tag:blogger.com,1999:blog-7150748600895135243.post6130587613097624433..comments2024-03-10T05:59:47.207-03:00Comments on Kyrieru: Clothing, color swapping, format.Unknownnoreply@blogger.comBlogger52125tag:blogger.com,1999:blog-7150748600895135243.post-68656066705485417322019-02-04T23:01:24.619-04:002019-02-04T23:01:24.619-04:00This is superb! I like it.
Recent all hit news<br />This is superb! I like it.<br /><a href="https://www.tazanewsbd.com/2019/01/poribar-porikolpona-job-circular-2019.html" rel="nofollow"><b>Recent all hit news</b></a> lemon hasanhttps://www.blogger.com/profile/08561006876130293617noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-84360310016070752942019-01-20T00:07:01.046-04:002019-01-20T00:07:01.046-04:00Well, the pregnancy angle would be unlikely, if on...Well, the pregnancy angle would be unlikely, if only because I plan on making it possible to get pregnant/have kids. <br /><br />As for showing the previous character, death, etc, I don't think the previous girl would ever be shown old, or killed. I'd probably just keep things unexplained and up to the player's imagination. I don't think there would ever be interactions between the last girl and the latest.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-65577880862437161172019-01-19T04:28:53.238-04:002019-01-19T04:28:53.238-04:00Just wanted to add that the pregnancy danger meter...Just wanted to add that the pregnancy danger meter could go up really slowly for consensual sex, but go up much faster when you "lose" to monsters. Paladoxhttps://www.blogger.com/profile/07482930607772067800noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-49703500132032055982019-01-19T04:27:41.731-04:002019-01-19T04:27:41.731-04:00I think a good "lose" scenario could be ...I think a good "lose" scenario could be pregnancy. There could be a pregnancy danger meter that fills up each time you have sex, and the only way to reset it is to take a bath. Maybe this is a special bath that costs a lot? And the price goes up each time you use it, or it's just a hassle to get to (like having to return to a save point in a Metroid game). In the next run the parent is the player's previous character. The new character could take on traits of both the parent and monster. On the 3rd run the original character is now a grandparent (and looks old), and on the 4th run the oldest generation dies and there's even a little graveyard. Maybe we could even manage the graveyard, buy additional plots, select which graves to keep or throw away, and maybe even get passive bonuses for keeping special heroes who accomplished a lot in their run. <br /><br />Also, I'm not sure if you've played the Corruption of Champions & TitS games, but they have a neat system where you can change your character by using enemy drops. You could do something similar like if you beat a blue slime, then you have a chance of getting blue dye, and when you do get that blue dye then it's permanently unlocked in a shop for future characters. Special rewards could even reduce the price of cosmetic items in future runs (like maybe Hero X in the graveyard spent 50,000 gold during their life, so the player gets 50% off all cosmetic items). Paladoxhttps://www.blogger.com/profile/07482930607772067800noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-72033709989463283912019-01-18T13:47:44.062-04:002019-01-18T13:47:44.062-04:00The trouble is finding a balance between allowing ...The trouble is finding a balance between allowing the player to "play" and experience content casually, while still having consequences that work in a rogue lite setting. For example, losing or "seeing what happens" with certain enemies is part of the fun, so I don't want it to be too easy to get a gameover.<br /><br />As it is, my plan is that only certain circumstances will result in a gameover/rebirth. Though I'm not sure what those conditions will be yet.<br /><br />An example of such a circumstance might be; a rebirth would not occur if you are in a low level area, but would if you lose within a higher level than your own. This could be offset by limiting how much you can actually progress within a zone the same level as you. There could also be conditions for manual rebirth that yield higher benefits (at least for one generation anyway), for example woo-ing a monster and having a child or full-filling conditions for an event.<br /><br />On the topic of chests, I plan on having an equipment system that is a bit different from games like minecraft. Rather than having a large inventory, I plan on making the inventory somewhat small, but item type dependant. <br />For example, a player in full plate armor would not be able to carry as much harvested fruit as a player wearing casual clothing and carrying a basket.<br />My intent is that the player will have to choose what their goal is when leaving their home and prepare accordingly, rather than carrying an array of everything you would ever need. You generally aren't going to carry more than one weapon unless you know you're going to fight, or fight something specific.<br /><br />That said, I'm not totally sure how storage will work yet, since the question is how permanent any item or storage should be. Between weapon durability, weapons being replaced frequently, or it being expected to lose weapons by gameover, I prefer the third option. I think it's more fun to see "what you get this time" as opposed to weapons being meaningless, or feeling like they're too valuable to use. Not sure yet though.<br /><br />I also plan on making it so you can upgrade the house. The starting house would be a crappy shack, and then you would be able to add security measures and other features with wood. One of the reasons to travel beyond early areas may simply be a larger abundance of wood in higher level areas, or declining resources in general in the lower level areas.<br /><br />But yeah, main trouble is the conflict between a harvest mooon type mentality and the concept of being able to lose, or having a "shifting state of success" without making it feel bad.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-74732978922737887632019-01-18T02:04:30.103-04:002019-01-18T02:04:30.103-04:00(hi, same annon here)
