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DevLog #35: March Status Update

neko.works post DevLog #35: March Status Update from patreon

Hello!

Light Fairytale is now playable in French since EA patch #6!

This is the main new feature, but I've also improved a few things. Full changelog here.

2019-03-31 16:17:37 +0000 UTC View Post

DevLog #34: February Status Update

neko.works post DevLog #34: February Status Update from patreon

Hello!

As planned, I've published a new update for Light Fairytale (EA patch #5) early this past month, with an improved field menu, a new orb combination - Lightning2, and more! Here's a few shots:

2019-02-28 17:07:26 +0000 UTC View Post

DevLog #33: January Status Update

neko.works post DevLog #33: January Status Update from patreon

Hello!

Early this past month, I've contacted Nintendo to join the Switch indie devs program, and I was accepted within 24 hours!

Now, the next step is to purchase the dev-kit and experiment with it a bit - I won't officially say that I support the Switch until I do that - probably after the end of the Steam Early ...

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DevLog #32: December Status Update

neko.works post DevLog #32: December Status Update from patreon

Hello!

Not much to write about this past month. I've completed Mac support on the first week of the month, so Light Fairytale is now playable on Windows, Mac and Linux, as promised!

But most of the work this month has been on adding Japanese support. It was costly on both budget - I had to commission the translati...

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DevLog #31: November Status Update

neko.works post DevLog #31: November Status Update from patreon

Hello!

As promised on the previous devlog, Light Fairytale Episode 1 is available on Steam Early Access since the 12th November - only 2 years after the failed KickStarter!

Here's the store page:

http://store.steampowered.com/app/...

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DevLog #30: October Status Update

neko.works post DevLog #30: October Status Update from patreon

Hello!

This past month, I've been working on the battle system a bit more implementing new features such as the "Fury" - which is similar to FF7's limit break, and also adding new enemies, implementing the equipments and orbs customization menu, and shops.

Here's a few screenshots:

2018-10-31 16:29:51 +0000 UTC View Post

DevLog #29: September Status Update

neko.works post DevLog #29: September Status Update from patreon

Hello!

Early this month I've received the new main promotional artwork for Light Fairytale, it is included in high-res as the banner of this post.

We've discussed about it in a previous poll, so please leave your thoughts about this final version!

I've also released the full theme-song Anime on my YouTube channel. ...

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DevLog #28: August Status Update

neko.works post DevLog #28: August Status Update from patreon

Hello!

Super Night Riders launched on the PlayStation 4 this month and I just got the sales data for the first 2 weeks. Unfortunately they were not as good as expected. Might be due to the poor timing - the summer sale was going on, or is it what to expect from an indie game -  without any marketing budget / press coverag...

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DevLog #27: July Status Update

neko.works post DevLog #27: July Status Update from patreon

Hello!

The port of Super Night Riders for the PlayStation 4 has been completed and validated by Sony!

The game is coming to the PS4 on the 14 August, in both Europe and the US!

The development of Light Fairytale is progres...

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[Patrons Survey #3] Light Fairytale on Steam Early Access?

How do you guys feel about Steam Early Access (EA) ?

I'm currently considering EA for Light Fairytale with a release this September. The game will be fully playable - just lacking a few minor things such as New Game + (including playing as Kuroko) and a few optional NPCs, events, mini-games, graphic details and features. Nothi...

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DevLog #26: June Status Update

neko.works post DevLog #26: June Status Update from patreon

Hello!

Early this past month, I worked on the PS4 port of Super Night Riders. The core of the game was fully working in only a few days, but implementing the platform's specific features took a bit more time.

Around 2 weeks of work overall. I'm currently waiting for Sony to check the master.

2018-06-29 17:00:05 +0000 UTC View Post

[Patrons Survey #2] Favorite main artwork?

I've been working on the cover artwork of Light Fairytale and need advice!

Which one of these two designs would you prefer as the main artwork for Light Fairytale?


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DevLog #25: May Status Update

neko.works post DevLog #25: May Status Update from patreon

Hello!

I've spent most of this month working on improving the first city in Light Fairytale. Here's a few screenshots.

2018-05-30 19:23:53 +0000 UTC View Post

DevLog #24: April Status Update

neko.works post DevLog #24: April Status Update from patreon

Hello! 

Early this past month, I've worked a bit more on the sewers level in Light Fairytale, and released a gameplay video on YouTube as planned:

http://www.youtube.com/watch?v=-4thKXHBa7M

I've then resumed the work on the ware...

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DevLog #23: March Status Update

neko.works post DevLog #23: March Status Update from patreon

Hello!

