Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts

Wednesday, February 26, 2014

January February Winter Post

Next release date: Unknown, but it's still far away.


 In an attempt to push out a monthly update, I'm going to try writing little posts every time I work, and then try to publish it all at the end of the month.  No promise this stuff is interesting, but hopefully it's better than silence.  Even with this plan, I've managed to already miss the Jan update, so this appears to be working great so far!



Gnome shopkeeper - He's coming along well enough.  It amazes me all the little things I struggle on that I "should" have been solved by now.  For example I only now realized that you can't have hair in front of the eye, as the eye is on a higher layer.  Wasn't a big deal for this guy, it was more of an accident really.  His eyes are bigger than normal, which made the problem more obvious.  I could add another layer just for hair if I really wanted, but he doesn't even have anything special going on with his hair.

Actually, pretty sure I did exactly this for the heros, come to think of it.

Also experimenting with hairy arms & legs.  Not sure if I like the hair matching his arm color or his head-hair color.  Hairy feet possibly incoming.  Originally he was going to be wearing bunny slippers, but not sure that gives the same vibe when he's in a village full of bunnykin.  Would it be weird to see human slippers in real life?

And I still don't have pants quite right either.  I may save that bitching for another post though.  Borderline nit-picking.






First actual monster finally added for real.

Holy cow, I had put off working on this guy because I didn't like how he looked, and also because I REALLY did not want to animate the tail for his slither animation.  Okay, I also didn't want to do an image search for snake dicks.  So many good reasons really.  Anyway, started working on him this month too.  He's actually in the game right now as a valid monster.  Yay milestone!  Okay, all he does is slide forward, and if he grabs you it switches to the bunnygirl sex animation because I haven't drawn one for him yet, but still he's there!  Totally counts.  ^_^

So many of you spoke up in favor of the double snake dong that it might as well be canon for snake monsters from now on.  I'm also thinking I will completely ignore "real" anatomy on this one & just draw what I feel like.  Nice thing about fantasy work, there's a LARGE grey area for "right" when it comes to snake, and I don't think too many folks will challenge me if I get it wonky.  So yay for that.

Also, those of you with sharp eyes will note that the hitbox for the snake actually follows his tail.  For some reason I think this won't actually work, but because he flips around so fast to face you, I don't think it will ever be an issue either.  I know it depends on which type of hit test I use, but it has been so long since I programmed that part I don't remember.  Fairly sure I used the 'good' one that would pick up on this.  I'm at least 40% sure of it.  =D



Around the Interwebs:



I'm late to the party on this one, but if for some reason you missed it, go check out the demo for Mogi Origins.  Developer's page is here, and offbeatr link to pledge money is here.  Demo looks really good, action seems solid, art is spot on, and I even liked the humor.  Sex may be a bit lacking, but I'm willing to be optimistic there.  Looks like there's plans to add several new girls, here's hoping it all comes together.




What have I been doing you ask?  I've been playing Skyrim with a mod called Sexrim.  You may remember I both loved & hated the sexmods available for Fallout3, mainly because Sexout didn't work & I was forced coble together outdated mods instead.  Well, it looks like that team gave Skyrim the same treatment, and the results are surprisingly good.  They do a fantastic job with some of the tougher details like alignment & facial expressions.  It's not perfect by a long long way, but the improvement over the other sex mods I've tried is just astonishing.  If you're sitting around waiting for TESO to come out, go fire all this up & give it a try.  The path to getting all of it working is long & poorly documented, but it is worth the effort.

DirtyC101











Monday, June 10, 2013

June update: Break time!

This post will no doubt disappoint.  I have not worked on LotTO this month.  I've been busy with a combination of real life stuff and work.  Okay, that's a lie.  I'm busy playing Wartune.  It's not a great game, but it is surprisingly good for free.  I enjoy it, reminds me a great deal of the old Final Fantasy games I grew up with.

Not sure I trust the folks behind it terribly much though, as they seem to pull some really underhanded shit.   Since this is a porn blog, and blogs must have pictures, here's some examples.  Keep in mind that Wartune has NO PORN in it at all:






Yeah, would you guess it was an average flash game with a little cheesecake?  If you've been 'round ye old Interwebs, then yeah, you probably could have figured that out.  I like the idea of a free to play porn game as much as the next guy, but I know bullshit when I see it.  Which is a shame, cuz the base game isn't bad really.  Ah well, think of it as a good indicator as to the team behind the game.  I would have considered giving them some cash right up until they pulled this shit.  Oh, here's a link to the Escapist with some more details about the advertisements if you are curious.