Long term progression is alw...(hi, same annon here)<br />Long term progression is always hard to balance regardless of methods used for such design that allow infinite restarts, especially with "new characters" instead of pure rebirth. You may need at least a bank system for a start, I guess.<br /><br />1)A bank, <br />Don't lose every coins unless you always forget to deposit them.<br />Charge to deposit items in a safe inventory you acess only there. <br />The problem of "daughter not being the same character" can be overlooked if a flavor item (akin to adventurer's tag in the status menu) act as ID. <br /><br />This alone can help in both transition to new adventurer and long term monetary goals, as long as the player pay the small fee. It do not allow craft, so using stores is still really expensive.<br /><br />2)Main base, <br />Long term goal can be to buy an empty house.<br />Get the furnitures (dresser, chest, kitchen, craft statons) later.<br />In case of "consent end" the new adventurer can use their parent's house for storage instead.<br /><br />That would be the main difference between an owned base, and a borrowed place. In one case you just have free storage for a few free loses and at best "cooking" craft, in the other case you have a permanent upgradable place linked to your "flavor adventurer ID".<br /><br />3)Chests <br />Depending on the level of abstraction, either:<br />-Let players put one of those per map (with a key you have to keep in your inventory or deposit in bank) so nobody else pillage them. -Consider chest with key more of an easely abusable mechanic to be restricted as "upgrade safe zones" instead.<br />-No need for keys, just keep the "upgrade safe zones" concept and access said zone's chest with your "flavor adventurer ID"<br /><br />Cheaper chest may not have a key but are at risk to be pilliaged, also the item itself usually takes alot of inventory space so it's more useful to players who really knows what they're doing even if it's just to carry material for a zone upgrade.<br /><br />The logic behind placing generic empty key'less chest in non-safe zones is that it can encourage intellegent ennemies to use it, so that could be an interesting difficulty mechanic (more guarding baddies VS more exp + extra loot in chest). It could also be used to store specific items attracting specific monsters, for those into simple puzzle-quests (or just into these types of monster in general...for the exclusive stats/traits, of course!) before more appropriate methods are implemented. Overall, a way to make optional bosses spawn only when the player feel ready to try the challenge.<br />---<br />As growth-rates modifiers goes, one-time choice for each new adventurer's motivation (more answers depending on the type of end of previous character) could be simple enough to implement yet engaging.<br /><br />some exemples:<br />To avenge mother <br />(disappeared after regular lose) ATK+3 DEF-1<br />To find mother's treasure <br />(any end after using key'chest, have key in inventory) Luck+2<br />To defend the weak <br />(default options?) ATK+1 DEF+1<br />To find answers... <br />(default options?) DEF+1 Luck+1<br />To show the world how dragons are awesome! <br />(dragon's bride) ALL stats+2, "dragonslayer" may appear randomly<br /><br />The character may not give birth to a new adventurer (full restart) each time aside of manual restart. An invisible variable could just give more chances of it to happen as you cumulate loses with a same adventurer. That could balance the restarts and add incertenity to not just exploit the mechanics.<br /><br />But I can understand how people may not want too many "engaging mechanics" in a H-game, it may feel really wierd to play for the lewds yet being midly attached to the everchanging characters. Well, at least it could motivate to play seriously and progress, not just "for the loses".<br /><br />Balancing the game tone and audience's everchanging expectations is one hell of a hard challenge of any dev. Good luck with that project, rambling over. ^^Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-89837960266196812112019-01-16T03:01:45.943-04:002019-01-16T03:01:45.943-04:00If there is only one common animation, then it wou...If there is only one common animation, then it would be a struggle animation.<br /><br />Havn't decided on gameovers/loss yet. On one hand, I want restarting to be fun and a part of the game, but it's also hard to completely discount long term progression.<br /><br />All the stuff you mentioned about offspring is certainly on the table. As far as consent goes I've considered making it possible to manually rebirth to permanently gain a higher stat ceiling. (That way starting over is possible without dying.), not sure yet though.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-30658706247625136502019-01-15T19:22:25.561-04:002019-01-15T19:22:25.561-04:00Taking the colors of an ennemy, and probably some ...Taking the colors of an ennemy, and probably some of their resistance/weaknesses, yeah that could be an interesting game mechanic that add some depth to the (re)birth/new-adventurer trope. It could make some zones easier or more challenging because of the character's new traits. Passing the base stats to an offspring who have monster blood, naturally stronger than a normal human, would make sense too. <br /><br />It could even open the possibility of "consent" events if there's monsters villages for intellegent races, adding a new start point and maybe nullifying the equipment removal of game overs since you pass it to the new character when she's in age of adventuring trought the event, instead of being defeated. <br /><br />That would be a nice nuance to have, and quite cute to say hi to papa'monster and mama'human, or grandmama'human (both in default outfit) in another village sometimes. But maybe they'll just disappear after 2 generations, having the monster village back to hostile/stronhold state, just to show the passing of time.