Early this month, I've worked on 2 sets of events from the main story of Light Fairytale, including around 20 minutes of field gameplay, battles and cutscenes. I don't want to show too much from these as they contain spoilers, but here's 2 screenshots:

2018-03-31 16:11:38 +0000 UTC View Post

[Patrons Survey] Favorite gaming platform?

On which platform would you want to play current and upcoming neko.works games?

Please choose only one option bellow. Thanks for your participation!

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DevLog #22: February Status Update

neko.works post DevLog #22: February Status Update from patreon

Hello!

This past month, I've worked mostly on a free update for Super Night Riders. One of the cool new features is the (very) short Anime which appears when completing all of the achievements. The update is live on PCs, and coming soon on Xbox One - as I'm currently working with the PEGI rating board for having the g...

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DevLog #21: January Status Update

neko.works post DevLog #21: January Status Update from patreon

Hello!

I've started the month by working a few days on a new side project called Font Based Character Recognizer - A Windows utility that detects visually any Japanese text in a game, so it can be used as a reading helper when playing Japanese games.

2018-01-30 00:49:20 +0000 UTC View Post

DevLog #20: December Status Update

neko.works post DevLog #20: December Status Update from patreon

Hello!

Early this past month, I've published an Android app called Live Wallpaper Maker. It comes with 5 sample dynamic themes from pixel artists, but you can make them yourself, or download more from the official XDA community thread - that currently have 10 more themes from various games.

2017-12-29 19:00:52 +0000 UTC View Post

DevLog #19: November Status Update

neko.works post DevLog #19: November Status Update from patreon

Hello!

This past month, I've been working on a few more locations in Light Fairytale. Here's some work-in-progress screenshots.

...

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DevLog #18: October Status Update

neko.works post DevLog #18: October Status Update from patreon

Hello!

Early this past month, I worked on improving the user interface in Light Fairytale. Here's a few screenshots:

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DevLog #17: September Status Update

neko.works post DevLog #17: September Status Update from patreon

Hello!

I've spent the first half of this past month working on a new free update for Super Night Riders. This update is now live on Steam, and coming next month on Xbox One including the support for the soon to be released Xbox One X, on which the game will run at native 4K / 60 FPS!

2017-09-29 21:11:46 +0000 UTC View Post

DevLog #16: August Status Update

neko.works post DevLog #16: August Status Update from patreon

Hello!

I've been working on a few more environments and events in Light Fairytale this past month too. Here's some screenshots:

...

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DevLog #15: July 2017

neko.works post DevLog #15: July 2017 from patreon

Hello!

This past month, I've been working on a few more NPCs and events.

One of these new events happen in the fortune teller's shop. Here's a video of the first half of this event:

http://www.youtube.com/watch?v=9RStcZchfVI

Go...

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DevLog #14: June 2017

neko.works post DevLog #14: June 2017 from patreon

Hello!

This month, I've been improving the look of the first city, and I've also started working on the second.

Here's a few work-in-progress screenshots:

Making the environments is definitively the most time consu...

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DevLog #13: May 2017

neko.works post DevLog #13: May 2017 from patreon

Hello!

I've been working on the initial underground area in Light Fairytale this past month too. Implementing new NPCs and events is taking a bit more time than expected. Though writing the dialogues and animating the characters is a lot of fun!

Here's some of the main characters and NPCs you'll encounter...

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DevLog #12: April 2017

neko.works post DevLog #12: April 2017 from patreon

Hello!

I've been working only on Light Fairytale this month again. The initial underground area is almost complete!

The current playable build now goes beyond the prototype demo, though still lacking a few NPCs and events in the city.

Here's a few work-in-progress screenshots:

2017-04-29 14:37:57 +0000 UTC View Post

DevLog #11: March 2017

neko.works post DevLog #11: March 2017 from patreon

Hello!

This month, I've been working exclusively on Light Fairytale. More specifically, on the warehouse area in Lower City. Here's a few work-in-progress screenshots:

I've already reimplemented...

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DevLog #10: February 2017

neko.works post DevLog #10: February 2017 from patreon

Hello!

This month, I've restarted working on Light Fairytale. More specifically, on the first game-play area: Lower City.

Here's a work-in-progress video from this location:

https://www.patreon.com/file?...

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DevLog #9: January 2017

neko.works post DevLog #9: January 2017 from patreon

Hello!

I've been working exclusively on the first anniversary update for Super Night Riders this past month. This free update is ready and will be released this week-end on Steam, and a bit later in February on Xbox One.

The major new feature is the two visual styles you can choo...

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