Wednesday, 24 December 2014

AoD - Demo v0.2

AoD - Demo v0.2
Skills & stuff

Password: aod

Here's the v0.2 promised. I couldn't make it in time for those in the East (it's already Christmas for them! Oops). Probably the biggest addition to AoD in this release is the skills in the pause menu. I will leave it to you to explore the skills and menu but I should point out the menu controls first:-

Menu Controls:
'P' key - Enter/exit pause menu
'Enter' key - Confirm option
'Backspace' key - Return/Cancel

Pause menu.
Switch between tabs for "Active Skills, Passive Skills and Settings".
Currently each active skills at MAX level have very low cooldown period. This is just to facilitate testing. In (future) actual releases, the cooldown will be much longer (est. shortest at 7s to longest at 20s). Also you may notice the shield throw currently does not require a shield to be equipped to use (also to facilitate testing).

Release Notes - v0.2

  1. Added ONE (1) new H-animation (TWO variations if you count 2p & 3p).
  2. Added cum-splosion, but removed "cum puddle".
  3. Pushing enemies over the edge makes them scream.
  4. Added shields in game.
  5. Enemies now drop MONEY and SHIELD when killed.
  6. Added a SKILL system. Now able to buy/upgrade and equip a few skills.
  7. Added arousal bar! When filled, all participants engaged in the sex will gain ONE hp.

As with the last release:

  1. Depleting health doesn't kill player and causes enemies to no longer be able to hit player.
  2. Stepping out of arena bounds still does nothing to player.
  3. Ignore some of the extra sprites if you can, they're there as colour palette reference for me.
  4. The A.I. is still dumb.

Arrow keys - Movement
'C' key - Attack
'A', 'S', and 'D' keys - Activate corresponding active skills

Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
ESC - Exit game immediately

'P' key - Enter/Exit Pause Menu

Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Immediately equips yourself with all skills (or press '8')
Numpad 5 - Spawns more grunts (or press '0')

Known bugs
1. Sometimes two or more enemies can get temporarily stuck together. Same for the player.
2. During a sword clash with an enemy, sometimes that enemy's  attack will go through (should negate completely in a 1-on-1).
3. When hitting multiple enemies, you might run into a fatal error (game will abort) stating "instance cannot be found". The recent Gamemaker update changed things a little, I haven't yet gotten to fix this.


I did not thoroughly test v0.2 so once again I'll be counting on you guys to help me stress test and debug this release! Let me know in the comments what you think about v0.2 (and also bugs if you found any).

And so to end the post, Merry Christmas to all that celebrate!

Wednesday, 17 December 2014

AoD - Progress report (3) & Stuff

I have been neglecting the H part of AoD for some time now, but I recently added a few things in the hentai aspect, mainly:
Cum-splosion! Too much or too little? You tell me!
I felt like the scenes haven't been making impressions so I increased fluids by tenfold!

Also, I made it such that enemy sprites overlapping the player in the sexing mode will be transparent so you could see more of the heroine (like below):

Apart from that, I've at least gotten lust/arousal bar working now. All that's left now is to set its effects (to grant health and maybe also slight change to the end of the sex interaction) when it fills up.

I want to have v0,2 up before Christmas so I better get to fixing up the damned bugs.



As a side note, Azurezero has completed his platformer game Grimoire.

[Questionable picture removed in compliance to Blogger terms]

You play as Rika, in the search for the Grimoire of spells. Along the linear game progression, you'll obtain a total of 4 spells in which you use to progress through the simple level puzzles.

The game is a short one and has a total of 5 CGs. If you're looking for a casual platforming eroge, you can check out the Grimoire demo.

In addition, I thought I'd also share these few eroge I saw as I scoured the forums a little bit:

Anthophobia by Sourjelly, is a 2D-side-scroller zombie eroge that plays much like Parasite in City, but with puzzles, backtracking and a heroine in pink sweater (which comes off, yay).

Sprite sex feels like they could use an extra frame or two though in the demo, but still good. Also zombies are primarily green and grow flowers.

Malise and the Machine
Malise and the Machine by Eromancer, which at first glance probably won't come across as one an RPG-Maker to the eyes of many. Rewritten engine by Eromancer allowed MatM to look like above, although there have yet to be a gameplay video out yet (probably within the month).

