Thursday, December 31, 2015


Alright I'm back.

Sorry I didn't finish this before I left. Even after Christmas I more or less just took a break from work and tried to relax a little (I didn't even read any comments, which is unusual for me). As for the animation itself,  it turned There were a lot of difficulties with this one. I may still go back and make some edits, but for now here it is.

Anyhow. Now that I've had my week of doing jack-all, it's time to get back to work. I said I'd wrap up all the animation stuff, so I'm still going to take a week to get as much of it done as I can. I haven't counted up the character votes yet, but I'll do that soon.

Also, if you're on Patreon, check your messages. I announced who won the first animation draw a while ago but they never got back to me -__-.

Anyhow, that's all for now.

Monday, December 14, 2015

New character vote, animation draw, stuff.

Character Vote
First of all, I said that the next character vote would start this week, so you can start suggesting characters and scenarios. Keep in mind that while you're voting for the characters themselves, suggestions for scenarios still help a lot, especially since I'm not familiar with every character I animate.

I've decided to move the character voting to the animation page

Animation poses.

Where's the Tharja animation!? 

Honestly, I just sort of lost motivation halfway through this animation. I'm having a lot of trouble choosing poses lately, and so it seems like I always end up settling on something iffy. The main problem with patreon animations (as opposed to game animations), is that because it's a voted character people expect to see the character's face, and in general probably want to see the sexy bits. This makes it difficult to come up with poses without re-treading the same ground (I'm not great at poses to begin with). Especially when I'm not familiar with the character I end up racking my brain trying to figure out what people would want to see, but at some point I have to just settle on something and start animating, which never feels great.

However, that's something I need to deal with and improve at. With game animations I can sit down any day of the week and animate something. I'd say I have fewer limitations, but surely animating the same character over and over used to feel like a limitation too? I don't know. Half of me wants to do a Patreon game instead because it would be much, much easier, but the other half of me wants push through animations, stop sucking at it, and give people a little consistency at least for a while. Either way, for now my consistent inconsistency annoys me, and I'm not sure how to deal with it.


Yeah, "plans". You can probably disregard this part entirely if you want -__-

I'm going to take a break from Noaika for the rest of this month. Mostly because I want to go visit family, but also because I need a break from it anyway.

With the rest of my time I want to finish;
Tharja/animation player
Cave-story animation
First animated Character-draw

At least. Other than that, I'm going to try and finish as many of the extra animations as possible. Hopefully it will be easier since I'll be doing each animation all at once, as opposed to throughout the week.

With the rest of my free time, I don't know. There are two mysterious things I could finish, I need to finish the animation tutorial, or I could start thinking about the Patreon game more. I've been thinking about how I could make the Patreon game work as a game template that everyone has access to.

Anyway. That's all for now. Tharja will be within a day or so, and I'll choose a winner for the animation draw soon.

Monday, November 30, 2015

Shilleka Animation

Went back to animating with shifting instead of frame by frame. Though I did do two different poses the way I would in Frame by frame, and used shifting to tween between them the way I would with game sprites.

Planned on releasing two today, but every time I sat down do this one I ended up procrastinating and working on something else instead. Sorry about that -__-

So, I'm setting a deadline for myself with the remaining animations, I have to start releasing one a week again, starting with this one. Other than that, the animation player is done, but I've still got to put all the animations into it, dividing them into loops, choosing sounds, etc. It's not time consuming, but it's just sort of tedious so I haven't done them all yet. I look forward to finally putting sound to these, because sound is pretty important to me when it comes to H-content.

Anyhow, that's all for now. Oh, and thanks for all your input on the Noaika question. Helped me come to a conclusion a little easier.

See you next week.

Saturday, November 21, 2015

How? Also, colors.

How exactly do people still not understand that I only make money per animation, and not per month, and also then go on to say that I'm begging for money, despite not having a Patreon link anywhere on my site?

I don't under the stand.

Question about customization in Noaika

Anyhow, more importantly I have a question about Noaika, particularly when it comes to skin and hair color, as well as breast size.

Originally, the plan was to make it so you could change attributes of your character through various means. For example, having sex with certain monsters changes some of your stats, but it would also change the way you look. These effects could then be re-applied with less debuffs once researched.

The second method has to do with the familiars. Basically, there are various familiars in the game, and they all look different. They have two modes; one where the familiar floats beside  you (like in the demo) and a second mode where it fuses with the player and gives passive bonuses based on it's stats instead of attacking. As a part of this, I figured it would be really fitting if you took on the colors (and maybe breast size) of the familiar.

(Also, colors are changed through code, not re-drawing)

However, there's a problem with both of these; the player may want to take on a certain appearance, but NOT want the stat-change, or game mechanic associated with it. For example, you might want red hair all the time, but you don't want to use the red-haired girl familiar, or you may not want to use the fuse mode. Not only that, but you probably wouldn't get the exact appearance you want until far into the game.

I can't really figure out how to deal with it, because this is yet another example of a situation where as a developer I want to do one thing, and yet as a player I'd probably want the opposite. As a player, I know I'd just want the ability to customize the character from the beginning, yet as a developer it just seems like a missed opportunity to not tie it into gameplay.

As it stands, I'll probably resort to the same thing as usual, which always seems to end up being "well, add an option for it".

As a player, how would your prefer customization to be handled?

Thursday, November 12, 2015

Question about GM animation player.

Well, I've stopped procrastinating when it comes to the GM animation player. Since I'm working on it at the moment, I figured I'd ask some questions about what you guys want.

First, though, for now the basic controls are going to be:

Automatic (toggle)
Next stage
Previous Stage
Speed (don't know what the display will be)
Back (to animation select menu)
Toggle Sound effects

However, since I'm doing it in GM I'll also be able to do some more nifty stuff. Some extra features I'm either going to add or am thinking about are,

- Button to change the color palette, fighting game style.
- Do backgrounds that can be switched between (shared between animations)
- Controller vibration, because why not?
- Zoom.

I'm also thinking about doing controls that will effect the animation. For example, I could add a mode that makes the animation play at a base speed, but make it so every time you press the button, the animation sort of speeds into the thrusting part of the animation, or something similar.

