miércoles, 25 de abril de 2018


Ok so I think I've seen enough of Godot to have a basic feeling on how it works and how would it be to make SpacEscape on it, I didn't made an hp bars or enemies, but that's just animation playing at certain conditions, pretty much like the player states (like jumping and running), if I decided to stay on Godot, there will be plenty of time to overcome any obstacles that appear.

So this would be the "final" version of that:


Next I'm going to try Multimedia Fusion, mainly because since I haven't seen any good/complex games made on it, I think it's not very powerful so I will quickly realize it's not the right program, but we'll see, there's also how well documented it is. I will attempt to do exactly the same I did on Godot and then moving on to the next program.

After that will be Game Maker's turn, pretty popular program, and has been around for a long time. And I'll leave for last Unreal and Unity.

Don't bother reporting bugs back, it's gonna be a LOOOONG time IF/WHEN I return to Godot.

lunes, 23 de abril de 2018

sábado, 21 de abril de 2018



More development, less fapping :D
Then again, I'm getting some interesting ideas for if/when I implement this recharge stations.

So, onto the progress thingy. No new demo to download yet; I've been tiding things up, making the controls as tight as I can; no much new anyway, just jumping and crouching attacks; I prefer to spent more time making sure everything works nice rather than just add shit and have it all fall apart.

Right now I'm trying to figure it out how Godot goes about using the GUI nodes, in the other hand, I'm trying to make the slide like in MM games where if you slide into a small corridor the slide persists until you get out of it; I though the is_on:ceiling function would be enough, but it doesn't trigger with the slide collision box, so when the slide ends you get stuck on the walls. Also waiting to get to the tutorials part (if there's one) that explains better collission boxes, because I need to be able to implement dynamic ones, I found a way myself, but I'm not sure if I found the right way, or just managed to do it very impractically.

Aside from that, I can now warp to different stages, and make the dbl jump to carry over and the item doesn't appear again if you already collected it. So that's basic movement, items and potential save file already tackled, remaining is health bars, enemies and sex animations, then I can move to another engine to test. But who knows how much will it take, so far I'd say I'm like halfway into the road map, so far things have been easy to do, but no one knows what future may hold. (that last line is a ref)

Anyway, you can go away now, shoo, nothing to see here-

jueves, 19 de abril de 2018

When you only wanted to...

Keep developing your game, and start making some new pervy crouch animation and end up doodling a sex animation instead and waste your day fapping away to victory...

Although I would be lying if I said I didn't liked it :V Specially the tittie bounce, but I do think the first one looks better, the other one I got a bit lazy a pulled a ToonPimp on it X(

martes, 17 de abril de 2018


Well, this is what I manged to get in these past few days, Godot (which apparently is pronounced Godó) seems very friendly, just as I imagined, a lot of shit is simplified in comparison from what I had to do in Flash.


Still very basic shit, so don't get your hopes high, I just started watching tutorials. Still haven't got to health bars and enemies, and I need to search advanced tutorials to see how do you implement dynamic hitboxes and the ins and outs of working with non 8bit frames for the animations.

-The slide can be canceled with jump, and by switching to the other direction.
-Replicated FlashMan's Stage from MM2 just for fun
-Should detect gamepads
-The punch animation seemed to get stuck sometimes (just jump to get out of it) but I couldn't get what are the conditions for that, try mashing with directions, see if you can figure that one out.

domingo, 15 de abril de 2018

First steps in Godot...

So, today I spent the day watching video tutorials for Godot, all beginner stuff, getting to know the Ui, how things are structured, nothing too practical for now. Hopefully next time I would have gotten to the juicy part of input keys and whatnot and I can actually upload the first ever  "playable" version.

domingo, 8 de abril de 2018

"#$%"# heat...

I think I'm coming with the flu, let's see how I wake up tomorrow.

domingo, 1 de abril de 2018


Next project that will never be done: My version of a Monster girl Battle-Fuck RPG

I got my last straw the other day when, yet again, I foolishly went and see what new H games were around, and after being disappointed again, I decided to teach these mofos how a good H BFRPG is made. (Like seriously, every monstergirls game I've ever tried has been a let down, even those monstergirl quest ones, imo Erotical Night is the best, but that doesn't mean it's good) 

Though kinda random I started with a harpy, but meh, I didn't really knew which monstergirl was good to start, I didn't wanted to start with the slime, that's for sure.

Get the demo here: