Monday, 30 November 2015

AoA - Demo v0.85

See the wooden sign? Hit it.

Download v0.85
Kimochi

File size: ~13MB
Password: aod

One of the big changes for this release is the charging mechanism. I spent a lot of time trying to get it working and giving the skills the appropriate charged properties. And since charging requires you to hold down a button, skills now only activate when you 'release', as opposed to 'pressing' like before (I feel like this may throw people off).

Another big change is the "end of round" handling. Previously one can access the Skill Menu and make changes any time, but now you can only do so after finishing the round. A harmless wooden sign will spawn, in which players will have to destroy to proceed. I figured that after a long hard ROUND of enemies, one would like a breather to test out skills and such.

Tell me what you think about the changes!

--
Meanwhile I've been playing with Anthophobia since the game was recently released (should be pending for DL Site). And since sprited sex is likely the reason you are here, Anthophobia has tons of them. Seems like they're planning additional content too!


Release Notes - v0.85
  1. Charge mechanism by holding down a respective skill's button.
  2. Skills now activate upon button-release, as opposed to button-press before.
  3. Currently all active skills are charge-able.
  4. New skill 'Parry'.
  5. An enemy 'Jester'. Runs about and pick up loot. Does not rape. Chance to spawn.
  6. Cultist boss now damages player on teleport.
  7. Skills cost less to upgrade now.
  8. Skills can now be reset when at max level if you so wish.
  9. Now only able to access Skill Menu at end of each round.
Note:
  1. Nothing happens after ROUND [41]. Restart via Pause Menu (ESC).
  2. Still no BGM!  =(

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Shield throw sometimes immediately hit the same enemy more than once.

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

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

Game Menu
Enter - Skill Menu
ESC  - Pause/Save menu

Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Thursday, 12 November 2015

AoA - Progress Report (8)

Heya peeps, here's a few things I'm currently working on:

New H-animation in the works
New enemy "Champion"
After having done the animation above, I have to draw the 2p and 3p variants too. After that comes the H-animations for all enemies for the 3 variants as well.

The enemy "Champion" has quite the HP and isn't slow as you might imagine too despite being armor-clad.

I've also made the following changes:
  1. Now able to hold/charge active skills (alter some properties e.g: Whirl skill, gains a vacuuming effect as per .gif below) but drains stamina.
  2. Skills now activate upon key-release, instead of key-press like before, resulting in some delay of skill activation (side effect of implementing hold/charge; may frustrate some).
  3. ...  
Whirl skill, gains vacuuming effect when charged
I don't think I can make a v0.9 so soon. I'm trying to do a little bit everyday, hopefully I can slowly nick away at the massive amount of work AoA still needs.



orz .... at crawling pace

Monday, 12 October 2015

Kimochi, up-and-coming adult games marketplace


Let's talk Kimochi over a cuppa'

What is Kimochi?


Kimochi is an adult games client aiming to improve your adult gaming experience by bringing you the latest adult games into one place. With that, your games can be managed/organized and have them up-to-date without fuss.

Download and try the Beta client.


Kimochi's Progress


Although still in early Beta, the Kimochi team is actively working to expand the number of games. In the past two weeks, the number grew by more than 6 games, bringing the current number up to 19 games so check them out if you haven't!

You can already find a good number of games in the Kimochi client, most notably:-

  • Super Deepthroat by Konashion
  • Pricess / Witch Trainer by Akabur
  • Malise and the Machine by Eromancer
  • Future Fragments by HentaiWriter/CheshireCat/TriangulatePixels
  • Virgin Invader by MenZ Studio
  • ... and many more!

Arena of Audacia happened to be one of the newer additions in their library and will be receiving updates alongside this blog!


Concluding


Obviously developing something of Kimochi's magnitude require tremendous amounts of work, so communication between the development team and the community is doubly important! Giving feedback will help them know what is it that you truly want in an adult games marketplace.

