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Devlog
Help me, Brave Sir Knight!
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Devlog
Next version should drop before christmas, hopefully fixing the jump for good (and adding one new enemy)
December 10, 2024
by
Papel
6
#godot, #coding
The sudden influx of people the last 3 days was as welcome to me as it was unexpected. A number of folks also had problems with the jump yet again, much to my dismay. So, after fiddling with the code...
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Release 5 is out - Stage redesigns, no new adult content
July 13, 2024
by
Papel
2
#update
It was about damn time I did some stage work, especially on stage 2. The old stage has been thrown out in the trash for a completely new one. I've also created a new stage 3 and bumped the old one for...
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Release 4 hotfix
May 23, 2024
by
Papel
2
#hotfix
One small visual bug got past my attention: fucking an orc gal, then fucking a kobold, would still show the orc's texture on top. Thanks Stupidkiller over F95 for bringing it to my attention...
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RELEASE 4 IS HERE, BOYS!!
May 22, 2024
by
Papel
1
#release, #update
It certainly took longer than I wanted to ( 7 damn months, jesus ), but it's here, RELEASE 4 !!! Brand new Android version! You can download the APK and install * on your phone or tablet! Cumshots! Th...
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Next update when? Well, first I gotta deal with my actual job
November 23, 2023
by
Papel
2
Due to my actual full time job, I haven't had time to do much, especially after the hard drive failure some weeks ago (which erased my drawing progress on the new enemy, orc gal). So, when will the ne...
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R3 Changelog
October 27, 2023
by
Papel
1
#changelog
New stuff Added config files, now your options will be properly saved across different sessions (keybinds and web saving might not work, do report if they don't); Made new graphics for the player knig...
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R2 Changelog -- (Post R1 development)
October 08, 2023
by
Papel
2
#r1, #r2
An explanation to why nearly everything uses an enemy nest/spawner: Godot currently has a bug with SkeletonIK (InverseKinematics), which my models use. It doesn't affect gameplay or the animations, bu...
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