The reason I can do any of the stuff above is because it can more or less be applied to any animation. I could do other "gamey" elements (pleasure meters, etc), though I don't see myself doing that unless I make an animation meant specifically for it.

All that said, is there anything specific you'd like to see me do with the animation player? Be it controls, advanced stuff, or even some sort of game mechanics?

Tuesday, November 3, 2015

Animation Revision

Here's the revised animation. Took quite a while -___-

The main thing with the expressions was making the glasses bigger than the eyes, and changing some colors.

Monday, November 2, 2015

Sunday, November 1, 2015

Fio animation

Here's the Fio animation. (If there's one thing I take away from this, it's that glasses are hard to represent in pixel art...) 

Edit: Also just noticed that the timing is messed up when animations are previewed like this (for me anyway). Downloaded the timing isn't messed up. Huh.

(Removed the image because I updated it)

I think I mentioned this before, but I won't be using Flash to try and add sound anymore. Instead I'm just going to do a GM file that contains all the animations with a way of selecting the animation you want to watch. The downside is that people won't be able to post them with sound but, eh, it's not worth the hassle of dealing with Flash.

Tomorrow I'll start doing that. I'll also post the image draw picture. After that's done, I'll start finishing the rest of the animations

Also, as a bonus, this is the base-image of the ill-fated original Fio animation. Looks good right? Well the animation was terrible. Perhaps I'll alternate between detailed based images and frame by frame animation in the future.

Friday, October 23, 2015


Just did a tutorial (of sorts)

Started to do the first animation tutorial but there were a couple small points I wanted to cover concerning drawing characters with guidelines/shapes first.

As for Patreon, a couple of the animations are almost done. If I don't think I'll finish the thing I'm working on by the end of the month, I'll make sure to have 1-2 animations posted instead. Either way, I'll have the image for the image draw done before then, since it's a higher priority than either.

Yes, I'm working on Noaika.

Tuesday, September 29, 2015

Patreon Game concepts

Just thought I'd talk about one of the concepts for a Patreon game.

I didn't bother elaborating on the idea with the drill girl, because I kind of guessed that people would want a more neutral character for a Patreon game before I even posted it. However, there is a certain concept at it's core that would work for many different kinds of games, so I'll talk about that, and what could be done with it. It shares some similarities with a previous idea I've had before.


Basically, there would be a home base. For example, a house. This would be were you start.

World generation
Beyond the house, and the immediate area around it (such as a farm, or additional buildings), everything would be randomly generated (what is generated depends on the game.)

The farther you get away from the house, the higher level enemies you would encounter, and the better stuff you would get. Some enemies would only start appearing at later levels. Higher level enemies would behave differently, in addition to being tougher.

Once you're strong enough, have met a condition, or have a particular item, you could choose to relocate your house to a higher level.  A higher level home base means you can explore much further than before, since your search would begin at the higher level.

Time, Night/Day
As you explore, time would pass. The later it gets, the stronger enemies would become, even at lower levels. Not all enemies are generated when you sleep, so the farther you get from your house, the more dangerous it would be to return. Some stuff may only appear at night.

Events. Ambushes, events, towns.
Some events could be added. For example, you might be ambushed within your house, or during the night depending on your defenses (upgrading the door, windows, etc)

You might encounter travelers, who have their own events, or show up at your home. 

Later on, could have towns that can be encountered, or trading camps. Not sure how these would be handled yet. Could make it so time doesn't pass in them. Could make it so once you find them once, you can go to them any time.

Possible themes, combat, etc (Some of these are mutually exclusive)

Martial arts.
Learning moves, brawling, grappling. Could base the game around a martial arts theme. Finding martial arts masters in the wild that teach you moves, finding and going to martial arts schools, etc.

Dueling, high stakes gameplay. Fight fewer enemies at once, but make them stronger. 

Could be combined with the above. Focus on improving the base-camp, finding stuff to plant in the wild, taming creatures to use at home, etc.

Taming/ Breeding
Could base the game around taming monsters, rather than combat. Make a system that gives each monster a "personality"What food do they like? What behavior from the player do they react to? What other creatures do they like, or hate? Do they get happy in water? Do they get angry when it rains? Do they fucking despise green clothing and those who wear it, or does it make them go mad with lust? Could give every "type" of monster a base set of parameters, and then randomize some of it on a monster by monster basis.

Not this one. Only a twin-tailed character with paws and a desire for shiny things digs with drills (You monsters :<).

There would probably be a short term goal while there's less content. (For example, finding an item)

As more content is added, there would be more end-game goals as the means to achieve them is added. For example, finding all of a type of item, beating all the bosses, etc. Depends on the game.

Personally? I'm leaning towards a martial arts game. Could still combine farming aspects and resource gathering if there's a survival angle to it. The main goal would be making enemies really fun to fight, and dynamic, so that even early on it's worth playing.

Regardless of what kind of game it is, I also like the idea of some enemies feeling like nature, and a part of the game's mythlogy, rather than just enemies. for example it could be a mushroom that comes alive in the rain, or an enemy that fears fire, etc. Stuff that interacts with other parts of the game in a dynamic way.

Whether or not it would be a rogue-lite, I don't know. Could have different modes. If it's a rogue-lite it may benefit from it, since there will be a short about of content early on. If the gameplay is naturally balanced to be repayable multiple times, it might make it easier to play with every update.

Anyhow, that's all for now.

Monday, September 28, 2015

WIP animation

Just thought I'd post the WIP of the Frame-by-frame Fio animation.

I'd animate hair (front) and the breasts after the rest of the animation/stages are done since it would all be based on the way the body is moving. I'll also make adjustments to how the limbs are moving so it isn't just going back and fourth. (right now it's just a forward movement that goes backgwards at the end)

Also, I feel like I wasted a lot of time doing somewhat defined lines, since the final animation won't even have lines. I need to keep it a bit more rough, and rely more on guidelines.

Also just for the heck of it, here's some stuff from a game idea I was thinking about over the past week. (Maybe I'll talk about the gameplay a little later.)