So follow Kimochi's Twitter for latest client and updates as they continue development. Join the community, provide feedback and freely discuss adult games at the Kimochi forums!

---



Back to development I go!

Apologies for the lack of updates for AoA. There has been a few changes and additions made that took some head-scratching.

Wednesday, 16 September 2015

AoA - Demo v0.8



Triple teamed!
Download v0.8
DepositFiles

File size: ~12MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

I present you v0.8! Sorry this took so long. I went back and forth with trying to make BGMs and as a result, I had backlogged lots of things. Unfortunately I still couldn't make a satisfactory one yet, so no BGM still. The 3rd H-animation took lots of time because every enemy has 3 different sprites and got me kinda burnt out. Clearly lacking in front facing positions, I went with the position above. I liked how the animations turned out, hope you peeps enjoy it too!

I've also tweaked the enemy spawn progression. Introduction of new enemy types should make sense now, following the increasing ROUND. As always, I'll be counting on you all to help me test them out!

Release Notes - v0.8
  1. New 3rd player H-animation.
  2. New enemy Brute.
  3. Rounds go up to ROUND [41].
  4. Enemy spawn progression tweaked. Spawning should make sense following the round levels now.
  5. Change in Pause Menu UI.
  6. You can now 'Restart' and select rounds with Pause Menu (ESC).
Note:
  1. Nothing happens after ROUND [41]. Restart via Pause Menu (ESC).
  2. Still no BGM!  =(

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Shield throw sometimes immediately hit the same enemy more than once.

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

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

Game Menu
Enter - Skill Menu
ESC  - Pause/Save menu

Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Saturday, 5 September 2015

AoA - Progress Report (7)

Hey everyone, apologies for the late updates again.

New H-animation in progress
I was all over the place for the most parts of progress. First was creating the new enemy, making a new H-animation, coding the gallery (half-done), then there's making the BGM. At some point I got lost for a bit.

Unfortunately, I'm having zero inspiration and is stuck on the BGM part. Still trying to figure out a style of music for AoA. Here's another random piece put together when playing around:



Then there's a revision on the precious piece here:




So I'll put up v0.8 in a few days but there won't be much in it:-

  1. No BGM still! Figuring style.
  2. (1) new animation.
  3. (1) new enemy.
  4. Rebalanced enemy progression (spawning).
  5. ...


Tuesday, 18 August 2015

Let's take a look: Anthophobia and More Sprite Hentai

Anthophobia v0937 - [2015-08-16]

** [2015/11/14] Anthophobia released! [Official blog post]

The hentai zombie survival game Anthophobia had a new public demo! Check it out at Sourjelly's blog for more info. This time up to Version 0937. If you don't wanna wait long between updates, check out their Patreon for regular releases.

Sexual flowers for you!

Demo Download at Sourjelly

What's new:
  • Test version of Female Zombie added!
  • Glowstick added! (Use to direct/order the female zombie)
  • Pause added.
  • Gamepad support added.
The creepy ambient is shaping up nicely, and the tutorial stage also helped a lot. The h-sprite is quite extensive (got start, mid and finish transitions) already for the first few enemies.

I uh ... will be busy running through Anthophobia for some "inspiration" so ... excuse me for a day or two.


In Other News, More Sprite Goodness

Kyrieru - Midna voted for 2nd animation

If you haven't already seen Kyrieru's latest animations, do check them out here where he compiles them into a page. They're part of a Patreon weekly animation challenge he started earlier in July, where anyone can participate/vote/suggest (on-going) for the next character parody animation.

If Zone checked it out, why haven't you?!


End of the Month


I'm hopeful and looking at another public release from Future Fragments at the end of the month. There has been some slight delay as pointed out by HentaiWriter but he says the team will pull through!

Saturday, 15 August 2015

AoA - Progress Report (6)

Hey just wanna post a bit on the development. Just a tiny bit because I haven't made much progress at all this month.