Tuesday, 2 December 2014

AoD - Progress report (2)

Shield Throw in action.

Last week I managed make the first active skill for AoD, the "Shield Throw". I also coded the skill description display, the 'Skill Up' upgrading, and 'Use Skill' functions. So now one can actually collect in-game money from slain enemies, then use them to unlock and equip the shield throw skill. Although, I haven't yet gotten to make the game saving, rendering all game progress useless when exit.

Skill "Shield Throw" with description.
There were some interesting skills suggested in comments section of the previous post. I haven't yet finalize the AoD skill list so I'm still open to suggestions!

As stated in previous post, I am still working on:-

1. The arena background (it being just black is getting to me).
2. Some active & passive skills.
3. Lust bar (effects still unplanned & may affect certain skills).

I guess I was a tad late but Happy Thanksgiving to those celebrating!

Sunday, 16 November 2014

AoD - Progress report (1)

*Note to self: Regular updates from now!

So I've been working on the pause functionality of the AoD in the past 2 weeks. Drew the background (scroll/parchment looking thing), then planned and coded the pause menu structure. It took some time to figure out the draw coordinates & scale so that the pause menu looks right enough. At the bottom of the HUD will be the skill list of currently equipped skills (3 actives & 3 passives).

AoD's pause menu with some placeholder sprites.
Players can upgrade/equip skills here.

Also added "shields" which offer negation of damage to attacks from the front. After a few hits, the shield will break. Shields can be picked up from killing a shielded enemy without breaking their shield.

Shield protects against frontal attacks from 160deg.

That's about it for the progress since the last post. There's still so much to do!

Next I will work on:-
1. The arena background (it being just black is getting to me).
2. Some active & passive skills.
3. Lust bar (effects still unplanned & may affect certain skills).

I'm still brainstorming on the player skills so if you guys have ideas/suggestions for skills, let me hear it. Examples would be like:-
1. Passive skill: Ego - Do increased damage for next 2 attacks after recovering from a knockdown.
2. Active skill: Shield throw - Throw shield that will ricochet off enemies. Bounces 3 times.
3. Active skill: Charge - Rush forward and knockback enemies.

Thursday, 23 October 2014

AoD - Demo v0.1

AoD - Demo v0.1
Spill those guts for me!

Password: aod

Here's the first release of AoD put together to demonstrate the simple mechanics of the game. Sand-boxed within arena grounds, you control a heroine in a top-down view to fight off waves of enemies (you currently spawn your own). For now, AoD is just bones.

During H-animation:
- Press LEFT to break free.
- Press RIGHT increases the number of participants by one (currently limited to 3, including player).

Release Notes - v0.1
1. Currently only have ONE (1) H-animation (facing North-East) with TWO (2) variations (2p and 3p).
2. Depleting health doesn't kill player and causes enemies to no longer be able to hit player.
3. Stepping out of arena bounds currently does nothing.
4. Ignore some of the extra sprites if you can, they're there as colour palette reference for me.

Movement - Arrow keys
Attack - C key

Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode

Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Heart effect - does nothing
Numpad 5 - Spawns more grunts (or press '0')

Known bugs
1. Sometimes two or more enemies can get temporarily stuck together. Same for the player.
2. During a sword clash with an enemy, sometimes that enemy's  attack will go through (should negate completely in a 1-on-1).
3. On rare occasions there may be multiple separate H-animation instances when multiple enemies engage the player (when knocked down) at the same time.
4. HUD not adjusting to right scale when in full-screen mode.


I think that's all for this update. I keep thinking I'm forgetting something.

So play it a bit and tell me what you think. If you discovered a possible bug or is problems such as not being able to run AoD, write in the comments below. Bear with me for AoD is still missing many things.

Monday, 1 September 2014

Post-August Update

I uh ... will be taking some time off Labcoax and sinking them into this other game I'm making. It currently has no name but the project file is named "AoD".

The planned design for AoD is simple. You are sand-boxed within the arena grounds (or you can jump off  into the unpleasant pits below), made to fight through many waves of enemies, with a boss at the end of every X number (say 10'ish?) of rounds.

Here's a few working screenshots I have:
The H-mechanics are still WIP
Planned multi-participants in H-scenes
Enemies knock you down to initiate H-animations

Ignore the green circle (indicates center of view)

Okay I give. Honestly the progress with Labcoax has been agonizingly slow (for both you and me), it saps away my enthusiasm for game-making. Can't let that happen!