In the order that I drew them,

She grew boobs by the end....
Also, if you think this character looks like someone, you're probably about 1/5 right.

Saturday, September 26, 2015

Derpy animation test

One of the reasons why the weekly animations were getting boring, is because they consisted mostly of drawing a single high res image (like a CG), and then editing it a lot. It doesn't really feel like actual animation the way lower res animations does, and can be sort of "stiff". At best it looks like the Shantae animation (when I go all out with the details), but at it's worst it looks like the Hilda animation (where I stuck too much to using layers because I was using Aesprite for the first time). It's boring as hell when it gets too repetitive.

To make it more interesting (And hopefully higher quality in the future), I want to try and animate stuff frame by frame instead, Here's a short animation test I did (sorry about the missing details, I didn't think I'd be posting this so I don't have all parts of the initial rough)

Result wasn't great because I sort of rushed through the initial rough animation, since I was just doing it out of curiosity. In this one, the anatomy and movement of the body isn't really "logical" to say the least -__-

However, the head does serve as a good example of the difference between frame-by frame animation and the weekly animations I've done thus far. Whereas the weekly animations had mostly subtle shifting to create the illusion of depth, and rotation, with frame by frame I can do much more drastic movements.

Since this has at the very least proven to me that animating this way is viable, I'm going to try and redo one of the previous week's WIP animations this way. I'll spend more time on the initial rough, this time around, so we'll see how it turns out.

Ultimately, this would be a better skill to practice long-term, compared to the way I was doing weekly animations before. If it doesn't work, I'll finish the previous animations the way they were, and continue to do weekly animations until I have a developed weekly game idea, and a working engine for it.

Also for the heck of it, here are two style tests I did. I want to find a good style for animation. One that's a little stylized, and easy to work with. The one thing I know for sure is that I'm going to stay away from styles with a lot of lines.

Edit: Oh, by the way, Curly Brace from Cave Story was the winner.

Friday, September 25, 2015


I've written two long posts in the past two days.

One talking about weekly animations, as well as design considerations regarding weekly game updates and what I would have to do to make a weekly game work. But then I decided that it was too long, convoluted, and that people would be annoyed with it given the current situation with animations.

Then today, I wrote one about Noaika, what my eventual end-goals are, and when I would consider it done. I wrote about weekly animations, what I find boring about them lately, and what I might do to make it more interesting again.

Then, I decided that it was sort of pointless too, and I can't really explain why, or why I'm writing this, for that matter. Hell, if I didn't post this, then I suppose I could make another post tomorrow about how I wrote three posts, but didn't post any of them.

Maybe this comes off as too crazy. Or like someone who isn't crazy who's trying to be? The title might be too pretentious. I wonder how many people know that Kurovadis was a play on Quo-Vadis, and that my my idea of "depth" in naming schemes is little more than google translate and using spelling that get's the fewest google results? 3 is pretty good. I guess this post was good for that, even if I don't post it. (I will)

Over the course of the next blank days, I will be doing blank. I know you'll understand why, because I wrote about it in those two posts I didn't post. Don't blank or you'll miss it.

Tuesday, September 22, 2015

Patreon-Game plans.

After my last post, I considered how many months I should wait before switching to making a game with weekly updates in place of animations, or if I should at all. After all, surely people who are supporting my Patreon would be pretty bummed if I just stopped doing animations this soon.

Of course, then I remembered that I can know, ask them. >_>

So, keeping in mind that only about half the people who vote in the polls have "voted" so far, around 64% were favor of making a weekly updated game instead of doing animations. Now, it isn't enough for me to give up animations right away, but it is enough for me to start thinking about what I would actually do in more detail. Especially since a lot of the people who voted against it did so because they think that a game would be more difficult.

So, over the next week or so I'll be posting about some of my ideas, and showing off any style tests or sketches that I do. Once I have an idea that I think is viable, whenever I have the time I'll start creating the base engine for the game (What I'll be building on each week). Once it's playable, I'll basically do a test run for two weeks, so that we'll know what kind of content I could do in 8 hours a week.

At that point, after people have played the base part of the game, I'll do another poll on Patreon. If a large majority is in favor of replacing animations with a game, then I'll do it. If it's not a huge majority, then I may do both, but every second week (alternating). It all depends on how people react. May not do games at all.

Anyhow, that's all for now. Feel free to make suggestions about what you'd like to see.

Sunday, September 20, 2015


You can make suggestions for the next character animation now. Tharja was the winner of the previous poll. The "pause" will be ending this week, at which point I'll post the stuff I did, and things will go back to normal.

Also, this isn't what I was referring to when I said I'd show off some screenshots of Noaika, but I already showed this in the comments so I may as well show it here. This is Noaika's original sprite size in the demo, compared to what it is now. (Should also clarify that this is a change that happened a long time ago, so it's not as though it's causing some unforeseen delay now.)

Future Patreon considerations

Also, I've been thinking about what it would be like to eventually do a Patreon funded game instead of animations. (Making a game and adding an enemy or some form of H-content each week.). It isn't something I plan on doing any time soon, but it's something I'm thinking about for the future nonetheless. Since I'll be financially better off once I release Noaika, it might just be something I do for fun since it wouldn't be bound by DLsite content rules, and I wouldn't have to worry about how it will sell because it'd be free.

That said, I'm mostly just trying to think about what the best option for such a game would be, given that it would have to be designed around the idea that it wouldn't have much content in the beginning. I assume it would have to be some sort of sand-box game, a simulator, arena based, or a fighting game. If it's not designed for a lack of content, then it would be little more than a slowly developed free game with a new playable version every week. (But hey, maybe that's what some people would want).

And before you ask; No, Patreon content is ever going to replace my normal games, so don't worry about that -__-

anyway, that's all for now.

Wednesday, September 2, 2015


Okay, okay, gotta get things under control here -___-

I need to finish/do the following.

-Fio animation (Almost done)
-THIS week's animation. (Haven't started)
-Animation tutorial. (Started)
-Image draw (Will see who won tomorrow)
-Make a better page or site for animations. 
-3 week Extra low-res animation
- GIF/Sound versions of previous animations.

