lunes, 27 de noviembre de 2023

Report

 Added the normal jump and atk jump tp the wolf as well as adding some stagger animation to both enemies when hit with a charged attack. I also added a small (albeit game breaking) pushback when you hit them with a regular shoot, the idea is if you spam bullets on them, they get slowed down, but I need to work on that.
I also added s chase timer because before it was like mandatory whenever you hit an enemy so they could do nothing but chase instead of getting hit, chase you and attack you. Buuut as expected just doing that broke a whole lot of shit because when the timer ended it was overriding the state of the enemy so all kinds of wonky behaviors were happening Still happening, that's whay I don't have a video this time, it all ended too borked I'm embarrassed to show. I swear to god, I spend 10% of the time actually adding shit and the rest trying to fix whatever the new thing broke.

Oh, and lastly, I added a "bored" idle animation if you let chibi still for 15 secs, inspired by CSoTN.



domingo, 19 de noviembre de 2023

Stream

Last stream. Made the shot and charging a bit more visually pleasing and the slime can jump obstacles now. Gotta update the wolfie to do the same.


 


Streaming

Today's strim. Warm up strim, just to get the ball rolling to start streaming again.
Tomorrow will be work on the game, if you wanna see how not to make a game, come picarto.tv/UrielManX7



 

jueves, 16 de noviembre de 2023

Mini poll

Chat, give your opinion on this.

I was just adding a knockback to enemies when they are hit, but on the initial experimental test, I wasn't able to tell if the knockback worked since the enemy continue its normal behavior, so it got me thinking "oh I need a hurt stage", but then, since chibi game will be gun only, I'm torn on whether enemies should react to being shot or not AKA stagger, as in being interrupted by being hit like chibi is.

Back to Bloging

Discord account got disabled (Oh No! Anyway), so back to Blogger.


This is what I've been doing lately. Almost done setting up slime animations, I still need to some sex ones to fill the different arousal variations and grab things, but I've done the attack and grab ones enough to test the slime and finally know if the thing I did to have a master code for enemies will pay off to implement new enemies later on, since they share 90% of the behavior, the real difference are the animations really.

So right miaow the slime works as making a jump attack when chibi has her clothes, once nekked the slime does the grabby tenty thingy; working fine so far; I even managed to make it so the slime bounces off walls in the opposite direction and has a bounce animation when it touches the ground again (I know that gif looks janky, it's from when I started making the jump attack).
Then I made a dizzzy animation for when you "kill" them, which in the end chibi's gun is more of a stun gun because you're not supposed to harm the creatures (too valuable research or something), so you shoot them, you stun them, and then you capture them by crouching on top of them when dizzy (I was thinking on making a dizzy animation for wolfie, but the going to sleep one works well). I did had to make a slight modification because in the tutorial, I have these type of doors that open when you defeat a particular enemy, but if you can't get close to the enemy to capture it, it doesn't count as defeated, so I changed that when you stun them, it counts as defeated, also added a message like the dmg numbers saying "STUN" for extra flavor. That was the last thing I did, had to dig quite a bit to remember how and where the heck was the code for spawning messages, curse me for taking such long breaks.
There's also a weird issue where the slimes hp bar doesn't work properly as the wolfie, which is super weird because both are using the same code, literally; the issue being the bar doesn't update quickly, so if you spam shots, they register only so fast, I might have an idea of what it is, but that's other thing to work on.

So, to summarize, finish the corresponding animations, test and release. 

That's all for now.



lunes, 10 de abril de 2023

This is a title

Started to port the slime animations I had into Godot. I'm feeling like just sending this one, finishing it as quick as possible. When I was working on that little mermaid doodle thingy, I realized something:That shit about "learning Godot while making A game" was total bullshit. Imagine if someone comes to you and says "I'm gonna learn how to draw, and I'll make this one drawing where I will test and practice all drawing techniques until I learn, then I'll make more drawings"; that's insane, and it's the same in this scenario. What I should have done, was to stick making small finishable games, to get those reps in, making the same stuff but slightly different, improving by iteration, then moving on to remaking SpacEscape. The way I'm doing it now, the remake would have been just my second game, what quality can you really expect from that? What could have I learned from making just one game? When every aspect (collision, saving, movement, etc) was worked just once, then moving to other things? Total madness. Plus, after working on the FNaF game and the other doodles and coming back to chibi, my god, the spaghettification, it really is not worth continuing it much longer. So, what does this mean, in truth Arisen? Well, cutting my loses, shorten the scope of this to just making the Mermaid and a final boss, the game is more or less done tbh, the basic mechanics are in, the objective is in (capture enemies to escape), just need to string it all together. After that, I think what I should do is focusing on all the pet projects I have, the solstice and little nemo one are small, as I just want to remake those with RoR mechanics, after the FNaF one seems like a good step up in complexity; and you know, no sense in staying on Godot 3 any longer, I've been using it, and it does feel like a new engine.















jueves, 16 de marzo de 2023

Frisky Night at Franie's V0.05

 It's been a while since I put this on the patron chat in discord, so it's time to put it publicly.

All the bugs in this one have been fixed, and will be ready on the next version that will be put first in the patron discord channel, for now, I think 2 weeks is enough exclusivity time, as the game is fairly small, once this gets bigger, the time will increase, you know, gotta give some tangible perks to patrons.

Right now I'm in the middle of adapting the code for multiple robutts, so far I just made it for the one, good´ld just make it work first, improve later thing. Once I have 2 functional robutts, I'll launch the itch.io page, and then I'll go back to work on my other stuff jumping from project to project to keep me from burn out, yes, that includes spacEscape. I kinda have to, anyways, Godot 4 dropped a few days ago, and it's pretty much a new engine, so I'll use the projects I hadn't started yet, to learn the new changes, since eventually I'll be making SpacEsape remake in godot 4, so; and finish this fnaf thing and chibiSE in godot 3.5, since converting them to 4 is not worth at all.