Things I worked on so far:-
  1. One (1) new enemy (seen below gif).
  2. Fixed slime invulnerable when not killed upon Slime-Boss death.
  3. Fixed the avoid death "Survivor" skill.
  4. ...

Here's a quick GIFs :
Whirldwind of death!
Just noticed the whirldwind triggers the shield passive on-hit (it shouldn't trigger the event). More to fix :(

Meanwhile I've been playing around with making some music. Since I have no music background so it is progressing painfully slow. Lots of research, trial & error, sometimes frustrating, but ultimately great fun! Here's something I made but it is clearly amateurish:



Anyway, v0.8 will take a while. I'm looking at the end of this month (August) and you can expect from v0.8:

  1. BGM, hopefully at least two. (!!!!)
  2. Brute enemy.
  3. Better spawn progression (scale to level number).
  4. Really pushing it but AoA could really use a GALLERY
  5. ...


Sunday, 19 July 2015

AoA - Demo v0.7

EDIT #1 [2015/08/02] - The 'Survivor' passive isn't full working now, projectiles will straight up kill you because I forgot to include a "check on player death" event within them.

Now up to ROUND 41
Download
DepositFiles

File size: ~12MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

Here's v0.7 after much waiting! Not too far from v1.0 now and I really really hope I can reach it soon. Obviously there is still much to be done, so it is best  I continue with the momentum or ... no I refuse to think of it not finishing. Once again I have not tested it thoroughly so expect updates/fixes to this release.

This release will feature some balancing, especially to the bosses and the H-animation part (see release note below). Help me test out the changes and tell me what you think about them in the comment section below!

Release Notes - v0.7
  1. New bosses for ROUND 30 & 40.
  2. All bosses now have temporary knockback immunity to avoid being stunlocked to death.
  3. Rounds go up to ROUND [40].
  4. New skills "Seriate" and "Survivor".
  5. The Rush skill now able to be cancelled halfway by pressing 'attack'.
  6. Player now have short invulnerability and damage enemies on wake-up from knockdown.
  7. Now only grant HP on filling up the lust bar ONCE per sex engagement to avoid HP exploit.
  8. Increased drops pickup speed & radius slightly.
  9. Full-screen by pressing F4. I have temporarily disabled ALT + ENTER.
Note:
  1. Nothing happens after ROUND [41]. You will have to restart game by jumping off the cliff or pressing F2.
  2. Boss animations planned but not yet worked on, will be much later (possibly v0.9).
  3. Still no BGM!  =(

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Running left and right for a while will cause a small "unintended change of direction".
  3. Shield throw sometimes immediately hit the same enemy more than once.

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

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

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Monday, 15 June 2015

AoA - Demo v0.6

Now with stagger bar
Download
DepositFiles

File size: ~12MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

I've put together v0.6 in a hurried state, I didn't get to test it very much. If you do find bugs and glitches, please do tell me about them in the comments below! I'll try my best to fix them ASAP.

Also, if you happen to have a gamepad (x-input or direct input), help me test out AoA's gamepad config a bit? It was kind of buggy in v0.5 but I think I've fixed it.

Release Notes - v0.6
  1. New enemies types "Slime" and "Cultist".
  2. New boss of "Archer" type.
  3. Rounds go up to ROUND [20].
  4. New skills "Endure" and "Speed Up".
  5. Changed aim-mechanics of Shield Throw (now require you input 'attack' to throw).
  6. Changed aim-mechanics of Rush.
  7. Round selector handling (now able to select rounds).
  8. Animation now unlock following your highest achieved round:
    1. ROUND [1] : Animation (1) -------- Implemented
    2. ROUND [10] : Animation (2) -------- Implemented
    3. ROUND [20] : Animation (3) and so forth  -------- Unimplemented
  9. Stamina bar implemented (next to Lust bar). Player will be knocked down when bar depletes.
  10. Increased player speed slightly.
  11. Increased drops pickup amount and speed.
Note:
  1. Nothing happens after ROUND [21]. You will have to restart game by jumping off the cliff or pressing F2.

