Any plans to include in the player a way of limiting the max and minimum stroke length?
(I only see the option for hight with the filler but not the script itself, presuming I’m not being dumb and missing/ignoring something)
@Nodude thanks for this I had forgotten to reply saying that my experience had been with handycontrol and interface (for Fallen Angel andFutanari Dungeon Quest) was that if the program doesn’t have stroker limits you risk it going too far in one direction. For me when I tried it for this I found it going too low and not high enough. As I use the stanlely handsfree solution (the controls face away from me) so it catching balls is a real risk where I had a few close calls or nips from bad positioning, the minimum is a nice safety net as a result
so it looks like the creator of this game just finished a sequel of some kind:
it looks pretty similar to setaria in gameplay and theme, would it be possible to carry over any of the work done on the integration for setaria over to this new game? I’m not really very keen on how these integrations work but I wanted to let you guys know that this sequel now exists, at the very least lol
The games finished already? I just checked like a month ago and it seemed it was still in development. Super excited but don’t want to play all the way through unless there’s an integration for it! But the first step to get an integration would be an entire video of every animation in the game to get scripted.
The Game:
You can edit %appdata%\Local\Setaria\save.sav with a text editor
pst1 are the hearts. So if you set “pst1”: 500.000000 you will invincible
“ForestMedal” are your medals, “money” is your money and so on . . .
The Funscript:
You can most likely put it through the funhalver you can find here.
I gave it a try (untested). Replace with existing or rename it to rec_halved.funscript and copy the already existing rec.csv to rec_halved.csv, then you can switch the version in the ui.
I played through this fully and it’s fairly enjoyable at parts. Definitely some serious potential for device integration especially for a moment later in the game, I’d expect that level to be ridiculous.
I have access to the gallery now and could record a video of the animations if anyone wanted to create scripts for it? There are a lot of different scenes. Nearly every enemy has different scenes with 3 different phases of progression, a completion animation, a post-completion animation, and a defeat animation. So that would probably be a lot of separate scripts to account for the dynamic use in game (each part can loop depending on game state).
Though, the game currently has a locked door remaining that the developer will be adding something to later. Not sure how long that will be or if it will happen at all.