- Turkish Translation + Other Notes on Game Development! - 11 October 2023
-Added a new language option: Turkish! (Thanks An_Antkeeper!) -It should default to whatever you use on your computer if it's a first boot, but otherwise, you need to set it yourself. -There may be some issues, please point them out on the discussion board and we'll get them fixed ASAP. -Adjusted some menu UI to look cleaner. -Corrected some spelling and grammar mistakes in English. -Fixed an issue with the song "Finale" not looping correctly, thank goodness. -Fixed an issue with some enemies having their collisions still collidable by Lira when they're defeated. -Fixed an issue when loading where Lira may not have her maximum health. What an odd glitch. -Fixed an issue on WMU difficulty where a salmon upgrade has an invisible collision. So for those of you asking, why the occasion? Well, I wanted to do something major, and things haven't been amazing lately in the game development sphe…
- Final Major Update - 10 October 2022
Hey, so this is gonna probably be the final update for Necrolepsy. There's some details as to why this is the final at the bottom. For now, here are the changes! Additions: -Added optimizations to Ctarl Caves. The stage ran a lot more poorly before, now it's much more optimized akin to Fortune Fortress. (Shanoa Sanctuary and May Mansion didn't benefit from these optimizations (no frame rate increases or ram usage subtracted) so haven't been included) -Brand new library and asset art for the game, since I've gotten a lot better at drawing so here ya go. Fixes: -Fixed a variety of incorrect placements or distortions of textures. (Thanks ICO!) -Enemies can no longer collide with each other. Other notes: Thank you all for the wonderful 3 years of getting my feet into the door of video game development, but I need to focus on my next project. I'm probably not going to update Necrolepsy for a…
- Oct 13th Patch For Certain Art and some gameplay - 13 October 2021
Special thanks to Ico, a speedrunner for the game, for pointing out a lot of these issues. I've patched them all up and everything should be gucci. You can check out Ico's speedrun of Necrolepsy here! Don't forget to tell everyone that Necrolepsy's 1 dollar for the whole week. Lira: -Fixed her breath timer clipping too far and showing a thin line. -Fixed her Bolts and Stalactites from making sounds when sound effect's audio is lower than 1. -Fixed a bug where holding up wouldn't let you dash. General: -Fixed a few enemies and projectiles that didn't play properly and spiked their audio levels before adjusting. *If I missed any with the above fix, let me know, because I can easily apply the fix to other things. Environment: May Mansion: -Fixed a bug where you could hear a big scary ominous sound in the basement (it was the blue necromancer's idle shield sound) Ctarl Caves: -Fixed a wall…
- 2nd Anniversary Patch - 11 October 2021
Yeah cool! Happy Anniversary Necrolepsy. Here's some bug fixes I've been meaning to add but haven't had a chance to till now. Fixes: -Fixed some glitches with the Dash Light Beast where he wouldn't reset properly after both resting and stunned modes. Now properly resets. -Fixed a glitch where the Lamia was invincible when in a mode where she shouldn't be. -Fixed an animation issue where Lira would not do her spear throw. -Fixed some textures rotated the wrong way in Ctarl Caves.
- Bugfixes and things that were important - 31 October 2020
Special thanks to Ico for pointing out most of these issues. As well, don't forget to check out my other project right now, Dracoblood: https://www.patreon.com/posts/43312520 General: -Fixed an incredibly nasty glitch that didn't save the last areas of Ctarl Caves for the player -With this fix, it's impossible to make it save to true if you did make it, the save file itself didn't have a large enough array to store the room data, so now the save file IS large enough and WILL save it, but when you reload your game, it will not work. Once you save again, it will work. -Fixed an issue with the crossbow bolt explosion sound not abiding to the volume for sound effects. -Added some adjustments to the Red Necromancer fight (so these apply to both CC and LL) where it's more obvious that Red is using the Revolver Crossbow to stun Lira. -Fixed the breath timer not exactly being focused on properl…
- Anniversary Update & Sale! - 9 October 2020
Happy anniversary to my pride and joy, Necrolepsy. It's my first commercial game ever made so I want to make sure it gets some special attention around its release date. With that, Necrolepsy is going to be on sale for ONE DOLLAR. After the sale, it will then be permanently priced to 6.99! This update also had a new artist join the fray, and I had to adjust the credits for him and some other things like better crediting on my part, since I did do like, everything on this game, but there's some things I didn't do. One more thing before I go, Necrolepsy is my first game, because I'm making a second game, an Action RPG called Dracoblood! It's being funded via Patreon and I'm definitely making sure it's not going to suffer obscurity issues that Necrolepsy has with marketing. So if you want to check it out (and play the prototype so you know what you're getting), you can check out Dracoblood…
- Small fixes to make the game a little bit more better - 18 May 2020
-Now you can see Milly Marathon's map! (coding error on my part) -Map error where you couldn't see where you were the first time using the map has been fixed. (the zooming multiplier was set to 0) -Gave the floors in Shanoa Sanctuary more visible damage so it's easier to see them broken. -Also moved the floor over a bit more (again) for visibility. -Made Ctarl Cave's waterfalls even SLOWER and also dimmed some of their colors. -Fixed a glitch with the Purple Necromancer where he could fire two sets of spikes but only one would come down. -Moved the door over in Fortune Fortress just a tad so it's easier to spot when you play the stage.
