Wednesday, May 10, 2017

Mini Post: All cluttered up and no where to go.

So this month I let myself become addicted to Fire Emblem Heroes.  Stupid stupid stupid.  Also awesome.  No really, it's fun, but not so great for keeping the momentum going here.  (For those of you about to go search for it, it is not a porn game).

And yet somehow I also worked on my own game.  Yeah, surprised me too.  Nothing huge, but progress is being made on the dunecrawler interior.  And I'm actually happy with most of it.  It's not nearly cluttered enough to look really lived in imo, but I think it gets the vibe across.  More importantly, most of the objects in here are actually interactive.  There's actually so much stuff that there's no room left without having hitboxes overlap.

Also, female cum is hard to draw.

Saturday, April 8, 2017

Mini Post: Is it hot in here? well, yeah, it is a giant metal vehicle in a desert...

So I'm working on the dunecrawler interior this month.  It's still mighty barren, I haven't added in all the knicknacks that make a place look lived in.  But it's been kinda fun to work with creating new stuff again.  I had started to take a swing at this maybe... I don't know, say two years ago, and it came out so bad that I shelved it for "later".  I had even forgotten you could get in here until one of you pointed it out in the comments.  Anyway, this area will be a place where you can repair armors, and possibly grab one of the special ones if you didn't like your first pick.  At least, that's the plan for today - tomorrow, who knows?

Til next time

Saturday, February 11, 2017

Mini Post: Yes those kneepads are already gone.

Working on the ruby plate right now.  It has more stages than any other armor, so it's taking longer than it should.  I made this series of pictures so I could see all the stages at once.  Thought y'all might get a kick out of it.

Friday, December 23, 2016

Happy New Year!

Okay, maybe I'm a week early wishing everyone a Happy New Year?  I don't get to be early often, so let me savor it a bit.  *Ahhhhhh*  Word on the street is that 2016 has been a pretty rough year.  I'd like to help, in the best way I know how.  (Hint, check the sidebar.)

A new game you say?  What is this madness?  Well....  calling it a new game is being generous.  Mini-game would be much more apt.  And it wasn't so much that I set out to make a new game, more like I looked around & realized I had all the pieces ready & just had to put it together.  I was looking at Playshapes' original game, which had these wonderful Legend of Zelda animation but no gameplay to speak of, and then I looked at one of my failed team projects that had this fun mini-game but no animations.  And I thought, "HEY!  I could really use a sandwich."  And after that I thought maybe I'd put these two together.

The sad truth is the gameplay that I originally thought was AWESOME wears out its welcome really fast.  Too fast in fact.  It's just not good enough to hang a full game around.  When I realized it wasn't going to work as a full game, rather than throw in the towel, I pruned it back a whole bunch and turned the whole thing into a minigame.  This has some interesting side effects.  For example, the story which was mainly window dressing now actually takes up a significant portion of the play time.

It occurs to me that I should also probably mention that I am NOT quitting work on Furry Fury.  It's been so long since I touched it though, I needed something small to get my skills sharp again.  I think this did the trick.  We'll see soon enough.

Anyway, enough rambling from me.  Go play it, I hope you like it, and I hope you have a great 2017.  Maybe I'll even post more.  *waves*

Around the Interwebs

Malise & the Machine is one of those "where did this come from?" games.  I had seen it referenced a few times, but it didn't sound like it was anything special.   Eventually I bothered to download the demo.  Wow, was I blown away.  It has an option for no-pause combat, which I strongly recommend.  Makes the game both frantic & exciting, something often missing from RPG fare.  And of course, there's sex too.  Having the sex during combat is usually a clusterfuck, but it just works here.  Come to think of it, I guess that's what Furry Fury is as well, so there's probably a connection there.

In a very similar vein of mixing combat with sexy times, Heroine Rumble is a wrestling game that does a great job of blending the two.  It could  still use some polish, and the characters all look borderline Loli to my eyes, but I'm watching this one eagerly.