So, I'm hitting PAUSE. I'll take the vote for this week's animation, but I won't be working on weekly animations until I've caught up with everything. All the stretch goals were met from the beginning, and the whole sound thing slowed me down a lot.

So, I'm going to take a few weeks to finish all the stuff I need to finish in this order,
1. Fio animation
2. Extras
3. Extra animation
4. THIS week's animation

Once all that is done, I'll go back to my usual schedule. If I keep trying to play catch up the way I am now, the extras will never get done and weekly animations will always be pushed ahead.

Also, just to clarify again; Keep in mind that I'm not spending on all day on these. I'm still working on Noaika, so I can't really take time away from it to marathon everything and get it over with. Of course, this is exactly why these are paid on a per-work basis, as opposed to monthly.

Anyway, that's all for now. If only animations took as little time as that pause image -__-

Sunday, August 30, 2015

All the things.

Votes after Patreon reflected same result, with Shilleka being 32 ahead of Korra. 

This will be the first time I'm not already familiar with the winning character, but I like her design. It's also a good fit for pixel art because of the constrained proportions.

Weekly animations, still playing catch up

Still playing catch up with the weekly animations. Like last week, the Fio animation will be a day or two late.

Just thought I'd make some points clear about the animations, and also why Flash was slowing me down.

1. I'm animating them with GM and Aseprite. I'm not animating them in Flash. I'm putting them into Flash to control animation speed, and how many times each part of the animation loops.

2. From Flash, I can export as a GIF and as a SWF (with controls and sound). Once I'm back on track, I'll be exporting each weekly animation as both. they won't just be SWFs,

3. I'm only using Flash because it allows me to export as a SWF, which can be shared and embedded as one file. Otherwise I'd just use GM to do HTML 5.

4. What I'm struggling to get to work in flash is randomized sound, with the following elements
- Random volume within a range
- Random pitch within a range
- Random sound, from a selection

This is so I can apply H-sounds quickly, and in a way that isn't too repetitive.

The programmer who's is helping me out was able to write a script that accomplishes all three, however there was strange distortion that some people experienced on browsers. So, I gave up on pitch, which caused the distortion, but I'm still trying to get it working with just volume. I've wasted a lot of the time I had to animate trying to get some of these things to work, without much luck. However I want to get it done, because once it's done I won't need to do it again.

Some things to note about Noaika

Since I've only talked about Noaika in the comments, I'll mention a few things here,

Noaika is a much larger project than when it began. It hasn't just been just another Eroico-sized game taking longer for no reason.

I'm focusing a lot on H-animation, and incorporating a lot of the H-content into gameplay. There are a few things that can change about the protagonist during H-animations and through other means that remain consistent during gameplay and on all other H-animations. To give an example, there are ways to change the protagonist's breast size (Though I'm thinking about making that an option from the beginning). There are also other physical traits that can change, which means variations of every H-animation.

About 35% of the way through making the game (A while after the demo, and before I had done many H-animations), there was also a graphical shift. The sprites are higher resolution than the sprites in the demo; just under twice the height. When I decided that I needed to spend more time on H-animations and make them more than just loop>loop faster > climax, I also decided that I needed better sprites to work with. (Remember the comic with Eroico and big heads? -__-).

Lastly, I don't show stuff off because for the amount of time that it's taking, I would eventually have to show a lot of content. I prefer to keep things in the dark so that when players play the game, they experience it all for the first time, without any pre-conceptions. However, I will be showing off some screenshots soon since it's been so long. There are two things I want to finish before I do, though, so I can be sure I'm not showing off something that eventually gets cut.

And yes I had health issues for quite a few months after the demo, and yes some of them are still slowing me down, though less than before. But EVERYONE has health issues, so this isn't worth any pity.

Next character vote, other stuff

You can vote for the next character now. Rules are

-One character per suggestion
-No character's from last week's poll
-Write "Vote:" before your comment so I know the difference between a vote and comments about the scene, should you do both in different comments

I have the following to do in the coming weeks.
-Animation tutorial
-Extra animation
-Image draw

I'll be getting to those when I can, which will be once I've caught up with my animation a bit more.
I also want to make a better page for animations, since the current one sucks.

Anyhow, that's all for now.

Tuesday, August 25, 2015

-__- #2

*Slams head into desk*

Randomized sound code still doesn't work.
Chrome, audio distortion. What.
Have to put everything into a movie just to re-orient it.

Can't make buttons that to represent different states...
x = 10.50?



*Slams head into desk*

Finished the actual Hilda animation a long time ago.
Just want  flash to work...

*Goes to Tim Hortons*

Insanity aside, for those of you who want to see the animation now, even though there's no sex sounds yet, here it is.

(without it's own window it kind of zooms in like crazy, though, unless you re-size the window itself.). So I also put it on the weekly animation page.

Saturday, August 22, 2015


Well, there's good news and there's bad news,

The bad news is that I spent a lot the time I was supposed be animating trying to get something sound related to work in Flash, as well as trying to get used to different pixel art programs. As a result I wasn't able to finish this week's animation in time. Instead, I'm going to have to push it back a day or two (won't be a paid post until then).

Here's a preview of it though. There will also be a simple background, since she's laying on a surface.

The good news is that I got some help from a programmer, and he was able to do what I needed in Flash. He wrote a script that I'll be able to re-use throughout the animations. (Now if only I got someone to do it for me BEFORE I wasted so much time trying myself -___-)

I also tried Aesprite, and it's meeting most of my "requirements" for pixel art. It's what I'll be using from now on for H-animation...animation. Though I may still do the base frame in GM for a while until I'm completely comfortable with it.

Here's this week's voting results

Patreon votes were:
Fio - 42
Misaka - 22
Yoko  - 33
Patty  - 14
Hatsune --19

So I'll be animating Fio next week.
Gonna be a busy week -__-

Also, you can vote for the next character now. A reminder: Don't suggest the same character twice in a row. Only one character per suggestion so it's clear what people are voting for.