Starting AoD took my fading eagerness and resuscitated it. Using my completely undependable calculations, I should have an AoD prototype up by this month.

P.S. Labcoax is not forgotten, revisit from time to time. I apologize for this, will reply to comments.


But it ain't so bad since ...

Noaika demo is out (14-08-31) - Kyrieru

The first demo of Kyrieru's new platformer (will break your back) has just been released on his blog. It's title name is tentative as of now. The game has a new juggling mechanic in which the heroine can lift the enemies into the air with an uppercut and pummel them. Darker environments seem to be the setting for Noaika, firing bullets will temporarily light-up the areas ahead.

You can play up until the second save-point, with the demo areas sand-boxed by impassable blocks. There are 4 obtainable power-ups and an animation each with the 4 different enemies you will encounter. Great demo. Check it out.

Thursday, 31 July 2014

Post-July Progress

So July is ending and a fully functioning demo* is still far from reach!

What I did (and on-going):-
1. Tilesets
2. Ammo-types shown below
3. First mini-boss (H-animation not done)
4. First boss (intro scene & H-animation not done)

Here's a picture on two of the ammo-types made:-
The floating rock is actually a shield against enemy projectiles.
I understand that Labcoax development is going painfully slow and updates are scarce. I will attempt to power through the next month and put up more updates along the way.

I've been pretty out of touch with the H-platformer scene lately. Maybe y'all can point me to any new development(s)? LAB2 (ULMF link) by nekonomeme was the last I heard.

Saturday, 21 June 2014

Configurable Controls - Finally

Writing Japanese in such low res is hard
So I've added keyboard-config & gamepad support. GM:S newer gamepad functions only works with newer controllers (using Xinput), but in hopes of making Labcoax compatible with older gamepads (using DirectInput), I've added the older functions. I've tested the old functions but i'll need to get a new controller to test the newer Xinput functions.

Programming the input configurations took a good amount of time. The UI too. It'd be great if I could know some of your go-to control schemes for platformers. Example below:

Directions: Up, down, left and right  (Up in Labcoax is an 'interact with objects' button)
Shoot: Primary attack
Jump: Self-explained
Weapon/Ammo change: Switching between 4-5 different shot types
Skill/Evasion: For maneuvers like backhop and etc.


Direction: Up, down, left and right arrow buttons
Shoot: C key
Jump: X key
Weapon/ammo change: V key
Skill/Evasion: Z key

Gamepad (modify button names as per your controller e.g. PS2/3, XBOX, ... )

Direction: D-pad
Shoot: [ ] button
Jump: X button
Weapon/Ammo change: Triangle button
Skill/Evasion: O button

Though it doesn't really matter what schemes since it'll be configurable via menu options, I just wanna see if some of you might have crazy configurations. Crazy configurations give rise to possible scenarios in which my configurations handler would fail.

*Note: From what I've gathered, GM:Studio's latest gamepad support functions (for Xinput) is most compatible with XBOX controllers. For everything else, there may be a need to emulate your non-XBOX controllers as XBOX controllers using programs like xbox360ce and the like.

P.S: My translation is shit

Monday, 19 May 2014

More planning

I've done a few things, mainly re-iterating the 'plans' on the map layout, the skills/augments and ammo-types obtainable in Labcoax. The pickups in game will look like below:-

Differing shot types - obtained from bosses
Player upgrades - obtained from mini-bosses
Map reveals as exploration expands

I've been programming and preparing Labcoax to accomodate the plans, so far so good as I've managed to fix most of the logic errors with my limited testing. What do I mean by plans? I had to revise old plans many times. Plans such as the x number of bosses, the different map zones, placement of upgrades, and then justifiable obstacles that ensure the player don't sequence break and crash the game. The plan is far from final, but it gives me something to work with as I continue to piece this mess together.

After this post, I would be shifting focus to adding some content (as opposed to preparing Labcoax FOR content like past months) like new tilesets.

In the previous post there have been a few comments on the inclusion of key configurations for keyboard and controllers. I think this will have to wait (a long while) until I get to the part where I make the OPTIONS menu.

Not dead. Just not sure what else to post or write about.

It's a long road.