In other news, although I have not been working on LotTO, I have been dinking around with making porn games.  As we've covered before, my game-making pace leaves something to be desired.  The big culprit (imo) is that I'm not motivated to draw.  So, I've been working on that behind the scenes.  No, I haven't learned to love drawing.  I've been searching for an artist.  And I've found a few in fact.  Sadly, nothing has really panned out yet.  Many of the folks are missing some combination of  talent,  tools, or time  (Oh, all T's - I wins!).  I've helped code a few minor bits here & there, but much of it never gets past the "ideas" phase.  Actually, that's a slight lie, I have one that's maybe 30% towards being a playable demo - I would love to get that one to a showable state, even if it ends up never going anywhere.

So anyway, that's my month in a nutshell.  I'm pretty deep in Wartune's claws atm, so don't expect anything from me soon.  Hell, I haven't even been surfing my usual porn sites, so I can't even give y'all a linkdump this month.  No fear, things will get better.  They always do.  :)

Til next time
DirtyC101



Friday, May 3, 2013

May Update: Snake. SNAAAAAAAAKE!!!!

Is it bad that the dude screaming "SNAAAAKE" at the game over screen is the only thing I can recall about the Metal Gear franchise?  Well, that, and running around under a cardboard box.  


My Game: 
Next release date: Too far out to even guess yet.

That said, I have (almost) finished the background for the first of the two zones in Act 3.  That's a big milestones to me.  The game becomes more than just a pile of parts, & I can actually walk around & explore.  It also means it now takes longer for me to run around & debug, but that's a problem I'm glad to have.  haha.

I should probably water down the above statement a bit.  Yeah, the backgrounds for the beach level are done, but only the backgrounds.  There's nothing to interact with yet, so it's really quite boring at the moment.  Hell, there's even a few places in the background where I have placeholders because I'm too lazy to draw the details.  hahaha.  But even so, I've passed that marker when the game world starts to feel like a game world.  That's cool.

I've seen a lot of requests for more NPC sex, and there's even places where it would fit on the beach level, so I'm going to try & include some.  We'll see if we like the results.  I'm honestly a bit torn, as it takes just as much effort to add NPC sex as it does to add monsters. The monsters add more gameplay though, so they're a better use of my time.  Then again, hey, sex game.  Any sex I add is a good use of my time.  hahahah.





Speaking of, here's the first actual monster from the new level.  As always, drawing is not my strong point.  Please feel free to help me deconstruct or to offer any pointers on how to touch him up.  (Is it wierd that I kinda like posting my own art, because I suddenly see all manner of terrible flaws once I press that publish button?  hah)

I purposely made the fingers extra long because I thought it would give a neat, almost sinister look.  It kinda works at a quick glance, but if you look twice you see the proportions are out of whack.  I think the palms need to be wider, which might allow me to extend the fingers too?  Anyway, I may take another swing at it, but fuck, I hate drawing hands so much it may just have to float as is.  hahah

Also not quite happy with the head.  It's serpentine alright, but as a whole it just doesn't click.  I think I may have the whole head too tall, possible the eye is too far back as well.  Or perhaps the back of the eye needs to be rounder?  Anyway, more things to tinker with.


This also brings us to one of the more entertaining parts of my blog.  I haven't planned out any sex poses for this guy yet.  If you are feeling creative, here's a good place to offer suggestions.  It'd be cool to involve the tail in some manner, but not necessary.  

Don't forget the rules from last time - he gets four poses in total.  At one end the hero should be dominating the grapple, while at the other he should be dominating, and there's two more positions in between.  The four poses should all be related, and only the very last pose should involve penetration below the waistline.



Around the interwebs:
No new games really caught my eye this month.  The only big news I saw was on Offbeatr, where Fenoxo proposed a new game idea and generated more than $100,000 in pledges.  That's some serious dough!  I suspect all the amateur game makers are going to come out of the woodwork shortly.  With luck, there could be a flood of new porn games posted by late this year.  Looking forward to that.

Til next time
DirtyC101


Update: Right after I posted this I found out that Kyrieru posed his new game Eroico.  I haven't played it yet, but I loved the last one.  By the time next month rolls around though this will be really old news, so thought I'd drop a quick bump here.  If you're a fan of pixel porn, go check it out.  Demo is free, and the whole game is only $5.