Friday, August 21, 2015

Pixel art software woes

...Alright, I need to vent and complain for a second.

Lately, I've been trying various pixel art programs. However, a lot of them have incredibly frustrating flaws. Part of it comes from my familiarity with GM's Sprite editor, but a lot of it comes down to practicality.

Basically, in GM the shortkeys are like this,

C - Eyedrop Tool
D - Pencil
S - Box select
W- Magic wand tool
F - Fill tool
R - Rectangle

1 - Frame left
2 - Frame Right

Middle Mouse - Hold to scroll view

What's so great about this? Everything I need and use is within quick reach of my left hand, and can be accessed with a single button press. People often cite GM as having a bad sprite editor, so it always makes me wonder how long it's been since they've used it. Everything is simple, but everything is fast.

The majority of my workflow consists of switching between the color picker and the pencil quickly. Even when I'm not doing anything, I'll often keep tapping the C key repeatedly out of habit. I can switch to any tool with a single button, and switch back with a single button. Perfect.

Okay, so what about say, Graphics Gale and Pro Motion?

In Pro Motion, if you wanted to use a box select tool, first you would have to go into,
1. Select Mode
2. Rectangle Tool

And then to switch back you would have to go into.
3. Draw Mode
4. Paint Continuous.

Four button presses. Great. It wouldn't be so bad if you could set multiple functions to use the same Hotkey. Since in normal use, I'm always going to be using Draw and Paint continuous at the same time, so it would make sense for me to make them both the D key. There are a lot of problems like this in the program.

And Graphics Gale? It has other problems. It's color picker is set to right click. HOLDING the right button does a box select. Remember how I said my workflow consists of switching  quickly between colors by using the color picker? Well I can't, because if you're moving too quick then instead of picking up a color, you'll do a mini box select!!


Oh, and there's no eraser tool. So to erase you have to select the background color, which is annoying because of the box select. Or, you can use modes. You know, like the ones in Pro Motion. So if you want to erase and then switch to another tool, you need to switch the mode back before you do.

Alternatively, you can set the second color to the color of the background and swap between them. But look out! Because if you color select while swapped, you'll be caught off guard the next time you try to erase something because it will be the wrong color.

How about....have an eraser!
Use single button presses!

And the palette change your color with a proper window, you need to click on a color slot, pick the color and on the color slot again! An extra click for no reason! Does it think I just change colors FOR KICKS?! Why can't you just change the colors you have selected with the same window as the palette slots????



....Anyhow...if you have any solutions to these problems let me know. I'm also open to any other programs. I initially dismissed AE because it doesn't have hotkeys customization, but I see that can be changed by editing a file. Although at this point, any color selection that isn't like GM's is going to slow me down a lot.

Oh, and the reason I haven't uploaded sound versions of the flash files yet is because I'm trying to get semi-randomized sounds done like I did in Noaika, which makes things way easier. I looked into it, it was beyond my abilities, and so now I'm waiting on a word from a couple different programmers who may be able to do it.

Alright, done complaining. In all honesty, I really do want to find a program I like that can use layers, because it would make a lot of H stuff I'm doing in Noaika right now Waaaaay, waaaay easier.

Edit: Oh, I also never mentioned that I did a pixel art tutorial recently. It's up at the top under tutorials.

Saturday, August 15, 2015

Here's this week's Patreon animation. It was a bit of an eye opener for a few reasons.

1. I need to start animating with layers. I waste too much time doing high res PA if I use my normal methods. I need to find a better program, and it seems like all of them are lacking something -__-

2. Animating two characters takes too long. I should probably try to focus on single characters in various ways, like I did with Shantae and Midna (there were multiple characters, but the second
character required little animation)

3. I need to find a new PA program that will let me save as a GIF and choose a color for transparency.  GM can't do either. Having transparency in Flash would help a lot, since I could add backgrounds over everything at once. Using image strips would be a nightmare.

4. Flash is still wonky as heck. If I import stuff as a Gif/movie, I can't see frames by going through the timeline. I can only see it in the Symbols, meaning I'd have to add sounds there, or count frames and do it blind, which would be annoying.

All that said, the above animation is a SWF, but there's no sound yet. I'll probably be adding those tomorrow, as well as learning more about controls and whatnot. So far all I did in action Script was change the fps.

Also, the winner of this week's Poll was Hilda, both in terms of the site's poll, and Patreon votes,
Looking to get the Tutorial from the stretch goal done by the 19th.
And last but not least, I plan on showing some Noaika screenshots soon, since I haven't shown anything in a while and everyone literally thinks I'm not even working on it anymore -__-

Anyhow, time to go find the raw files of the sounds I made fore Noaika, so they won't have such excessive reverb. I need to do this for Noaika and get off my ass and make it so reverb is realtime anyway...

Oh, and I'll upload a gif version too, once I figure out how to make Flash export one properly.

AH, I forgot!

I keep forgetting that character voting starts on the same day as the animation -___-
So feel free to start making suggestions.

Saturday, August 8, 2015

Asuka Animation + character vote

Here's this week's animation. Probably should have focused more on the second part of the animation instead of splitting my time between it and first part. I'll have to keep that in mind, in the future, since this one ended up being a bit weaker as a result.

Character vote

Anyhow, I'm going to take votes for the next animation. I've decided that since my animation can't always match the request (For example animating a lot of devices would have taken too much time), I'll simply take a character vote and create the scenario myself based on the responses. For example in the above animation; the fact that she's wearing the Test Plug suite came from suggestions within the Asuka votes.

I'll include an example below of the format for voting.

Monday, August 3, 2015

Patreon is launched, + Big Post on how to start a game.

A few things,

First of all, I've launched the Patreon I talked about before, centered around the weekly animations
My Patreon Page

I decided how I'll deal with voting within Patreon, and I've also added a couple stretch goals for pixel art tutorials. I have no idea if this whole thing will work out or not, but I guess we'll see -__-

Also, since last week's poll was sketchy as hell, I'm just going to do Asuka this week, and do Marie next week. I've come up with a few ways of dealing with multiple votes and illegitimate voting spikes from now on, so it shouldn't happen again. That said, since I'm now officially doing a Patreon, I won't be canceling voting again from here on out.