- Hey some fun fixes because a popular guy streamed the game, lol. - 28 April 2020
Changed a bit how certain enemies react: -Shanoa Sanctuary enemies now are hit-stunned for 1 second as opposed to 1.5 -Fortune Fortress enemies now are hit-stunned for 0.5 seconds as opposed to 1.5 -Fortune Fortress' Male & Female Necromancers, Lich and Teacher's Pet all fire quicker. -Male went from 2 seconds to 1 -Female went from 1.5 to 0.5 for the first shot. -Lich went 1.5 to 0.5 for the first shot. -Teacher's pet fire at 1 second as opposed to 2. -Fixed an issue where Bart was chopped off in cutscenes that are 8:5 at the ending. -I just moved him out of the frame a little bit lol. -Fixed an issue where the Lamia was unable to be attacked multiple times after bounching -Made the waterfalls in Ctarl Caves a bit slower (0.16s to 0.24s) -Added tutorials for the heart, salmon, grindstone and string items so you understand what they do. They'll only work if it's the first one you collec…
- Small update, had to fix a few things - 27 March 2020
-Fixed some deformed textures in Fortune Fortress. -Fixed an issue where Lira wouldn't load with proper sound effects in some stages. -Didn't really do much but I didn't keep track of what I did so I'm sorry :V
- Update to fix crazy glitch, among other fixes - 11 March 2020
-Fixed a crummy issue that locked up some controls in Beardsley Beach or Lina Labyrinth. -Touched up some of the graphics in Shanoa Sanctuary -Fixed an odd glitch where sometimes there would appear to be "tears" in the wall of Shanoa Sanctuary. -Fixed an issue where Mighty Rollers didn't properly reset their timer for when they roll on death. -Moved a platform over a little bit in Shanoa Sanctuary -Adjusted a few enemies hitbox positions in May Mansion. It can get annoying when you're the only one looking for glitches, but hey, that's how it is. I'm going to continue working on the demo for the game, but otherwise, it seems that things are working well for it.
- Milly Marathon Fixes, and some Humility for you. - 5 March 2020
Milly Marathon Fixes: -Added 9 new achievements for Milly Marathon mode. --If you already beat anything in Milly Marathon, just look at the records page to get those achievements instead of replaying it. You can replay it if you'd like, though. It'll work that way too. -Should have fixed a glitch where entering the Blue Necromancer's place forced a Nightmare on Lira. -Made it so the bosses behave more like they do in Lina Labyrinth and are just chilling out waiting for you. -Fixed a few glitches where the bosses did not delete their projectiles on death in arcade mode. -Fixed a nasty glitch on arcade mode where the music didn't come back on certain screens. -Jeez, it's always Arcade mode where Necrolepsy has had the most annoying problems, lol. Other fixes: -Improved the Black Necromancer fight: --Made his final phase encompass a larger portion of the fight, and made the rest of the par…
- New Milly Marathon Mode! Plus other fixes - 29 February 2020
-Added the new mode, Milly Marathon, to the game! -Race to the finish in a 100 room gauntlet of enemies. -Has support for the same modes as Lina Labyrinth (Normal, Hard, Wake Me Up, Always Nightmare, Arcade Mode) -You can find it listed in the extras menu after you've completed the game. -Uhhhh have fun, broski. -Added proper menu statements about how to unlock certain modes in the Extras menu and Dev Story menu. -Added proper menu names to show if you're in Lina Labyrinth or Milly Marathon. -Added a fourth texture for the Nightshade Amulet to make it more obvious when Lira can life steal. -Made the Lamia have slightly longer stun durations during her fight. -Made the Black Necromancer have slightly less health, again. -Minor changes to the Wraith Lord: -Now his waiting phase in Lina Labyrinth and Milly Marathon grants him invincibility. -Will no longer teleport to either side when wait…
- Small update to fix the UI - 12 February 2020
-Fixed some off collisions with enemies not properly touching the ground -Fixed an issue with Mighty Rollers not behaving properly at a large distance -Fixed an issue with Earth Elementals floating in Ctarl Caves, now should be glued to the ceiling. -Fixed an issue on the main menus where there was no prompt for deleting a save. Now it will warn you if you're going to delete your save game. -Changed some of the formatting for the load menu so the saves are easier to read. -Fixed an issue with the Blue Necromancer not facing the right direction when firing projectiles in his first phase.