Ok, so back to the fnaf thing, link is updated on it's page (Blogger keeps warning me the page was put behind a warning message because of sensitive content, I don't know what's the big deal, the whole blog is like that, but ok), or in the side bar to the right. Here is the known issues (that are already fixed in the next version):

- Power down being weird (being looked at) - Nights continue regardless of being a demo (On purpose, the game does get "harder" as the night increases so I thought no harm in leaving it) - Soft lock if you get caught while camera is up (Patched code, need test to see if I fixed it) - Sex not seen if you aren't looking at the right door (Need testing, I have code in place to make the camera look towards the sex door, but)

Also, changelog is on the game itself.

See ya.

miércoles, 15 de febrero de 2023

First steps

I nearly have all the assets necessary to start coding the basic behavior, the looking around the office, and the cameras. I think I'll start slow, first just the 4 closets cameras, outside the doors, and the hallways. But I need to think also how am I gonna structure the things, like what will be it's own scene, the camera views, the sexatronic animations, etc.

 I decided to go for a "tunnel vision" setup, moving the mouse won't pan the camera to see the side doors, instead when you drag over the side arrows, the view will change to each of the doors, I'm still thinking on whether or not to disable the lower buttons while looking at the doors. 

 Speaking of which, one button is for cameras as usual, the other is for looking below your desk, I liked this idea someone told me, of a robutt sneaking in and trying to give you a quickie; so you check down there, and if there's a robutt, you flashbang her to make her leave (or not, if you want).


And, for those who had no idea about all of this (which I've been working non stop for like the past 2 weeks), here are some designs of the characters and sample animations.


 











lunes, 13 de febrero de 2023

asdf

 The other day I was browsing itch.io, looking for games to play, and stumbled upon one of them FNaF hentai games. So I went and tried it, thought it was ok, but then I went into the rabbit's hole and ended up trying like I'm pretty sure every FNaF hentai game known to man, and after being thoroughly disappointed by all of them (my stupid bar is too damn high I can't enjoy nothing no more), I decided to take matters into my own hands and make my own to my liking.

It's been quite a ride, a looong time since I last felt like this, so I'm riding the wind and see how far do I get. And noooo, I'm not droping you-know-what, but as I've said, as long as I'm feeling this motivated, I'll focus on this one.

 You can check it here: https://urielmanx7.blogspot.com/p/frisky-night-at-frannies.html 

Or go in to OTHER GAMES section at the top menu of the blog, or get right to the lastest build by going to the right section.

If you wanna keep a closer eye on this, you know where to go. (discord, duh)

jueves, 15 de diciembre de 2022

asdf

 

One asset I have a sneaking suspicion I'll need a lot going forward.
Image

Goddammit. The gallery was sorta working and now it broke again. All because of trying to whip something for the slime as kind of compensation for taking it out temporarily until I've made the necessary animations to fit the new grab to sex flow.

Ok, gallery is working now. Just need to tight a few loose ends with moans and sounds not playing.

Starting of the gamu https://vimeo.com/773156502

Welp, I did it again, got me into one of my patented lazy streaks, so close to finishing the current work load. So, here, to buy me some time, have some backstage shit. Some mock ups I made forever ago in last stream; to start setting up the slime for the grab states like the wolf has; still don't know if I'll use these. For a reminder, this is how the grab into sex flow looks like:
Initial grab (AKA Grab phase)
  - Grab loop
    - Grab Idle (normal, turned, horny)
    - Grab Struggle
      - Normal (Trying to get out)
      - Charm (Get into sex ASAP to minimize dmg)
Sex phase
  - Sex (normal, turned, horny)
  - Cum
Release
Image
Image
Image
Image
Image

Ok, I finally touched the game today. I wanted yesterday, but I didn't had time, I was prepping for hanging out with my friends for the first time after plague,Inc IRL started. But anyways, first task was to remember what the hell was I doing last time; which was figuring out why the save wasn't working all of a sudden. And I found the culprit, code line order. See, back in flash I don't know if this was an issue also, since when I updated the save/load code, I just copy the save section onto the load section, and invert the sentences, like in save it would say
 SaveFile = varialbe
so in load I just inverted it to
variable = SaveFile
, so if the order was an issue there, I never knew. But it sure is here in godot, you have to load the values in the exact same order you saved them in, otherwise you get the values all scrambled and get sent to the shadow realm (Btw, anyone playing Master Duel? send me an invite -981-677-184). One way to avoid having to be very careful in the order of the code, is to put all variables involved into a dictionary; which is a type of array that has labels for each value, so it's very user friendly. I actually use dictionaries to store the stats of enemies and special shoots, issue is, if I'm to do that for all variables that need to be save/loaded, I need to go through every single script and change every instance; which in hindsight, I should probbly do now that the code is relatively small. But the more important part, is the lesson I've learned for when I start the remake.
Which brings me to my next point. I was thinking the other day, I should at least go and create the project file for SpacEscape remake, so I can start throwing in there (a blank script) all the bits and tips I'm learning, because it would be stoopid to trust my memory. And then I though "What should I call it, actually?", like, do I literally name it SpacEscap: Remake? Or just SpacEscape? nd let ppl get confused which version they are referring to?

Started doing test runs now that supposedly everything is ready. Current status: Battling bugs.

Entrada destacada

Chibi SpacEscape Road Map

I'm gonna pin this post here to let you know what's to come, what I'm currently working on, and what will the next version have....