’s CurrentC just in its beta testing phase, with a rumoured launch sometime next year, the merchants who are part of the consortium are forced to make some difficult business decisions that aren’t always best for their customers.
However, Davidson explained, MCX insisted on exclusivity for now, to provide “breathing room” for the development of CurrentC. When I asked whether that meant the merchants didn’t want another system to catch on, he said no, and repeatedly explained what a massive undertaking CurrentC is. He added that the exclusivity rule would expire in “months, not years.”
Given the exclusive rights to accept CurrentC as a mobile payment tool from customers, CVS and other involved players have made a decision. The CEO of the MCX consortium, Dekkers Davidson, mentioned, however, that the exclusivity rule will expire in months, not years. But US users will have to wait for CurrentC to arrive first.<reponame>dancio/sauceclient
sauceclient Module
==================

.. automodule:: sauceclient
    :members:
    :undoc-members:
Re: Mainasutto: I'm not Alone || DEMO REALEASE DATE NOW!
I feel like the background texture for the menu should animate or something.
You also misspelled "release" in your topic title.
I was thinking on add some animated movement to the background, like a vertical very slow movement.
Re: Mainasutto: I'm not Alone || Updates every Saturday!
I actually want to work more on the game but I haven't a lot of motivation to continue it after a few things, anyway, I did some things that you probably want to know.
Actually, I'm still working (and I think that I'll working at least 2 weeks more) in the Pause menu subsections. This week I finished the Options/config and the artifacts menu.
As you can see on the last post, I did a mockup of the Options Menu that includes a background colour option and a frame rate configuration, thing that this mockup have too, but on the final version I remove the frame rate 'cause run the game at 30fps besides 60fps made a lot of trouble with some alarms and codes (specially dialogs and doors transitions).
As you can see, I also add a particles option with a % on it, this was added at first as a debug tool that makes the game compatible on this crappy laptop that I was working from last weeks of December and I'll be working almost to the end of February, but after watch the result of this in action, I make it an option to the Pause menu, making the game run on 60fps (without fps crashes) only with the 50% of the particles on a Intel Celeron with 2gb of RAM even on the save animation (which creates 144 particles per second with the 100% of this option).
After this menu is done, I decided to start the work on the Artifacts Menu, these artifacts works, as well, as the relics system on Castlevania: Symphony of the Night, as key items that will follow the player on all his adventure, but he can deactivate, making the game harder, some artifacts would be necessary to get the true ending and other just will help showing enemy HP, run faster, double jumps, etc.
My first idea was made it like the inventory menu with an arrow below and make it as a big list with almost 30 different artifacts, but after a lot of troubles making it larger, I decided to make (at the moment) just 16 artifacts, BUT, a few of the could be selected by the player.
Maybe you're asking, How/what is this?, selected by the player?, well, as I said, you can only have 16 artifacts, but that doesn't mean that are only 16 artifacts on the game, some of this could be obtained by different ways, the best example is the "Ring of Moritzor" and "Ring of Verminot", if you see the mockup compared to the final version you'll see that they 2 use the same space (the 3rd space in the memory), but you can have only one of them two, and them have different effects on the game and can't be changed in the game.
And... That's all for this week, I guess that I'll release finally the technical demo on first weeks of February.
Great work on your progress!
What a nice day for updates for god sake!
So, first of all, I implemented a Bloom Shader to the game in certain rooms (actually I want to use only on special moments or cutscenes of the game), I don't find the post from where I found the shader, but when I find it, I'll edit this post.
Anyway, wasted almost 2 hours implementing the shader to my engine and make it work in a very small resolution (256x192), and after testing it with the actual most "powerful" animation in the game, the Save Game animation, whichs creates 144 particles every ~0.25sec, and this was the result with diverse quanty of particles activated on a very low specs PC (~2012 PC).
Actually I want to add some new frames to walk and run animation.
Also!, on my way to make the technical demo, I was doing some mockups of the rooms, and there are two of them, the main menu screen and maybe the boss fight room, I'll program it later.
I did this today, but I was thinking on add some animations similar to the pause menu on this screen.
Also, after a lot of coding and having fun with the particle effects of the save point, I made a level up animation and totally implemented in it. here is how it actually works.
// All valors clamped to a max of 999.
INT ironically actually makes the stamina grow on 5 by every 5 levels; and LCK regulate your drop chance and possibility of critical hits.
Also, few hours ago I painted with the PaintChainer algorithm some old sketches and conceptual art to a physical case of the game.
Aaaaand... That's all for this week.
Oh I see. I may be able to help out with the epic orchestral tracks. Here's a few of my demo songs which could work as a boss battle.
Last weekend I was so busy on my coming back to home, so I didn't post anythig about, but already, I ded just a few things in the game 'cause I haven't time to use my laptop in my grandma town's.
Anyway, I'll show you the few updates, and ironically, including one of the most relevants in the game.
The first thing that I did this week was work with the backgrounds and some extras to the demo cavern, also, I did a better bloom shader based in the last one that I posted, also, the background pallete was based on the Underground Caverns of Castlevania Symphony of the Night as you can see.
Also, I did a Time Stop skill based on Jojo Bizarre Adventure (DIO's Za Warudo), that the ones that already know about it, will complain a bit, 'cause this skill won't stop the time at all, just makes it a 95% slower, but the effect makes it feel like the time stop by the clock of CV:SotN.
I don't have too much words to describet it, so I leave a video here.
This was made adding a global variable called TIMESPD (time speed). It controls the image speed, the disappear/appear speed and the regular speed of almost everything on the game, except the player and some NPCs that known how to control the time for a few seconds.
ALSO, this skill will be upgraded along the game, it'll start in 1 second of time freeze, and could be upgradeable in the best path to 9 seconds, spending a lot of stamina for every second.
By the way, you need to do a combination of keys to activate it, maybe I will leave it on [up down up down left right left right backdash].
I was listening your portafolio and I'm very interested on commision a track in a near future.
Isn't too late for posting?, 'cause this week has a lot of uptades to see!
This week starts with some spriting and vfx update and ended with it, the first I did is an intro animation to the player, as a "player start animation", I put a "easter egg" detail which can be seen if observed in detail the animation.
The animation, obviously looks better in game with the movement and the particle effects that it have.
Next, I started to work in the menu screen and it was really easy to do, but I change a few details from the mockup version that you can see in the previous post.
Also, I reduce the mouse sprite to 2x2px sprite in every resolution (it doesn't grow or shrink when you change the resolution).
With the "Mystery eyes" sprites added, I use the same sprite to add a NPC which explains you about the universe of the game when the demo starts. Actually, the universe where this demo is in, isn't the final universe and this things won't affect in the final release.
So, I started to work in the rooms to the demo, I did the room design in as a mockup, and then I added to the game, and with it added, I started to work in the signs sprites, and the textboxes to this signs. As you can see below, there are the 3 different sprites and how