Yeah, to get the hang of it, since there are going to be several mechanics the player has to understand.
Plus, to get the lore of it? I guess that's the word xD
Cheers!
NC131
Creator of
Recent community posts
Oooo, I see... Yeah, the thing with Android is that it cannot be "modded" So that's why I released the Android version without custom support.
One of the members in the server also suggested adding crypto, so I might add that once I'm back into coding, but for now, I'm working on the city's street scenes~
I'm glad you liked the game!
Cheers!
(Don't worry ;] I get it xD)
XDDD
Such dedication—wait... How are you able to access the game file on Android? Is your phone rooted?
Anyway, glad you like it! =3
If you want to know the progress, check out Living in Viellci 0.3 Full | Trello to see what I'm working on and the list to do before the full drop!
I'm very happy to hear the whole review of BETA!
And sorry for the music part, I haven't dealt much with it, since I want to add ambiance and new music... So I leave it like that XD
The character bleeps were intentional (just like animalese from Animal Crossing)
For the remarks, RXTeej got it correctly xD
I will add the suggestion to the list! Thank you so much! <3
Thank you!
- Yes, I still need to optimize the system to reduce the lag (The image load was the main issue)
- As for the exploration, I'll see what I can do with the fade-in! (Yeah, there are supposed to be many streets there, but I haven't dealt with the drawing part yet!)
If you have suggestions for the exploration part, please feel free to tell me! <3
Hello!
So there's an issue with this shader
- The image is blurry when it's not fullscreen
- And this is when fullscreen
And as you can see, it's cropped, maybe because the image has no transparency area, since that sprite is not full...? I don't know the word
but basically, the image size is perfectly the size of that sprite.
And I have no idea what's with the blur when it's not full-screen.
This is the sprite size (69 x 190)
And I use it on a button with offset on the image (not sure if the offset also causes that to happen)
This is the code that I use in the button
at transform:
outline_transform(0, "#fff", 0)
on idle:
ease 0.1 outline_transform(0, "#fff", 0)
on hover:
ease 0.1 outline_transform(3, "#fff", 3.0,)
So I don't think I can use this shader for now...
I am currently playtesting the .3 beta!
(Surprisingly, there are a few systems that kinda take a bit more performance, which I already dealt with yesterday, hopefully, I don't find anymore today, so I can polish the last thing before others can playtest it!)
Then I can start making some changes to this page xD
Cheers!
Aww, that's alright, I'm also sometimes checking and replying to comments here and there~
I do have Patreon, I post my devlog and vidlog (Well, most vidlog are only for patrons). And it's on the game page it self/ the main menu of the game!
Glad to hear that you like the game so far!! Can't wait to hear your opinion once .3 Beta release~ <3
Basically
- Alpha (Very early new game system preview)
- Beta (Mostly polished and almost finished new game system preview)
- Public (Full release of the new game system)
I mostly drink water, sometimes milk 😋and yes, I agreed xD
All good! Feel free to join the discord server since I am mostly active there and sometimes also Dev stream ~👍
Cheers!
To put simply, .3 Alpha uses a "prototype" half-softcoded system, while .3 Beta uses a new and mostly-softcoded system.
Means, no, Alpha save cannot be used on Beta. But! The prologue is way more different now =3
(Starting .3 The story is going to be final and you can do a comparison between Alpha and Beta to see the changes ;])