Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - deepshock

Pages: [1] 2 3 ... 7
Version 1.7.1 of #SteelSeraph is available on Windows and Linux, across #GameJolt, #ItchIO and Steam.


-Bugs related to certain kinds of controllers removed (PS4 in particular suffered)

-FWB Maginley 20th floor transition icon and transition regions now functional

-Rocket Level 1 buffed to 40 instead of 15 damage, obstacles requiring rocket destruction have 40 health but must receive that much damage in one hit to be destroyed. Things stronger than rockets in terms of raw damage can also destroy those obstacles, but at the time you get the rocket, it is the most damaging weapon you have shot for shot.

-Ice blocks in the Hydro Plant that require Plasma Sphere are given a dark blue tint.

-Explosions are more prominent.

-Clarifying text added, pertaining to Gorgons at Red Sector A requiring Rocket level 2 or something at least capable of 90 damage to destroy.

-Clarifying text added, pertaining to optional boss Koschei at the experimental climate area (XCLIME Area), if you end up attacking its phylacteries and attempt to shoot Koschei itself.

-The vast majority of air enemies have only 1 HP, and can be destroyed immediately by any weapon.

#GameDev #MadeInStencyl

In addition, I am planning a 50% off sale starting March 8, and ending on March 22.

Thank you all for your patience. I will continue to look into the Mac problem.

Introduction Area / Re: Hi I'm Tishero
« on: February 23, 2020, 09:09:23 AM »
 :bluelander:Welcome! :bluelander:

Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« on: February 23, 2020, 09:08:31 AM »


Version 1.7.0 of Steel Seraph is available on Windows and Linux. Mac version still has compiling issues that I'm working on fixing.


-A new and improved HUD

-Two act 4 sidequests (Hell Off Earth, Argos Panoptes) with endgame subweapons

-A fully implemented final version of the microjet (All tiered, non-optimal weapons upgraded to level 3, all Crisis Triggers and Dodge Tools acquired even if missed previously, a 'Shield Crash' ability that empties the shield and forces a crisis trigger (at an improved version) if you hold Strafe and Dodge for 5 seconds, and a new look.)

-Flow improved throughout, particularly in levels like X-Clime (Act 2-B) and Jeong Island Cave (3-A).

 :bluelander: Hi there!

Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« on: January 18, 2020, 06:36:01 PM »
The new HUD (In progress: some parts, like the boss gauge, still need to be adjusted.)

Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« on: November 02, 2019, 06:16:03 PM »
1.6.0 available on Windows and Linux, via Gamejolt, Itch and Steam.

Demeter Battle changes

-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100

-Air mouse movement speed now matches regular air speed. (10/26)

Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.

Nymph changes

-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.


-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.

-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)

Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground

Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« on: October 15, 2019, 08:25:28 PM » TheThreeTwo (Goes as far as the end of 1-E/Manananggal) (Goes as far as the end of 1-A/Golem)

In the first video there is a debug value I forgot to remove. The crash in 1-C has been resolved not long after I saw the video.

Games / Re: Rollie (NES)
« on: September 24, 2019, 06:17:07 PM »
I'll back it sometime this week. Thanks!  :bluelander:

I voted earlier. Go for it!

Steel Seraph v1.5.0 is now available for Linux as well as Windows on #itchio, steam and gamejolt.

+ Minimap added
+ Districts 11, 12 and 13 are now 5x5 screens instead of 10x10, as requested
+ Act 3 is complete (Jeong Island cavein, X52I Omnistation, Nymph battle on Omnistation Rooftop)

Act 3 videos. It's a short act (it has to be), effectively an interlude dealing with a fairly original enemy. I know I'll have to add a standing animation for cave-in survivors, and change some other things, but here's an update of what I have so far, since it's been a month and more since my last one.

Work / Re: Consider if I should work in a game.
« on: June 07, 2019, 06:10:24 PM »
He praises me that you want to consider me. but I do not think it's useful in your project. I have not composed music in my life, on programming I do not know anything (I could not open the console to be able to program videogames) about conceptual art, I'm still learning. I can leave you the recent examples here that I made of TGL:

even if I would like you to tell me about your project. I am very interested. I am currently going to the university to study programming. so maybe in the future if I can help you with something.
ah. lo olvidé. sobre la localización de español. yo hablo español. por lo cual eso cubro fácilmente. ( o no sé si te refieres a otra cosa. tal vez lo intérprete mal)

By localization, I mean the ability to translate context and reference as well as words between languages.


Localization is the linguistic and cultural adaptation of digital content to the requirements and the locale of a foreign market; it includes the provision of services and technologies for the management of multilingualism across the digital global information flow. Thus, localization activities include translation and a wide range of additional activities.[7] True localization considers language, culture, customs and the characteristics of the target locale. It frequently involves changes to the software’s writing system and may change keyboard use and fonts as well as date, time and monetary formats."

Work / Re: Consider if I should work in a game.
« on: May 20, 2019, 06:00:59 AM »
1) How good are you with, say, art? Concept art, for example.
2) Do you know anyone who's good with Spanish localization?
3) Same question as #1, replacing art with music.

May 17 (1.4.0) Changes:

Zoomout for bosses (Game option, off by default)
Gradualization of pause menus restored after initial Stencyl 4.0 problems
Pre-dialogue sound on mission control messages
Act 3-A (Jeong Island Cave rescue) added.

April 23 (1.3.0) Changes:

-NPCs and bosses that warrant an arrow have the main/side arrow underneath their arrow to distinguish main objective NPCs/bosses and side objective NPCs/bosses.

-Main and side arrows enlarged.

-The prologue to act 3 has been added, before 3-A actually starts. This includes all NPCs new to act 3 and their dialogue.

-Lingering main arrows in District 13's comm terminals fixed.

Steam page:


- In civilian areas w/ no foes, Seraphine's weapons will be greyed out and unusable.

- Jinn, Dahu, Veela, Korrigan AI updated with better telegraphs.

- Starting info text updated.

-Version # in title screen.

Pages: [1] 2 3 ... 7