- Milly Marathon! A New Post-Game Mode Coming Soon. - 24 January 2020
So! Necrolepsy is coming out soon with a new mode, called Milly Marathon! This mode is a brand new post-game addition to Necrolepsy where you can go through the game in a gauntlet of enemies. Here are some features it will include: -Has 100 floors of crazy fights. -Mixing up both a floor counter and a timer to get your high scores for that mode. -Enemies that are mixed up in different variations, including those of different stages. -Will also include the same modes as Labyrinth, including difficulties, filters and boosts from completed saves to make it a really fast process. -Additional achievements. As for when this mode will be coming out? I'm not entirely sure. While I'm almost done with the base of the game, I still need to have some things worked on, like proper menu support and the save file for your high scores. So, that means sit tight and get hyped, because Milly Marathon will…
- Smaller Balance and Art patch! - 9 January 2020
-Added some revamped textures to May Mansion: -background tiles in the mansion part -couches -trim in mansion part -Added some revamped textures to Fortune Fortress -Spear area background -Added some enemies to Fortune Fortress' Spear Light Beast area. -Changed how the Spear Light Beast behaves: -Now stays for a little bit after a hit, making the fight have combo potential -Spears now disappear when he's freed. -Increased health slightly. -Saw Light Beast has slightly less health now. There's a few other things I plan to add to the art, but right now, my focus is on creating a brand new Bloody Palace like mode. I'm going to try and have it out before March, so it's going to be exciting to see that all working together! Just remember to tell your friends about this game if you enjoyed it. Good word of mouth is the best way to tell people about something if you liked it!
- Fortune Fortress Optimization patch - 30 December 2019
-Fixed the main menu's loading prompt having a layering problem with the filters and stage on areas. -Fixed a few spelling issues. Fortune Fortress: -Optimized the area a bit better by making some scripts abide to macro scripts (so 1 script does the lifting instead of 600 (Don't ask why that happened, I just forgot)). -Added some general object optimization to make the stage run much smoother -Fixed an issue with the Black Necromancer's AI that made him not follow you on his first attack. One of my best friends from college pointed out that he had some optimization issues on the game in Fortune Fortress, and he wasn't the only one, despite the fact that this game uses little ram, it still used a lot of little processing power. So I devised something that should be REALLY optimized for slower machines. Now wait for the patch where I have to fix it again ahahaha.
- New Update, minor menu fixes and gameplay changes - 10 December 2019
-Made the game by default start at 720p resolution instead of 360p. AKA x2 resolution. -Added proper backgrounds for the options menu. I have no idea why this took so long to do, lol. -Added a sign in May Mansion to help point out the place to go after the Vengeance Statue. -Revised the tutorial prompt to give a much more in depth hint about where to go after the Vengeance Statue. -Fixed a glitch in May Mansion that didn't play the right ambient track when Lira went to the next area. -Fixed some platforms not touching the wall in Fortune Fortress' final area on normal/hard. -Added some more enemies to Fortune Fortress' final area on normal/hard. -Fixed a Knight enemy that accidentally could run away from you, sadly funny but had to be fixed. I'm not sure if you follow the twitter page, but I did announce I'm going to add some fun post game content, so keep an eye peeled for that!
- Small update, had to change some graphical issues. - 21 November 2019
-Fixed a glitch where Vampires could hurt you by running into you. They shouldn't. -Adjusted some coloring with save statues and warp points. -Fixed a layering issue with the Lamia's sprites. -Fixed some glitches with the vampire: *Can no longer be hurt by it randomly (accidently set its "can't hurt you" variable to false on certain events) *Will no longer freeze your animation when you're killed from a die-on-nightmare effect *Can no longer say the F-word. -Made it so colliding with side spikes will move lira away from it a bit, and can be parried properly on the side now. -Changed the property of parrying so now you can move when doing a successful parry and it doesn't cancel your momentum.
- Bigger Update! Final Boss fixes and others. - 18 November 2019
-removed a few enemies in May Mansion. -revised a few enemy placements in May Mansion, again :V. -Got rid of a platform that was underwater in Ctarl caves. -Added support beams in May Mansion's final area. (Kind of glad nobody noticed they were floating there, lol) -Added support beams in general to Shanoa Sanctuary. (Also glad nobody noticed they were floating there, lol) -Added a few extra enemies to Shanoa Sanctuary. Much more fun with those guys added! -Changed some of the last areas on the Wake Me Up Difficulty path via removing some firing projectiles and adding enemies. -Fixed an issue where the WMU difficulty path doesn't properly animate correctly, now it does. -changes to the final boss: *Wraith Lord doesn't stop in place for 2 seconds now. *Wraith Lord will stop in place for 2 seconds in the boss rush. *Made the Wraith Lord's decision making much faster, making the fight much…
- Bug Fixes from the 24 hour stream! Few more notes. - 5 November 2019
-Fixed an issue where the incorrect gibs loaded on the Wake Me Up path for Ctarl Cave's first sleep upgrade. -Fixed a problem in Beardsley Beach where it didn't properly reset Lira's items on the main menu. -Fixed a stretched wall on Fortune Fortress' WMU difficulty -Fixed some walls not having the correct gibs in Fortune Fortress. -Made it so jumping will now get out out of saw blade rails when spinning on them. -Corrected the Dash Light Beast's projectile size. -Moved the Spear Light Beast around in Lina Labyrinth so his positions match how they are in the actual game. -Fixed the Dash Light Beast entrance height in Lina Labyrinth. -Fixed a stretched texture in Lina Labyrinth before the Lamia. -Fixed a glitch with the Lamia where she may be unable to damae you during her spin attack, that also makes the fight harder. -Made it so Lina Labyrinth has the boss health bars show up. -Fixed a…