Friday, August 10, 2012

Kurovadis D-pad fix

For the joystick controls in the new game, I simply re-used the method I used in Kurovadis. I've since made it so both the d-pad and joystick are usable, so I figured I may as well go back and update Kurovadis since it's just as simple as copying it over.

Also, I fixed a bug where a particular atk+ doesn't appear. Other than that, nothing else is changed.

Even though I'm pretty sure it doesn't mess anything up, I figured I should test it before putting it on the download page anyway. Give it a try, if you'd like, and let me know if you run into any bugs (that weren't already there). Saves from V6 are compatible.

Kurovadis V7

27 comments:

  1. If I remember right, this works if you've dropped the purchase file into the same directory as the game. If we don't have the purchase file but have bought the game, we can send you an email with our receipts and get the purchase file from you, right?

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  2. I am a Japanese.
    Your game was played.
    It is wonderful.

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  3. Did you ever end up fixing grey sloth dude's knock-down rape animation? He still sits a pixel off the ground in V6. It's nothing huge, but it's QoL.

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  4. Nice to see you still try and fix issues in your old games. Wish more companies would do that.

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  5. If you're randomly fixing things in Kurovadis, occasionally a demon's fire will climb to the top of the screen inside the tiles and spiders will randomly come through tiles.

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  6. Are there any controllers that this would not be compatible with? I seem to be having troubles with my old AIRFLO.

    Switching to Logitech shortly.

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    1. Well, the only thing I can think of is that you need to make sure that the gamepad is recognized as gamepad 1 by windows.

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  7. The game here it keeps walking alone to the left any solution?

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    1. Dunno, try unplugging the gamepad and plugging it back in, perhaps.

      Did this happen in the previous version as well?

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    2. I don't have any gamepad plugged. i downloaded the demo from v6 and this and both walked alone to the left. If a press any key on the keyboard it stops but as sson as i release it starts walking again

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    3. This comment has been removed by the author.

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    4. perhaps the key which indicates left is dirty?

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  8. just a question off topic How is the beta test for Urielman's game?

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    1. I wouldn't really call it beta testing. It was more like first impressions and general feedback.

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    2. ok either way is it good in your opinion?

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  9. Just so you know, the Kurovadis link at the top of the page seems to be broken. It's telling me that the page doesn't exist.

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    1. Thanks for the heads up, not sure why it did that. I fixed it.

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  10. Is your unlock file easily google-able? Because the blogger account that I believe you own comes up as the first result. You can delete this if you want, I just don't want to bother with private messages and I'm certainly not the first person to think about googling it.

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    1. Hm, I don't see any results of mine with the unlock file. Not that it would matter, since like any other game it's easily enough pirate in plenty of other places.

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  11. I've played this game through at least five times already. It scratches an itch ive had for a new platformer with fun movement, thoughtful platforming and enough challenge to keep it interesting. It was fun enough to play through multiple times, and i still go back to it when i'm bored. It's especially impressive for an eroge. The music is also especially good! Great job all around.

    There are a few things that I'd like to say feedback-wise. I made it to the second boss without realizing i could upgrade my stats, and so struggled to make headway and eventually restarted my game to very easy, thinking maybe you intended it to be punishing as old games often were. I'm currently playing a no upgrade run on normal, and its pretty brutal. The stat upgrade mechanism is great for making things as easy as people want them to be via grinding, though even without grinding its about as hard as it should be to beat i think.

    I have a lot of questions i'd want to ask about the development process, but probably it would be a waste of your time better spent on the next game. One thing i do want to know though is the scheme for determining an attack's chance to knock you down.

    Also, I stumbled onto an interesting thing while messing around with the save file one time to try to figure out what each variable was for. To view the boss gameover screens without music, set current room to 216 and enter the room id as 126 (first boss), 148 (second boss), and 137 (final boss). It was a very slow day at work haha

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  12. Hey, is everything going alright? You haven't posted anything in some time.

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  13. No updates...? Perhaps... a demo is in the works?

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  14. Hey, the link is broken again...

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  15. Is it all right to ask for an update for keyboarders? for the game to be able to be played in WASD movement?

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