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Ho man, I've been waiting anxiously to indulge you guys in the amount of stuff we've managed to get done in the past few months. It's not in my nature to keep a sealed lid on game projects of mine, as I like receiving tons of feedback on the tiniest of changes, but as much input I've had since joining the game's development, I'm not exactly the one who's in totally in charge of this project. So, I've been keeping a closed lid on the things we have added to Majikana since the demo since July.
However, with the new trailers revealing the features, I guess I'm finally free to discuss these additions. You can check out the videos yourself.
-Short Version-
-Long Version-
~New Weapons~
In the original demo, there were only two weapons: the hammer, and the mace. The mace was exactly like the hammer, only it was stronger and had a longer reach. While certainly a useful upgrade, it's not exactly a mechanical difference. There was no functional difference between the two weapons. However, we've since added two new weapons, each with their own special abilities!
-The Flail-
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-The Quarterstaff-
However, with the new trailers revealing the features, I guess I'm finally free to discuss these additions. You can check out the videos yourself.
-Short Version-
-Long Version-
~New Weapons~
In the original demo, there were only two weapons: the hammer, and the mace. The mace was exactly like the hammer, only it was stronger and had a longer reach. While certainly a useful upgrade, it's not exactly a mechanical difference. There was no functional difference between the two weapons. However, we've since added two new weapons, each with their own special abilities!
-The Flail-
<da:thumb id="565230500"/>
- Slightly stronger than the hammer, but not as strong as the mace, the flail excels in reach far greater than both.
- Pressing and releasing the attack button will perform a standard attack.
- Holding the attack button will activate free-swing mode: press the D-pad to manually swing the flail in any direction you want.
-The Quarterstaff-
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~New Magic Powers~
We've also increased the amount of magic powers from a measly one to a total of three! The demo only featured the Fireball Magic, a small projectile that simply traveled in a straight line. But now, each magic power has their own specialization, and certain enemies may be weaker to a certain type of magic...
-Magic Bomb-
- Equally as strong as the hammer, but excels in maneuverability.
- Pressing the attack button on the ground with thrust the staff forward.
- Pressing the attack button in the air with swing the staff downwards.
- Pressing down, plus the attack button will slide across the ground.
- Pressing down, plus the jump button will perform a jump attack.
- Holding the attack button in midair, then colliding with a wall will enable you to perform wall-jumps.
~New Magic Powers~
We've also increased the amount of magic powers from a measly one to a total of three! The demo only featured the Fireball Magic, a small projectile that simply traveled in a straight line. But now, each magic power has their own specialization, and certain enemies may be weaker to a certain type of magic...
-Magic Bomb-
<da:thumb id="575060283"/>
-Lightning Wave-
- Throws a bomb in an upward arc.
- Specializes in clearing out flying enemies.
-Lightning Wave-
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And now, the bad news. T_T
Being a game developer in one's spare time is a harrowing ordeal. Working a full-time job is both time-consuming and exhausting, so I either work on the game at the expense of my other hobbies (And risk over-taxing myself.), or enjoy my other hobbies at the expense of working on the game (Which means the game's development cycle is slower). Completing an entire game from scratch without any kind of distractions can take a year or two, but I don't have that luxury. As such, I'm afraid I'm going to have announce that the expected release of Majikana will be delayed to Spring 2016, rather than December as we had hoped. While I'm sure this isn't the news everyone would like to hear, I personally think it's for the best, since rushing a game to meet a deadline would mean risking the game to have game-breaking issues like bugs, exploits, and oversights (Cough cough, Sonic the Hedgehog 2006). Rest assured, we are working as hard as possible to ensure that the game meets our personal standards of quality. We'd rather release a delayed game that's perfect, than have one that's punctual, but flawed.
- Shoots a ball of charged lightning diagonally downwards
- Travels along floor, wall, and ceiling surfaces.
- Useful for clearing the path of grounded enemies.
And now, the bad news. T_T
Being a game developer in one's spare time is a harrowing ordeal. Working a full-time job is both time-consuming and exhausting, so I either work on the game at the expense of my other hobbies (And risk over-taxing myself.), or enjoy my other hobbies at the expense of working on the game (Which means the game's development cycle is slower). Completing an entire game from scratch without any kind of distractions can take a year or two, but I don't have that luxury. As such, I'm afraid I'm going to have announce that the expected release of Majikana will be delayed to Spring 2016, rather than December as we had hoped. While I'm sure this isn't the news everyone would like to hear, I personally think it's for the best, since rushing a game to meet a deadline would mean risking the game to have game-breaking issues like bugs, exploits, and oversights (Cough cough, Sonic the Hedgehog 2006). Rest assured, we are working as hard as possible to ensure that the game meets our personal standards of quality. We'd rather release a delayed game that's perfect, than have one that's punctual, but flawed.
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Sims 1 Touhou Skin Compendium
After much digging through old Japanese websites, I've finally found the main Touhou cast for The Sims 1. As such, here are the links for the skins I've found. http://www5d.biglobe.ne.jp/~utapuchi/sim/dl_skin.html Contains downloads for every Windows-era character from EoSD to MoF. http://marionetteostens.web.fc2.com/download/skins.html Contains downloads for a few print-work characters (Renko, Maribel, Rinnosuke, Akyuu) as well as a few PC-98 characters (Elis, Sariel, Chiyuri, Yumemi) http://snowlady02.blog123.fc2.com/category64-1.html Contains numerous downloads for both PC-98 characters as well as Windows-era characters, from Meira and Mima all the way up to Byakuren and the Mischievous Fairies. So that means you should be able to play as characters from HRtP all the way up to UFO. Not every PC-98 character has a skin, as these links are still missing several characters from HRtP, SoEW, and PoDD, but every character from LLS to UFO is available to play as.
I've been quiet for so long...
It's been almost a year since my last upload. For those of you wondering if I had abandoned the site, I haven't; I've mostly been checking in from time to time, voting on Touhou Organization submissions and reading the trickle of feedback I get in the meantime (Thanks to those of you who wished me a happy birthday). I've just haven't found the time or energy to post anything on this site for quite some time.
So, what's happened in the meantime? Well, not to put a fine point on it, 2018's been a.... less-than-pleasant year for me. I'm fine now, but the beginning of this year set off a chain of events that lead to me feeling downright depresse
MajiKana on Linux, Part Two
It's been a long time since any kind of development has been made on MajiKana, but today, we've tried something else: compiling to Linux.
The sound engine that MajiKana currently uses is totally incompatible with non-Window OSes. However, popfan95b (https://www.deviantart.com/popfan95b) has been making progress towards changing that sound engine from GMFMOD to FMODGMS, a sound engine that is working towards multi-platform support. After about an hour of fiddling about with various compiling settings trying to get two of my PCs to talk to one another, we got some actual results:
Yep, the game ran without any need to remove the sound engine at all. One small problem: the musi
No More Minecraft Skin Requests.
This message is probably long over-due. I've realized that I have a number of Minecraft skin requests in my backlog, but I've yet to actually do those requests. I'd say the main reason is that I no longer find the game all that much fun. Don't get me wrong, the game's great. It's just that I've played it for so long that it no longer holds my interest for prolonged periods of time. As a result, I've lost interest in making Minecraft skins.
My apologies to those who've made a request for a skin, but did not receive it. I figure it's better to just come out and say that I won't be working on your Minecraft skin than to say that I'll make it an
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Really looking forward to this, and I appreciate the authentic Genesis early 1990s style gameplay and graphics.
Keep up the great work, you and Ruko are doing and awesome job!
Keep up the great work, you and Ruko are doing and awesome job!