<br /><br />As animating many clothings goes, more simple would be common "struggle" animations, then just dropping the armor out of the way (can be collected if inventory not full) then using common armorless animations for H-scenes.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-19232107725894583582019-01-13T10:33:15.039-04:002019-01-13T10:33:15.039-04:00it would work in 2d if it used tweening, and such ...it would work in 2d if it used tweening, and such like many flash games does, but it would look like crap unless you spend a awful lot of time on it.<br /><br />now Kyrieru uses pixels for his animations, and that don't work at all really doing that, so he said, he is left with no option but making every frame by hand.Banarokhttps://www.blogger.com/profile/14085789166286375071noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-30377755691330851762019-01-13T01:52:58.562-04:002019-01-13T01:52:58.562-04:00Nope. To make equipable clothing in raster based 2...Nope. To make equipable clothing in raster based 2D you have to manually draw every frame the outfit is used in.<br />Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-39554483177299627212019-01-12T17:48:58.438-04:002019-01-12T17:48:58.438-04:00I dont know much about game making, but Isnt it po...I dont know much about game making, but Isnt it possible to make animations on blank character and make clothes work as a override? I hope u understand what I mean, I think that this is the way modern games work. But case might be diffrent since it's 2D not 3D. Anyway looking forward for updates.ghredhttps://www.blogger.com/profile/15227655850136151190noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-82292823636942022322019-01-09T15:34:26.583-04:002019-01-09T15:34:26.583-04:00Nah, I don't think there'd be a huge reaso...Nah, I don't think there'd be a huge reason to.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-84899615845920796552019-01-09T15:34:01.675-04:002019-01-09T15:34:01.675-04:00Nop
No time, unfortunately.Nop<br /><br />No time, unfortunately.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-72263543439023567102019-01-07T05:36:39.406-04:002019-01-07T05:36:39.406-04:00Your pixel art is great. Do you do commissions?Your pixel art is great. Do you do commissions?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-11287159044791331352019-01-06T17:30:07.691-04:002019-01-06T17:30:07.691-04:00Have you ever thought about making a discord serve...Have you ever thought about making a discord server? It'd be neat to post pixel art and talk about adult game dev stuff somewhere.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-26288934241329307232019-01-05T01:35:08.786-04:002019-01-05T01:35:08.786-04:00Well in terms of game over, there wouldn't be ...Well in terms of game over, there wouldn't be game over CGs. There would be events in some cases, or maybe even some animations like my patreon animations (albeit probably lower res).Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-62233763703430089242019-01-04T23:26:18.637-04:002019-01-04T23:26:18.637-04:00i like the idea of taking on a monster's colou...i like the idea of taking on a monster's colours (and maybe stat buffs/debuffs). if you did that would it tie into the game over scene? (e.g. monster carrying away the heroine for breeding)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-39989051142242340582019-01-04T20:25:48.028-04:002019-01-04T20:25:48.028-04:00Problem with having clothing on normal H animation...Problem with having clothing on normal H animations is that if there are 10 enemies each with long animations, then every-time I add clothing thats 10 extra animations with 15-50 frames each that I need to edit. Then the number goes up the longer I work on the game.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-16579594200780966392019-01-04T19:37:28.647-04:002019-01-04T19:37:28.647-04:00Okay. Good luck with your move.Okay. Good luck with your move.Dinkolishhttps://www.blogger.com/profile/04769476157163952506noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-8746267041160255392019-01-04T17:38:57.750-04:002019-01-04T17:38:57.750-04:00to prevent some h-scenes from being too repetitive...to prevent some h-scenes from being too repetitive you could just include the different underwear states shown in the third picture. That much shouldn't take too long and it could go a long ways.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-53958071984117750022019-01-04T09:33:37.199-04:002019-01-04T09:33:37.199-04:00This is good news.This is good news.FrostedFireFlyhttps://www.blogger.com/profile/17049191593519596110noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-44154412731922589942019-01-04T00:44:56.010-04:002019-01-04T00:44:56.010-04:00You will be able to
https://i.gyazo.com/d80695cb36...You will be able to<br />https://i.gyazo.com/d80695cb360d11458639863358cb3a30.png<br />https://i.gyazo.com/18d323a8e87194c951a92213c77dc9c7.png<br />at any time.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-56486900479635371662019-01-04T00:44:14.261-04:002019-01-04T00:44:14.261-04:00Hex was around Christmas.
I'm moving in a cou...Hex was around Christmas.<br /><br />I'm moving in a couple days, so there will be a bit of a delay before the first playable version.Kyrieruhttps://www.blogger.com/profile/17876819587515800795noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-90703191600440613892019-01-03T23:07:22.826-04:002019-01-03T23:07:22.826-04:00When did you make that Hex Maniac animation? It&#...When did you make that Hex Maniac animation? It's amazing. Also, it would be kind of cool to inherit something from an enemy that beat you. Is this rolling out anytime soon?Dinkolishhttps://www.blogger.com/profile/04769476157163952506noreply@blogger.comtag:blogger.com,1999:blog-7150748600895135243.post-59183251064183097272019-01-03T18:40:25.950-04:002019-01-03T18:40:25.950-04:00as long as i can be naked if i want ill be happyas long as i can be naked if i want ill be happyAnonymoushttps://www.blogger.com/profile/10821196865339373204noreply@blogger.com