6/9 We aren't dead, we are just stuck in a comatose state.   Really sorry that we have been really lazy lately. Truth is that life got in the way for just about all of us that are still active on the project. There is still progress being made with writing, art, coding and design, but things have been really slow even by our standards. It's probable that we might not have much to show in June, but we will see.   As always if you are really interested in this project and think you can help in either of the four ways don't be shy about contacting me, but if we do accept you, we do expect that communication is good and that some progress is made.   5/18 Preview build for shooter is up: http://www.furaffinity.net/view/16583226/   4/30 Short update this week, the side project I've been working on is fully playable now and has 4 playable characters, an infinite run mode and 2 bosses. (a third could potentially make it in if me and Pidgei are motivated enough.) But I think it should be improved a bit and our artists want to spend more time on the art featured in it. I'm guessing we will spend a week or two more on it.   The main game got some nice updates this past week, Bugwise, Petoman fixed a bug with Twilight's double jump where she wouldn't lose one of her jumps when moving off a platform. And I did some work with the AI and projectiles.   Artwise, RD's walk cycle is looking pretty nice and there is art for a new enemy type in the work.   I'm still hoping for a May update on it, but it might have to be in June. The side project however will definitely be in May unless something really strange pops up.   4/21 Although there has been some bumps, things are still moving along. I actually think I'm ready to give out some ETAs for a change. Although very short, the side project is completely playable and nearly complete. The current plan is to release it either at the end of April or at the beginning of May.   We were also looking into doing a Visual Novel but sadly, a decision was made by the lead writer to put that on hold. The lead writer decided he wanted to work on a story or two before we start talking about doing a VN again.   There was a bit of small drama with the VN. Basically, me and the lead writer for the VN didn't see eye to eye on its vision and how we should go about making it and distributing it. The TL;DR the only real conflict we had with it was: I and the majority of the group felt its scope should start small at first and we should try to release something short but sweat that involved one of the mane six by this Summer, and we can slowly build the game up from there. Where the lead writer wanted the scale to be much bigger and didn't want to do semi-frequent releases since he was worried it would give the wrong impression of the game and that approach would ultimately undermine the VN itself. He also made a really good point how we pretty much put nearly EVERY kink imaginable in those Super Crinkle Pony Alphas (and we didn't even provide a kink checklist till that crappy XMAS release), released things that were half done and how those two things gave people a bad impression. :V The good news is although some egos were bruised, we are still all friends and we still want to create weird things on the side.   In the future, I am going to handle the checklist thing differently then I did in the past. By default I'm going to have it strictly AB/DL stuff, but the player can enable things they like with Pinkie which can make some scenes/game overs different (If a triggered scene has multiple kinks, it will just play the normal version if any of them are disabled). I am also looking for new writers and artists for the game yet again.   As for the main Crinkle pony game, Petoman went ahead and added some useful new additions and I even played around with a projectile script and boss prototype that could eventually make it in the game. And it's getting close to a point where we can proudly show off all the things that are new and have something that is playable (and hopefully not too terribly short). I'm aiming for a late May or early June if things are slow. Anyways, onto the change log:   - New walk and fly animation for some of the NPCs -thanks pidgei - Better looking UI in both the game and in menus - Medusa head script for enemies (which is also being used in the side project) - WIP Boss encounter that might also make it in the side project (might be slightly crude if it makes it in) - Better fly animation for FS (now 6 unique frames) and animations for twilight in her bunny form   4/6 Me and my programming buddy Petoman are still running into quite a few bugs with the new code. During the development for that small XMAS update, I wasn't able to get much done because I was constantly fighting bugs. I decided that I don't want to rush things out with the main game itself and wasting all this time on things that haven't been tested well.   Rather than spending a large amount of time putting together a demo people could play with the main game only to find a bunch of bugs bugs done the line, having to update the animation and getting more features to add. I want to do small games on the side and focus more on code and improvements with the main game. In the end, this is the best of both worlds since we will have a few fun smaller games and eventually a really nice update for the main game.   