Voting on the next character will start next Saturday, and the polls will be open next Tuesday.

 I'm also thinking of making it so whatever gets second place on the previous poll carries over to the next poll, but I'm not sure yet.

Now that Patreon and voting is out of the way,

 Someone asked me about game development through email, so I figure I may as well make a post about it here. I keep saying I'll do an in-depth tutorial eventually, but that won't be until Noaika is done so I may as well do something simple for now.

How to Start a game...?

So, here's the question. How do you start a game? What should you do early on in development?

There are a lot of ways to develop a game, and not every method will work for everyone. However, here's my method. This is more or less targeted towards those who have some skills, but have either never worked on a game before, or haven't gotten far. I'll also assume that you're working alone, since working with a team is a bit different, especially if you're a team on equal terms.

Early planning, visualize

The first step, though it may sound obvious, is to think about what you want to make,

So, imagine a game. What do you visualize in your head? For many people, what they visualize is the "ideal" moment, be it knights dueling in the moonlight, or a chibi farmer pulling up a goofy tomato with a satisfying *plop*.

What you're probably imagining isn't what you want to make, so much as it's what you would want to "play". These initial ideas tend to be combinations of elements from other things's that you've experienced and enjoyed. For example, perhaps you've played Rune Factory and Monster Girl Quest, and so you imagine a game with factors from the two. A character gathering items in a forest when suddenly a catgirl pops out, and you fight it off with a watering can,

However, it's important to keep in mind that the "ideal" that you imagine is intangible. It's a series of  vague ideas that form a general feeling of "that would be cool". There are no "solid" mechanics behind it yet. You may imagine a character jumping, but you don't know how high, or how fast. You don't see the numbers yet. The hard part of game design is reaching the "ideal" you imagined, but in a functional, and practical way.

Regardless, make note of the factors you're imagining.  Let's call it idea "MK-I"

The next three steps can happen in any order, but they all follow the same pattern of simplifying your initial idea.

Simplify, initial design.

Now,  it's time to take your idea and make it more practical. Off the top of my head, let's say that this is my idea MK-1,

- Girl has a vacuum that sucks up enemies
- Sucked up enemies spit out spirits that manifest as animals, which follow the player around and attack enemies, making them vulnerable to sucking.
- When a certain number of animals is obtained, girl can combine with them, turning her into monster girl of that type. (combining with cats = cat girl)
- Alternate forms have different H animations and abilities.
- Equipable clothing that changes appearance/stats.
- Can buy different vacuums with different stats. Certain enemies need certain vacuums and certain enemies need to be attacked by certain animals.
- Towns in between levels with side-quests and H-scenes.
- Can learn spells that change animal behavior. (increase attack, increase lunge range, increase health)
- Certain number of animal spirits can combine into an animal girl themselves (stronger unit), and H with enemies.
- Corruption system

The first thing you need to do is determine what the core mechanic of your game is. What defines it? Whatever it is, this is the mechanic that you should focus on while simplifying your ideas. In the case of this game, the core mechanics are the first ones that I thought of/wrote down,

"girl has a vacuum that sucks up enemies, and they turn into animals that attack other enemies"

Beyond that, everything else is secondary, and you should be thinking about any elements that support the core mechanics first and foremost. An easy way to do this is imagine that you're making the first in long series of titles, and consider what needs to be in the first game, and what would be in a sequel that expands on it.

For example, the idea that certain enemies are weak to certain animals is closely tied into the core  gameplay mechanic, so it would probably stick around. On the other hand, equip-able clothing is a generic element, so it isn't really be a priority. It's up to you decide what's the most important, and what's better left for a "sequel", even if that never happens.

So, let's say you're making a simple game, and so you simplify it and end up with this.

- Player sucks up enemies, and they turn into animals that follow you and attack other enemies.
-You gain commands throughout the game (attack, defend, form a platform, etc)
-  Saving a certain number of animals will cause them to combine into a complete monster girl, who has one H-scene with the player (no H with enemies).

This is idea MK-II. It's simpler, but it's also a bit more realistic for a first attempt at a game, and focuses on the core mechanic, leaving it open to grow later.

Your skills

Next, reflect on your skills,

If you're working alone, then at the very least you need to be able to program in some fashion,  as well as graphics. So how far do your skills go?

Recall MK-II; and consider what do you know you can do, what can you figure out as you go, and what seems impossible. Chances are you're going to need to bring your "ideal" down to your skill level a little bit. What you imagined may have had high res graphics, but you're more comfortable with low-res. Or it may have had complex AI, but you're only capable of simple movement patterns. You're going to need to adjust your idea based on what you're actually capable of.

For example, I imagine the animals moving around interdependently but overall as a group, and doing things like forming platforms. I don't know if I could program that, so I'd simplify it to basic commands and movement in a line.

Point being; if there's something you can't do, then turn it into something you can do that will accomplishes the same thing, if even a little.

This is idea MK-III. It's less amazing, but at least you have the skills to make it,

First outline of mechanics

Now, this is where it gets a little harder. Using MK-II, you need to decide on some specifics when it comes to how the game will work.

For example, in my.....example, the player can suck up enemies with a vacuum. Okay, great, but how does she move? How do enemies move? How fast? How does the vacuum actually work? animals attack enemies? How? Every decision needs to have a purpose behind it. So, make a list with your thoughts about your design

-Player speed is 1
-Average enemy speed is 0.80-ish (can be outrun, but not easily)
-Player speed while vacuuming is 0.5 (slower than enemies)
-Enemies slow down when being attacked by animals. The more animals, the slower they are. (Can use animals to escape easier, or to make attacking easier)
-Enemy height is 1, some enemies are 2. Player can jump 1.7 (can jump over some enemies)
- Player jump is fast, with very little air time (can't rely too much on jumping to avoid enemies)
- ?? double jumping using animals? Or monster girls??