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Running left and right for a while will cause a small "unintended change of direction".

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

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

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Sunday, 7 June 2015

AoA - Progress Report (5)

Aaaand I completely missed out on a May update. Damnit.   =(

Things I worked on so far:-

  1. One (1) new boss.
  2. Two (2) new enemy types (slime and female cultist) for variety.
  3. Two (2) new skills.
  4. Unlock check (for animations) and handler after defeating bosses.
  5. Knockdown handling changed. Now occur only when stamina bar depletes.
  6. ...

It looks like I'll have to delay v0.6 just a little bit more as I work on completing the enemy animations for the newer enemies (slime is done, now the female cultist is left). As they are a type of their own, their animations will have to be different as well, since they don't share the same body shape as the generic grunt look (this multiplies the number of animations).

Here's a few quick GIFs :


I should have v0,6 out next week, as soon as I get the cultist animation done!

In the mean time, you can watch an uploaded stream on how Sourjelly creates the art and graphics for Anthophobia. Shaping up nicely I say!


Saturday, 25 April 2015

AoD - Demo v0.5

*EDIT #1: Re-uploaded links. Addressed the FATAL ERROR: Unable to find instance '-4' issue.

It's a long way down.
Download
DepositFiles

File size: ~10MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

Added a whole bunch of functions like simple sequencing to game intro and game over handling. Also, there is now proper handling of player game-over. That means (for now) if you are defeated, you will have to restart from ROUND [1] (but I included an option where you can just skip to the boss).

I'd like to know how you'd find the difficulty of the AoAudacia so far. So let's see you trying and reach the boss in ROUND [10]!

Also, I've been thinking if Bosses should have their own animations. It only makes sense to reward (the animation to) the player for having beat the Bosses, but that also means more animation work for me. For now, the Bosses will be using the same animations as the lesser enemies, until I decide to include Bosses-only animations.

This release really took a long time. I'm freggin' exhausted.

Release Notes - v0.5
  1. Spawn enemies up to ROUND [10] with Boss at the end.
  2. New skills "Double-edge" and "Bulwark".
  3. Player can now fall to death when step out of arena.
  4. Player now can be defeated upon losing all health.
  5. Changed aim-direction of shield throw.
  6. Simple intro sequence.
  7. Round restart handling.
Note:

  1. Nothing happens after ROUND [10]. You will have to restart game by jumping off the cliff or pressing F2.

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Running left and right for a while will cause a small "unintended change of direction".

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

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

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Extras
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 random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Sunday, 15 March 2015

Arena of Audacia (AoA)

I figured it is about time to give AoD a name or I'll never decide on one! The project shall be henceforth renamed until otherwise noticed as:

Arena of Audacia - AoA

For the past few days I've been working on the simple game opening. Now that that's done (as of now), I will be working on the first boss and a couple more skills. Meanwhile, you can look at the heroine's gracefully fluttering dress all day.



Wednesday, 4 March 2015

AoD - Demo v0.4

New grunt enemy!
Download
DepositFiles

File size: ~10MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

Gaah releases are taking increasingly longer to release.

The big part of this demo is the change in the physics handling. AoD is now using the GM:S built-in  box2d physics (basic) instead of my terrible self-coded physics so you should see fewer weird collisions between enemies and player. I tried to make it play as similarly as possible as the previous releases so give the physics a try and see if things like the attacks knockback, player/enemy movement feels right.

Remember I said something about making one boss enemy, two or more skills, and maybe a proper game intro and name? That was suppose to be v0.4, but I had to revamp the physics (not happy with the previous) so ... yeah those will be v0.5. :/

I'm trying the compiling into an archive this time instead of into a single executable file. Hopefully this will help against being falsely flagged as malicious.