I've actually already learned quite a bit from during that Mario 64 ripoff April fool thing that can still be found here: http://www.furaffinity.net/view/16210078/.   Anyways, onto the change log: -Game now can support Joypads like an xbox 360 controller and you can also modify the controls of the game while paused. -Another new way to handle character dialogue and NPCs. -Some enemies can be damaged Mario style. (Jumping on their head) -Spring object and/or winds can be placed in stages that allow the player to access higher areas. -Flying enemies can have a "Thwomp" behavior. (Thanks Petoman) -Better water script. (Thanks again Petoman)   3/24 Been a while hasn't it? Anyways, I'm pleased to announce that Fluttershy will be our 3rd character. Fluttershy lacks the range attack and double jump that Twilight has, but she is still able to Parachute and Dash like Twilight. Fluttershy also has a melee (her stare) and will be able to fly for a limited period.   We considered Rainbow Dash, Applejack and Pinkie Pie as our third, but in the end Fluttershy worked out the best with what I was doing with the new character Controls.   Although Applejack, Pinkie and Rarity will never be playable, Rainbow Dash has a chance on making it in as a playable in a limited way. With what I have with the controls, since I could potentially add her in a flying section of the game way later since I have played around with how to handle a style of flying that could suit her and I got a short animation of her flying from Enric.   I have also updated Twilight in her bunny form so she has a melee, climb, parachute, dash and if you have the stamina, you can jump off walls ( like Mario could in Mario 64). Speaking of Mario, I've been playing with the ability to jump on baddies Mario style.   Aside from the controller improvements, I have also been getting help with the programming and map making. And the artists as always have been creating nice new art and they don't show any signs of slowing down.   I do feel quite a bit annoyed with myself that progress have been really slow these past 3 months and that I allowed myself to go perfectionist mode with the character controls, but hopefully that will change this April.   3/8 I updated the project to Unity 5 and corrected some new bugs that were introduced with the upgrade to Unity 5. We are just about done with the new character animation and he have a few more pictures and we also got a new helper that created 8 outlines for the stage designs.   I also tweaked the movement code a bit, their is now a stamina bar that drains when a character flys, parachutes or dashes. It automatically refills when the player isn't using any of those 3 things that drains stamina.   Sadly, we still have work to do before we have something to show, but we desperately do want to release something fun in the future. Hang tight.   3/1/15 I've decided to make yet another pastebin link for notes regarding the beta. I still want to do things with that "spoopy" side project and I will port features and the improved platforming code from the main game in the future.   As some of you have already seen, we have two new artists: Sprite http://www.furaffinity.net/user/ft-sprite & Ricktin http://www.furaffinity.net/user/ricktin who have both taken time out of their busy lives to help us on our project. Seriously, give them a watch or something nice, they've both been very generous with their contributions.   As for progress these past two weeks, I've found the time to work more on the platform code that I went perfectionist mode on. There are still things I want to work on, but I'm pleased with the progress I made. I've also experimented a bit more with different ways of handling character dialogue, health bars and particle & text effects.   We have also worked a bit on how we will feel is important with the game. We've come to the conclusion that most people want good gameplay and they want more cute and or kinky AB/DL art and they also want more control over what kinda art gets shown. I think we should be able to provide that if we stay motivated.   Unfortunately we aren't quite ready to release anything yet. ATM our main artist Pidgei still is working very hard with his spare time to get the new animation for the two player characters in good order and I'm currently the only programmer/level designer building everything so that there is an actual game to play around with.   Before I leave, I would like to add that we still will accept help from people that are able to work with others well with a diverse crowd of people in the community and are motivated. Basically, we always like to work with more creative people that enjoy create art or simply throw out good ideas or technical people that can draft out levels or help with features. The more the merrier.   You can still find all the notes for the more DL/messing, experimental and "spoopy" oriented side project here. http://pastebin.com/SyWhVqCW :V