-Animals form a line behind the player. When you press the attack button, the first animal in line leaps forward at the enemy with a little air time, speed of 1.3-ish. When animals are recalled, the attacking animal goes to the back of the line ??in order of health??
-Animals in line recover health
-Animals attach to various points on the enemy, creating little hit sparks to show attacking.
-Enemies shoot projectiles/do melee attacks while being attacked by animals. (player has to dodge these attacks while vacuuming)
-Animals are damaged by each enemy attack, but keep fighting. If their HP reaches 0, they die.
-??Way to re-organize animal order??

Multiple enemies
-Player must split animals between enemies to slow them down.
-??How to recall animals on different enemies??
-??enemies form a line????can't jump over more than one??

-??animals don't make enemies easier to vacuum, they just make it safer??
-??each animal makes enemies easier to vacuum? 1.2 each? ??depending on max animal number??
-??enemies have health counter that counts down????show health as things floating around enemy??


As you can see, even in this example I've run into questions about how the game would work. Certain ideas can contradict each other, or change the flow of the game completely. It's at this stage that you're going to have to do a lot of thinking. It may even start to feel like the more you think about it, the less it lives up to the "ideal" you imagined. This isn't because the idea is bad, or because you're bad at something, it's just that the initial idea was so vague and without detail that it's difficult to find you're way there step by step. But you can get there, though it may take more consideration than you originally thought.

First concept art, sprites, tests, basic control

Anyhow, by this point while you may not have specifics, you should at least have a fairly decent idea of what you're going to do. It's now that you can start working towards a proof of concept. It may help you solve some of the problems you've run into, if you have.

For me, I prefer to do testing with some player sprites, so I generally do those first. I design the character as a sprite, but you may want to do some concept art. Animate the player's basic movements, and anything related to core mechanics. You can be rough, though having the right number of frames makes it easier to work with.

Next recall your basic outline, and start programming the player's movements and applying animations. After you've done the basic physics, create any actions that are related to core mechanics. (in this case, sucking with the vacuum, throwing animals, and recalling animals)

Mess around with timing and speed until it "feels" right. Or until it just feels fun.

From there, create either a target to test your attacks/ mechanics on, or a very basic enemy. It's here that you'll either go forward with your plans, or begin to see that things aren't going to be as simple as you thought. If you're working with a special mechanic, you may end up going between your proof of concept and adjusting the outline a lot, until you find a balance that makes sense. (For example, I might find that animals should be thrown in an arc, instead of straight forward)

Even if you're making a basic action game,  you may rethink some of your plans once you've "felt" it in action, even in a simple form. You may decide, for example, that a low jump height you planned on using doesn't feel right, that that enemy projectiles are a better fit for the game than melee attacks.

Continue adjusting your outline, and hopefully you'll come to a conclusion that makes sense, AND feels right.

Logistics, and what's practical? 

From there, you need to start thinking about the scope of the game. What resources do you have? How much can you work, and how fast? What are you're goals for this game?

Let's say you imagine a game with 20 enemies, but what does that mean? What makes an enemy?

Enemy graphics
- Idle animation
- Move animation
- Jump animation
- Flinch animation
- Attack 1 animation
- Attack 2 animation
- Death animation
- H-animation (stage 1, stage 2, stage 3)
- H-animation position 2 ( stage 1, stage 2, stage 3)
- Effects
- Masks

-  AI (follow, pace, jump, special actions)
- Attacking
- Attacking
- Sounds
- Animation
- H-animations
- Effects
- Collisions

+sound if you're doing it

Let's assume you can do all of this, but how long does it take you? 5 hours? 5 days? A week?

Depending on how fast you work during the proof of concept, and how much time you have to work with, you may want to simplify a bit. Remove hit animations, limit the H-animation count per enemy to 1, use parents/templates/common behavior for programming, limit the number of frames, limit the resolution of sprites, limit the colors, etc.

In other words, if you want to make a game within a certain amount of time, then figure out what's practical for you in that time. Figure that out and and then adjust your expectations accordingly. Then adjust your expectations again, because nothing ever goes perfectly.

My general rule of thumb for a simple $5 platformer is,

3 levels
3-4 H-enemies per level
1-3 traps/hazards per level
3 bosses
Some form of items or powerups.

Outline of content

Now, let's say you have an outline of the game mechanics that works, you've done a short proof of concept for the core mechanics (player, enemy), and you know the amount of content you want to make. Now what?

Now, it's time to outline all the content (enemies, items, etc). While you may want to work towards a demo, you still need to plan out the rest of the game before then so that you can see the overall progression of the game and make sure it all works together.

You can do it one of two ways; You can start buy listing everything you want to be in the game, and then organize them into levels, or you can just plan them out level by level.

Write the outline in a way that helps you brainstorm, including each enemy, and how they attack (you can do concept art for this if it will help). Here's an example of a level outline, (just imagine there's one for each level)

Level Outline


-Grass fields
-Pirate ship

-Health upgrade

- Boar soldier ( short distance thrust with spear)
- Plant monster (spit spores into air from above, tentacle melee from ground)
- Harpy (Must weigh down with animals during arc swoop, attacks with wind projectile on ground)
- Wolf Pirate (shoots gun in 2 patterns, swings sword in verticle arc)

- Rope trap (catches animals)
- Swinging log (knocks animals/player away)
- Cannon (Shoots cannonballs in various patterns)

Boss: Wolf Pirate captain ( this would have it's own outline)


Here's the other method I mentioned, you can write out all the content you want in the game before deciding where they will be in the game. Though they may not be as thematic. (I've only written descriptions for some of these, since it's hypothetical)

Content list

-Pirate Ship

-Quick Vac (quicker movement while sucking)
-Strong Vac (slow movement, stronger)
-Sniper Vac (Long range, weaker)
-Shotgun-Vac (large cone for dodging, sensible )

-Health upgrade x 3

- Power up

- Boar soldier ( short distance thrust with spear)
- Plant monster (spit spores into air from above, tentacle melee from ground)
- Harpy (Must weigh down with animals during arc swoop, attacks with wind projectile on ground)
- Wolf Pirate (shoots gun in 2 patterns, swings sword in verticle arc)
- Cat Thief (etc)
- Golem
- Fox mage
- Hand monster
- Angel
- Cerberus
- Priest
- Demon
- Minotaur

- Rope trap (catches animals)
- Swinging log (knocks animals away)
- Cannon (Shoots cannonballs in various patterns)
- Pots falling from windows
- Tentacle from sewer
- spikes
- Spinning blade
- Net
- black hole


After you've done one or both of those things, you'll need to plan out the specifics of each level in more detail. This includes how many rooms there are, and where you'll see certain content within the level, and in what order. (In my case, I assume that after an enemy appears once, it can appear in any room after that)

Try to space your content out so that the player is always encountering something new in each room as much as possible. (However don't use the same pattern all the time, otherwise it may become predictable.)