Also, how about Arena of Audencia for a name?

Release Notes - v0.4
  1. Transitioned from old to new physics!
  2. New enemy grunt.
  3. Saving and loading now possible.
  4. Minor A.I. behaviour tweak. Still not smart enough.
  5. Spawn enemies up to ROUND [10] with new enemy.
As with the previous 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.

Known Bugs
  1. Collision & hitboxes are currently wonky. Enemies & player sometimes glue together.
  2. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.

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

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

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Extras
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 random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

Let me know what you think about AoD/AoA in the comments!

Saturday, 21 February 2015

Let's take a look: Hentai Platformers (2D) (2015)

EDIT #1: I will continue to update this post as upcoming games are released!

[2015/09/30] Samurai Sacrament released! [Official blog post]
[2015/11/14] Anthophobia released! [Official blog post]

-----------

I thought I'd take a breather from AoA's development and write a post on the games that is to come for 2015. I'm sure some of you might have heard them already but just in case someone haven't, I've put together a list of H-platformers below for your convenience.

I hope 2014 was a good year for you because 2015 promises these H-games that should more than satiate your appetite for sprite sex!

Let's take a[n ecchi] look:

Platformers


1. Noaika by Kyrieru
After having released Kurovadis and Eroico, Noaika is Kyrieru's current project. Having tried the demo, the difficulty level is rather high as with his previous games. The game starts with a dark ambience and showcases a number of amazing sprite H-animations. I'd say the ambience and lighting engine in-game has been amazing thus far.

The game is still undergoing development as Kyrieru continues to polish and add additional content.


2. Samurai Sacrament by Mosaboru
Released on 2015/09/30, check official blog post!

This game looks absolutely amazing and is probably the most beautiful H-game I have laid eyes on. The background, game effects and character sprite-works are on another level for H-games. There's currently a few sprite H-animations you can find in the demo (obtained from the first page of Mosaboru's blog) and a CG while the rest of the CGs remain unrevealed, likely kept for the final release.

YouTube showcase to show what I mean.

It looks absolutely beast and Mosaboru has been quite actively posting update on the blog so maybe we'll see a release in 2015? completed the game and is out now!


3. Future Fragments by HentaiWriter & Co.
Future Fragments (FF) is pretty new, having started development only in January. Much progress have been made so far developing the engine ground-up to the now very early alpha demo. The 3-person team consisting HentaiWriter, CheshireCat, and TriangulatePixel whose artwork looks amazing and unique.

Future Fragments is currently running on Patreon, aiming for completion some time in the third quarter of 2015.


4. Crisis Point: Extinction by Anon42
Crisis Point: Extinction (CP:E) has been in development since mid-2014 and has had multiple demo releases with the most recent ones found at Anon42's development blog. So far a number of sprite sex can be found within CP:E, including game over from a boss, while you explore the Metroid-inspired world.

CP:E is also running on Patreon, although no official release date has been announced yet.


Extras #1


Although technically not platformers, they do involve explorations on 2D platforms so I thought you readers might be interested in these other mentions that contain sprite H-animations:

5. Anthophobia by Sourjelly & FJLM

Released on 2015/11/14, check official blog post!
Anthophobia is a zombie-eroge with a twist of greens. You play a heroine who is partially immune to the plant-zombie infestation, trying to survive the outbreak. It seems that the design of Anthophobia is that of a slower paced survivor game, requiring the conservation of ammo and have objective runs (e.g. start the generator). Sourjelly have a demo (contains a few sprite H-animations already) posted at his/her blog. Anthophobia will contain CGs in addition to the sprite H-animations.

It appears that Sourjelly has just completed the intro screens for the game. We should see a release very soon. Game is now complete. Check out Sourjelly's blog!


6. Parasite in City 2 by PixelFactory
And of course, there's no missing this last one that is the sequel to Parasite in City. PiC turned heads when it was released in end-2013, so there's a lot of anticipation for the sequel. Development for the sequel is already underway but following PixelFactory's recent blog post, it may well take the entire year to complete.