Sunday, 9 March 2014

2014 March Update - Release v0.5

EDIT#1:Uploaded v0.5b. Check release notes below for changes and bug fixes. Main fix was escaping grapples being too tough.

So many months have past since v0.4, apologies for keeping you waiting for v0.5. I swear I could've given up, but I know nothing good will ever come out of that. Release v0.5 is not a big update, but most of the changes required me to do some refreshing on my codes after being away from Gamemaker for awhile. I hope v0.5 can help tide you fellas over until v0.6.

In a pinch
Labcoax - Alpha v0.5
Labcoax - Alpha v0.5b
Download links (est. size 7.0 MB)
Password:- dtny (パスワード)
Links are also added under the 'Downloads' section.

Release Notes for v0.5b:
  • Slight change in code handling jump-through platforms. Fixed bug of being unable to jump when in contact with jump-through platforms.
  • Aerial enemy 'Poltergeist'.
  • Grapple mechanics changed; now damages-on-struggle-input and loops until player breaks animation.
  • Breaking grapple becomes increasingly harder further into a single loop. Breaking grapple only becomes harder following player inputs for the loop, to encourage attempting escape in one-fell-swoop. New loop resets the escape bar drop rate.
  • Introduced ammo drop and ammo alternate attack. Obtained via lockers.
  • A fresh labcoat has 3 hitpoints, gives 20% damage reduction, is finally useful. Obtained via lockers.
  • Two sets of player sprites: Sprite with labcoat equipped & the other without.
  • Save-point now interactable but save function is not done, serving only as placeholder.
  • Zoom-in/out now for more close-up pixel fun! Just press the  'space' key.
  • Press F3 to cycle through a few window sizes when not under full-screen.
  • Skill list now visible in pause menu.
  • I think pause menu is now prettier.

As usual, couple of notes:
  • When equipped labcoat destroyed, chance to respawn as a new labcoat.
  • Both shotgun shots are the same. They're to tell me I got the functions working.
  • New game & continue game starts the player in the usual test room. Both options are no different for now.
  • Choosing difficulty still makes no difference.
  • Tell me if v0.5 is working for you by voting in the poll to the right (not visible on mobile view)!
  • If you found a bug, tell me in the comment section below!

I'll start putting up projected work that I should aim for the next release so I can look back and be reminded what the hell I was actually suppose to do.

Projected v0.6 release:
> New game intro using timeline.
> Continue building actual levels.
> Event triggers.
> ...
> At least one new enemy.
> Environmental hazards.
> ...

Friday, 7 March 2014

Done some thinkin'

So 'Witch Girl' is out and I'm chugging caffeine
I'd like to know what you fellas think about Witch Girl because I am surprised at the number of sales they're doing. I'm guessing KooooNSoft has plans for releasing future patches with additional stuff since they charged a hefty USD19.00+. I never thought RoR side-scroller to be so popular.

Back on topic...

[the Labcoax progress]
Yet another late blog update, but I'm putting as much time as I possibly can into Labcoax' development. There have been a little running back and forth as I revisited some of the older codes because they were badly coded and were impeding further proper coding. Apart from that, been redoing a few other things:

[the labcoat]
I've decided that there'd be 2 states of the standard player sprites; one with labcoat on and the other without. I'm still deciding what are the bonuses for having equipped a labcoat but as of now, it gives a 20% damage reduction and takes a few hits before being destroyed, from which the heroine will take 100% damage until finding another labcoat. Lockers dispense ammo (for alternate attacks) and labcoats. Enemy grapple destroys labcoat.

[enemy grapple]
In v0.4, enemies will disengage grapple once they climax and drop the heroine before starting over, but I've gotten a few suggestions to make it last indefinitely until player decides to exit the grapple.

Q: Do you think rape grapples should do damage? Should it keep going until player stops the grapple?

I decided I'd complete a short 6-7 panel comic on photoshop because believe it or not, I don't practice much on photoshop if at all. Here's the short comic on Kyrieru recently breaking his stylus, featuring Kuro from Kurovadis. I got lazy half-way coloring.

On the side note ...

Tacokurt created another fanart of Labcoax a couple weeks ago, this time featuring the slime from Labcoax! You can check out his other works at tacokurt@furaffinity (NSFW).
See his previous fanart of Labcoax under the Sketches page.

Also, v0.5 to be uploaded in a day or two - shhhhh