Each block represents a room, parts where a new tileset is introduced are also listed.

Level specific outline

Level 1

Grass field

Rope Trap


Plant Monster

Swinging log
Health upgrade




Pirate ship
Wolf pirate



Creating the content, demo

After you have everything planned out, it's time to create all the content of the first level, and work towards a demo.

You may want to start with the player moveset, and items, since if you change your mind about how they work it will effect how levels and enemies need to be designed.

After the player is set in stone (for now), begin creating all the enemies, and traps. After you've created what you need for the first room or two, you can begin designing the first room.

Designing the first room

Start simple, and assume your players are idiots. You understand your mechanics, but your players won't when they play for the first time. Give them room to breath and learn the controls before confronting them with an enemy. Then focusing on teaching them the game mechanics in whatever way you can without telling them (visual cues, layout).

You may need to explain some controls if you have a complicated button layout. I think it's fine to tell the player how to use an item upon acquiring it, so it can work to give the player their weapon in the first screen.

- Keep things somewhat flat, and easy to navigate, with a few simple jumps.
- Give the player a lot of room to deal with the first enemy, so they can establish how enemies behave.

After the player is done warming up, you can slowly approach the normal level of challenge a little.

Second room +

When new content os introduced, such as an enemy or trap; make the player confront it by itself first so that you know that they understand it. From then on, you can use it in conjunction with other established content in different combinations. If you're having a hard time, try doing some sketches of different setups.

Beyond that, think about your core mechanics, and how they can be effected by the layout of the level. What effect does a narrow space have on the player's moveset? What about a series of quick jumps? How does it effect the enemy?

Every enemy's placement should have some reasoning behind it. "This enemy is on the other side of a gap because it shoots at the player, forcing the them to time their jumps", or "this enemy is over this edge, because the player will have to jump down, attack, and then jump back up to not get hit".

-Avoid repetitive layouts. If there are two long horizontal levels, then consider something vertical.
-Avoid excessive tiny platforms.
-Don't make everything too flat.
-Don't have too much wasted space, but also don't fill every corner with danger. Let the player breath every once and a while.
- Not everything has to be extremely difficult. Let the player blow off some steam here and there.
-Pay attention to your camera. What can it see? Shift the camera up if there's nothing to see below ground. Move it around to your advantage, and not to the player's detriment.
- Avoid jumps that you can barely make.
-Utilize different kinds of enemy spawning. If the player only encounters enemies where you place them, they will be encountering everything from the front.

In a well balanced game, the rooms would be challenging as hell, but the player should still succeed most of the time. If they do, it means you've taught them what they needed to know (Or they learned on their own, rather).

Reworking mechanics, and onward

After you've designed a few rooms and tested them out, you should have an even better idea of what you need to change, if anything. Maybe the enemies need to follow the player better, or through testing you notice glitches/mistakes you've made. From there, you just repeat the process until you're done.

That said, this is more or less the most time consuming part of development, because it may be a while before everything "feels" right; before you're confident enough in what's there to move forward. In some cases, you're simply weary of testing of what's there, and what's boring to you would be enough for others. In other cases, a few simple changes can make all the difference, or re-kindle your enthusiasm.

You may also spend a long time trying to fix a mechanic or room, only to realize that it just doesn't work, and that the time you invested would have been better spent creating content for the game that would have worked better.

This is generally why development is so fast in the beginning, and yet so slow  mid-development. It's just something you'll have to work your way through, if it happens.

Oh, and once you're done? Well, get ready for bug-fixing. You've probably still got a couple weeks ahead of you once you realize that people are getting stuck in walls and exploding.

Closing tips

That's about all for now, but here are some closing tips.

-Start small, start simple. And do it a couple times. You can make something complicated when failure is something you can afford. (And if you fail once, don't be stubborn, and just do something simple again before trying again.... *sigh*)
-Try making a game in like a week, even if it's just something terrible. Finishing a game teaches you a lot, and will make you more comfortable with larger projects.
- Get other people to test your game, and then balance it again. In my case, the initial difficulty settings ended up being the hard mode. My roommate couldn't get past the first room in Eroico. (It wasn't THAT hard!)
- If you finish a game, don't price it too high. Compare it to other games on DLsite for reference, and find a good balance. A higher price doesn't always mean more sales.

Saturday, August 1, 2015

Patreon plans

Alright, so I've finally begun the process of starting a Patreon. Right now I'm deciding on the rewards and stretch goals. Let me know what you think of the following, or if there should be any changes.

Keep in mind, these would be per (weekly) animation. People wouldn't be charged for animations based on rewards.

Pledge rewards
- Access to Patron-exclusive polls that will be added to regular votes. (In other words, you get to vote twice). I'll be using straw poll for both.

-Will be entered into a random draw. Every month I'll pick a random patron and do a still image of the their choice.

- Every two months, you will be entered into a random draw for a full-sized animation of the winner's choice.

Stretch goals

$50 per animation
- I will do at LEAST one animation like the Shantae/Midna ones every second week. Otherwise, they may be smaller (70 - 100 px). I'll still do large res animations sometimes regardless of whether this goal is met.

$100 per animation
I'll do flash versions of all the animations, with sound and basic controls.

$250 per animation
I'll do one extra animation for every three weekly animations I do.

$250 (alt)
Animation draw will be monthly, instead of every two months.

What do you think? Any suggestions as to what I should change? Which $250 stretch goal do you think I should use?