And last on my list is Rubber Bullets.  Barbarian Babes is another one of those sites that I've known about forever, but never really paid much mind.  Their content always seems to focus on overly chesty women murdering each other.  Which, just isn't a kink of mine.  But recently I discovered rubber bullets, which is overly chesty women stunning each other, then having sexy fun times.  THAT is a recipe I can get behind.

That's all for now.

Tuesday, May 10, 2016

Does posting on my own blog count as a zombie bump?

I used to wonder what it would be like to be a vampire.  You go to bed, and instead of sleeping for a day, you accidentally sleep for 50 years.  It happens, ya didn't set your alarm that night.  To you, it seems like a good night's sleep, but everything you remembered seems to have aged, and everywhere you go folks are commenting that they thought you were dead.

I haven't been asleep for 50 years, but I do get "you're not dead?" a whole lot.

Nope, not dead, but I haven't really touched the game either.  There is a correlation at some level between how much I work on the game and how much I post.  So, when I don't write much, it's probably because there's not much to write.

Over the last year, I've made the same mistake 3 times, and every time I walk away frustrated, come back a few months later, and try again.  It's not even a huge mistake, just enough to set me off.  I've been working on the Naga double team animation.  I wanted to include their tails as a functional piece of the animations.  When I do that though, they are much, much bigger than the hero.  When I went to actually play the game, I couldn't see half of the Naga.  I hadn't accounted for the game's actual screen size.  Typically the Naga's heads & upper torso were off-screen.  I wish I had saved an image, because it really did look silly.

Regardless, I've finally added some training wheels to the workspace so that I stop making that mistake (I drew a box around the area - very technical).

One plus of repeatedly scraping animations, is I'm actually pretty happy with what's finally getting generated. It's a shame that having to re-do work rubs me so wrong.

Around the interwebs

I've stumbled across several decent porn games over the last year.  Not sure which ones I should bump.  If you haven't seen it, there's a great listing of Patreon games over on ULMF.  Gives just a quick picture and a link to each.  There is much to be excited about.

I am going to take a second to bump two that stood out to me.  Ariadne and Magica (NOT Magicka), both by the same studio.  Pretty standard RPG maker games, with the new-to-me mechanic that keeping your clothing repaired is an actual expense.  There's plenty of monsters that want to rape you, but can only do so if you let your clothing be destroyed.  You can continually repair it, but then you have no money for upgrades.  So either spend too much time grinding levels, or you fall behind on the power curve.  Not so great that I'd play them over & over, but they stood out as being just different enough to hold my interest.

That's all for now.  Hopefully I'll see ya sooner this time around.

Wednesday, May 13, 2015

Late? What does that mean?

Well hello!  Why yes it has been a while.  No, surely not 6 months, don't be silly.  Oh, more like 7 you say?  Oh.  Well uhm, how about I post a game update, would that fix things?  Before you race off & click the link, you might want to read below.  Hello?  Hello?  Are you still there?  Sigh.  Well I guess that's fair, I was gone for a while.

So we're all unhappy with the slow updates & even slower game progress.  As a plan to fix that for 2015, I decided I'd completely change my posting policy and post the game as-is with every news post.  Instead of motivating me to post more often however, it's had the opposite effect.  Now I've been paralyzed.  I did't want to post the game until "thing" was finished, and I didn't want to work on it because "thing" would take too long, or wasn't turning out well, or because Skyrim.

Rather than give up on the idea, I'm going to force myself to post the game with unfinished & broken pieces.  If this works well, I'll try to continue working this way.  If not, well, at least y'all get to see that there has been some minuscule progress over the last *cough* years.  I'm hoping this will turn into a way to discuss what's working & what's not working as the game is built.  That may be optimistic, but let's give it a go.

What's New

All of the backgrounds for first half of Act 3 are built.  Run around, check it out.  I don't like some of the zone transition pieces - the path looks strange when trying to move into & out of the plane.  Otherwise I think it works well enough for backgrounds though.  It is a porn game after all, we're not here for the scenery.  Take a look, let me know if you see anything wrong or find yourself getting stuck.  I'll note that it is very empty right now, as I haven't added in the actual content yet.  As a substitute, I've added lots of random Naga.  No need to thank me.  ;)

Oh, I reckon I should mention that the Naga are new as well, eh?  That's the only new sex animation, and there's no double team animations yet.