Currently no demo for has been released.

P/S: This is in no way a complete list, merely findings of my own. Also AoA is progressing still!


- - - EDIT [24/02/2015] - - -

Extras #2


Additional games missing in the list for 2015 (courtesy of suggestions in the comment list):

7. Ghost Hunter Vena by Vosmug
After having completed Xenotake, Vosmug is developing Ghost Hunter Vena. The new game has been in development since some 3rd quarter 2014. Vosmug is now adding the dialogues, events and drawing more sprites (yay).

There's already a demo at the dev blog, so I'm guessing we'll most likely see a release in 2015.





Friday, 30 January 2015

AoD - Demo v0.3


Gamepad config with xbox360 controller
Download
DepositFiles

File size: ~10MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

AoD v0.3 is finally here! The new year was off to a sluggish start. Had to get to working on the less interesting (but necessary) game menu options part along with the controls config & gamepad support. Then it was the rearranging of the sequence of processes so I could get it ready for [Load] > [Title] > [Intro] > [Game start]; properly. I screwed up so bad on this part for Labcoax.

Once again I will need you guys to help me out with the testing. I have only tested the gamepad support on my xBox360 controller! Try out the changes in the release notes and tell me if they worked for you (especially the keyboard & gamepad config). Let me know in the comments!

So ... what's next for v0.4? I'm looking to make one boss enemy, two or more skills, and maybe a proper game intro and name. Now taking suggestions for the game name!

Release Notes - v0.3
  1. New enemy archer.
  2. Saving and loading now possible.
  3. Keyboard config & gamepad support (old [untested] & new [tested with xbox360 controller).
  4. Minor A.I. behaviour tweak. Still not smart enough.
  5. Sound handling changed from legacy GM audio functions to the newer audio functions.
  6. Spawn enemies up to ROUND [10].
  7. Changed the way you navigate the menu. Now use ENTER and ESC buttons.
  8. New oral sounds.
  9. Mix and match the enemy types in each sex position!
Mix-n-match!
As with the previous 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.

Known Bugs
  1. Collision & hitboxes are currently wonky. Enemies & player sometimes glue together.
  2. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.

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

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

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Extras
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')

---

I need sleep~

Sunday, 18 January 2015

AoD - Progress Report (4) & Helping out

Apologies for the late updates (I missed the 2 weeks regular post).

I have been working on a few things these past few weeks:-

1. Now able to save with the save function.
2. Now able to config keyboard input.
3. A new ranged enemy.
4. Spawn controller, now able to spawn enemies by the round. That means now players can actually clear the round and proceed to the next.

Save function now works~

Keyboard input config~
Hopefully by v0.3, I would be able to include:-
1. A solid 20 rounds of enemies for test.
2. Support for the new & old gamepads (I will need the help of you guys to test this!).
3. To fill that black abyss with parallax background.

I'm aiming to release v0.3 before the end of this month so stay tuned.

Oh, and Happy New Year! Now I'm off to study parallax background but before that ...

---

Cheshire Cat
I thought I'd mention about a fellow H-game developer, ChershireCat who has fallen on hard times. Some time ago I made a post about his game "Pendulum" in hopes to raise people's awareness on western hentai games & art.

Henry's Rules & Regulations (HRnR)
Currently he's undertaking an ongoing development on a post-apocalypse comedy action game called "Henry's Rules & Regulations" which demo you can try. You can support his development by donating or buying his game "Pendulum" (now on promotion for $1.00 via PayPal) over here. Hopefully it will be enough to get him back on his feet.

EDIT #1: I have been informed by HentaiWriter that CheshireCat, paired with TriangulatePixels is now working on another game called 'Future Fragment'. Althought as it currently stands, there is no demo, only sprite previews. But I'm liking the h-sprites! This tops mine on many levels.