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.