I've changed how poison works, so that's another good spot to check for bugs.  The Naga are supposed to have a poisonous bite attack.  The poison causes a slowing effect, and if it gets bad enough it can petrify you temporarily.  Being petrified prevents grapples for now, which can make the game slow if you're not careful.   Not sure that's how it "should" work, but it keeps the rest of the code under control.

I've also changed how the Naga & male elves attack.  I was having the problem where blocking their attacks correctly would leave them on top of the hero, resulting in an automatic grapple.  I've played with knockback modifiers, I think this new solution is better.  Note that I said "better", not "good".

There are three new armors available.  After completing Act 2, the merchant in the dune crawler should have them available.  You get to pick ONE, so chose correctly.  Or, y'know, reload.  There will be an option to acquire the other two later in game, just haven't coded that event yet.

Ruby Plate drawing progression

I'm reasonably happy with the Chainmail Bikini & the Sorceress' Robes, but the Ruby Plate is really rough atm.  I was going for magical princess armor like you see in too many animes, but I don't actually watch enough of those shows to know how to draw such things well.  Making something defensive & sexy at the same time is harder than you might think.  Anyway, ruby plate is NOT done yet, so if you notice pieces disappearing - that's "normal".

One of the biggest changes is one that you should not see at all.  It normally takes me a few hours to undo all my testing mode changes before I can ship the game.  I've gone through & toggled all of those so that I can just flip one variable & turn them off.  Should you see hitboxes floating around or numbers on the screen though, it means I missed something.  For those of you who actually want to see my test mode, I'll leave it in as a code.  Cheat code: test

Around the interwebs:

I really love the idea of this section, but I haven't been playing much porn lately.  The few games I've found haven't been anything to rave about.  So I don't have any content this time around.  Fortunately, I don't need "content" to babble about things on the internet.  ;)

There was a huge event here on blogspot, where they were going to ban all adult content.  That came & went before I even noticed, so didn't make a lot of sense to comment on it.  Although y'all did not see it, I got copied on a lot of e-mails from fellow amateur game makers.  I thought that was cool.  Nice to be in the "in" club.

And there was another big event in amateur game making news.  Steam wanted to post for-profit Skyrim mods.  I'll go ahead & say that I think the folks who make mods do deserve to be paid.   I'll even go out on a limb & bet they aren't making nearly as much as they "should" from the current donation system.  But Steam's system was bad for several reasons, and I have trouble viewing it as anything but a money grab by Steam / Bethesda.  I'm glad they've rescinded, but I'm wary of what will come with the next big Bethesda game.  I assume this paid system was groundwork specifically for that, and I doubt they will leave money on the table.

Til Next Time

Sunday, October 12, 2014

Fall Update: Pro-gress?

Next Game Release Date:  "Soon" in the relative sense of a blog that only updates once every three months.  Probably not this year, but maybe spring or summer.

I don't think I've ever mentioned how I backup my work.  Every day when I sit down to work, I save the whole file under a new name.  So day one was Lotto_001, day two was Lotto_002, and so on.  Today I hit Lotto_365, which implies I've been working on the game for a full year.  So, Happy Birthday Lotto!

Of course, that doesn't translate into a full year of work.  Typically I only manage to cram in maybe an hour before going to the day job.  So instead of 365 days, think of it more like 365 hours, or about 9 weeks of full time work.

Gee, I've managed to stretch 9 weeks into over 4 years.  Doesn't sound so great when I say it that way.  Talk about being stuck in development hell.  hah!

Although I haven't been posting much, work is progressing slowly behind the scenes.  The male naga animations are almost done.  I'm kicking myself on this one for being so stupid.  After finishing the first act, I swore I wouldn't do anything else with tentacles.  Partially because I wanted to cover other fetishes, but mainly because they take MUCH too long to animate well.  Turns out that drawing naga tails suffers from the exact same problem.  How I didn't catch this earlier I have no idea.  

