extra lives to take a reset back to the actual main area of the game, where the game gets a little more sandboxy and gives some space to play with mechanics. You can revisit it later by talking to the Miko and asking her "don't you remember?".

beyond the guantlets there is not as much linear progress to the game, as it is in a sandbox state, essentially a big tutorial play area.

i'm sorry for the frustration with the poor documentation, it's been hard to stay on top of everything and i am failing in that regard.

oh sorry about that - re: accepting the outfit from Momiji. it is currently broken, it's still tied to the old color change library. She just unlocks the Akumajou Kimono color for Suu, which can be purchased with points in the pause menu.

thank you for the write up!

i think the pillowcases for 1&3 are duplicates of each other? They are different index slots, so I'll be able to get some variation on there later

yeah, difficulty seals are just flatly cleared after a gameover, i wasn't sure which way was more jarring for no-continue, lol. also realized after posting i did not get them into the save-file, so they get wiped after reloading~

girlfriends getting stuck sitting or in reveal loops is a -thing-, i need to revisit that part of the system

Curse Level up items i'd wanted to replace with the Curse Points items; the conversion on all of that is still kind of coming together. Purple skulls are worth a lot and can be taken out quickly and -are- accessible to fight currently as well- (also the % read is a lie, it's just 1curse=1point and the tip over point increases at each level, something like 100, 110, 130, 150 iirc)

Matsu may get accessories, i need to decide how much work i want to take on for her

(hello Joy's GF Draida!!)

thank you for all the reports/feedback - im catching up on things now that i'm -back- from holiday stuff.

two of them i can comment on is the numpad 0 debug key will probably not be changed to keep the enemies unlocked forever, i kind of like that it doesn't forever alter a save file. I can detach it from the -dying- effect or make it a toggle in the options that can be turned on/off (and have the toggle allow to save).

the second one is the 'resetting' doesn't fully reset everything currently. a lot of the progress metrics have been changing recently with 1up pieces and cursepoints/pointvalue/etc etc

thank you again!

hmm, that's really odd

there is the two audiogroup data files, the exe, another data file, and a config file

i have no clue what could be doing it, honestly, especially if it's for all the previous uploads as well.

hmmmm, yeah that sounds off
controller issues are always a little tricky; i'm not familiar with DS4Windows and how it presents the inputs. The keyboard and gamepad are always 'active', and arrow keys always do directional inputs, so if it's inputting the controls as both a controller and keyboard, that could cause the double input.

there is an option to change which 'controller' the game is listening to that maybe(?) might get it to only listen to one of the inputs. it's in the 'controller remapping' menu

hello, you can do a super jump by holding down when you press jump, and then double jump the rest of the way. (also using 236H (the quarter circle forward attack) with the katana can work as a third jump, but super jump works as well. It's currently missing from the movelist cards, and i haven't added any sort of movement tutorial yet.

sorry about  that!

(AppData is a hidden folder, you may need to change some display settings in windows for it to appear)