Since I post so often, let me fill some space by explaining why tentacles & tails are such a pain.  With the heros, each body part is a solid piece.  I can rotate it around pretty quickly & place it where it needs to be for the animations.  Some folks refer to this as the "paper doll" method.  I'll agree it doesn't always create the smoothest animations, but it gets the job done.  In Flash CS3, this is called a motion tween.

With anything that's flexible though, that method doesn't work.  If this was old school animation, you'd draw every single frame one at a time.  Flash isn't quite that bad, it will let you smear simple shapes from one form to another.  In Flash CS3 this is called a shape tween.  (Both tween names have changed in modern versions of Flash. I'm not even sure they make this distinction anymore).

The limitation to shape tweeing is that the shapes have to be simple.  For example, with the tail above I'm splitting it into 12 different sub-pieces.  3 the tail sections, each with top/bottom outline pieces & a shadow layer.  (The tail isn't supposed to be dark blue by the way, I miscolored it on purpose to help track where I am with the editing / animating.)  This step of breaking each flexible body part up into multiple simple shapes and then changing each shape slightly so that the tween does what I want takes forever.  Good thing I promised myself I'll never do tentacles again.  *sigh*

On the upside, I think the final result looks much better.  So although I enjoy bitching about it, I'm pretty happy with how it's turning out.  It's just slow.  And I've got plenty of slow already.

I was really proud of this background, but y'all will never get to see it.  Now that it's done, I realize I fucked up pretty bad & need to redo it all over again.  There's a command in Flash that flags a movieclip as a simple picture.  This allows it to be drawn much faster, as Flash doesn't have to worry about scaling it anymore.  I've been using it on all my backgrounds, and the game is much faster for it.  Except of course for the times when I force it to scale a background anyway, such as when the game zooms/un-zooms during the grapple animations.  Trade-offs, meh.

Anyway, normally this works really well, but it looks like I went way overboard here.  Each of those trees is a separate sprite.  There's only maybe 6 unique trees, but there's probably a couple of hundred copies in total.  Although this should all be combined into a single "picture", Flash is still having trouble keeping the framerate smooth when I just walk around.  Since this particular map was intended for the boss battle, having it lag is a real problem.  I'll need to redraw at some point & pull a lot of the detail out.  Hello bottom of the to-do list.  :)

In case anyone was wondering, the command in AS2 is:
this.cacheAsBitmap = true

Around the Interwebs:

I honestly haven't been playing much in the way of porn games.  When I play, I'm still playing a lot of Sexrim (Skyrim using sex mods).  There's something about a good game that also has sex being way hotter than a pure sex game.  I find it amusing how often I'll play for hours, never hit a single sex scene, and it won't even bother me.  Yet, when I play Skyrim without sex mods, it really, really irks me to hit a scene where adult content should be there & isn't.  Or even when I strip all the gear off a body & they still have their rated PG undies on.  Call it immersion breaking I guess, but it's about as close to a ragequit as I get.  A dragon can cheese me for an hour & it won't bother me as much as the "we can't show tits" wall.

Regardless, We could really use more games that are good and also happen to have sex.  I can't see any AAA game studios attacking this problem though, as actually selling an adult rated games would hurt sales way too much.  Best I could imagine would be releasing a normal game, then offering DLC to introduce sex as an option.  That would be.... unlikely though, as even the riskier big game companies don't want the backlash from the moral majority.  Or their lawyers anyway.

So until that day, hooray for modders!  Making good games even better.

On the not-Skyrim front, I wanted to give a quick bump to Azurezero.  I happened to stumble across his grapple game, thought the demo was kinda neat & decided to buy it.  The game is solid, but too short to normally mention here.  But he recognized my name in the payment list, and immediately shot me a note wanting to know why my game wasn't done.  So, guess I'm internet famous?  Famous for being slow anyway.  Wheeee!

Thats all for now.