Sunday, April 7, 2013

April Update: How not to draw skirts

My game:
Next Release: Don't know yet.

So been drawing new armors for the game.  It's going well enough, although I find that I can spend a whole week & still not finish a single one.  In particular, I couldn't get the balance between sexy & armor right for the new wizard robes.  I've redone the whole thing at least 4 or 5 times now, and still not sure I'm going to keep what I have.  Which brings me to today's topic.  It really bothers me how I still can't get dresses or skirts to look right.  You might notice they're always the first thing to get torn off.  It's because they always look wrong to me in at least one of the possible poses.  So I make a point of removing them first.

For whatever reason, it finally dawned on me today that the reason they look wrong is because they aren't hanging like they should.  I don't have a separate clip for the lower half of the armor.  It's either tied to the torso or tied to the legs.  So when the hero crawls or lands on her back, the skirt still points straight back rather than following gravity.  In the past I've worked around this by deleting certain tracelines & smearing colors.  It works most of the time, but if you catch certain frames you'll see it looks really wrong. For example:




The picture on the left isn't so bad.  The skirt height in the rear doesn't quite cover the rear leg though.  If you're looking, you see it.  The problem is the same skirt height looks really stupid when she's crawling.  See the picture on the right.  What's that triangle doing sticking of her butt?  Hhaha.

Okay, maybe this is a silly thing to bitch about, but it's one of those things I've been trying to work around for a while now.  For each outfit with this problem, I've tried a slightly different approach.  And each time it's had some problems.  So I think this is really just a reminder to myself - Next game, I need to include a separate sprite just for the lower armor.



I'm still slowly making the backgrounds.  It's a nice way to waste time when I have like 20 minutes to kill & don't feel like doing anything ambitious.  I have run into a strange problem though.  There's a few spots where the 'path' on the ground isn't nice & straight.  For example, here's one where it opens up into a little clearing.  It's supposed to blur the dirt lines into the grass, and it appears to do so in the editor.  But when I actually play the game, the blur doesn't show up:



No idea what's causing that.  I'm sure it's something stupid I should know, but for the life of me I can't remember what. 

Oh, and you can see the red lingerie set from the elvin ladies in that last picture too.  Someone requested I make it.  It wasn't planned, but I already had the boots drawn, and I needed stockings & gloves for the new wizard armor.  At that point making this set was just applying some color swaps, so I figured I'd go ahead & knock it out.  (See, I totally listen to fan requests.  When they're easy.  hah!)


Around the Interwebs:

Toffi released Melly 2 last month.  After several complaints, he released an easy version.  This really strikes home to me.  How do you balance the difficulty in a game where you lose to see the reward? Should the difficulty be really high, so that the players get to see all the sex scenes?  Or should it be really easy to beat, in which case the players have to replay & lose on purpose to see the fun stuff.  That's backwards from where a game of skill ought to be.  Perhaps sex games aren't meant to be games of skill?  (Or it's the skill of playing 1 handed - lol!)

I personally liked the way he handled this problem.  There's was a cheat mode already built into the game.  It gives you infinite lives and it lets you skip levels.  In my mind this is even better than a gallery mode, as you still get to see the animations you want, but you get to play the game too.  Anyway, folks still complained that this was too hard, so he released an easier version.  In fairness, the original difficulty is hard by being downright cheap sometimes.  I'd often see a fast monster run up behind a slow one & get me before I could fire twice.  I assume that's in there to force the occasional sex scene?  Glad to see the sex, but not when I feel the game is cheating.

Anyway, one of those things that we have to keep balancing.  Glad to see I'm not the only one who's thinking about it.

-DirtyC101










Sunday, March 3, 2013

March Update - Ho ho ho, Green Giant!

Don't sweat it if you don't get the title, just means you didn't watch enough American commercials in the 90's. 

My Game:
There's 3 stages of poison severity in my game.  You'd have to try really hard to get past the first stage in the current release, but most of the basic mechanics for all three are there.  There's a section in Act 3 where the 2nd & 3rd poison levels are much more likely to occur.  I wanted a more visual cue to help distinguish between the three.  So I've been playing with adding a green tint to the hero's skin.  As you might imagine, this had some comical results until I got it right:


Supposed to be poisoned, instead she came out kinda hot.  Well, if you're into green chics anyway.  haha.  Anyway, after an afternoon of mucking around, I realized two very important things.  Crankin the green up gives ya bright green skin (like above).  If you want a darker/sickly green color, you really want a green in the middle of the spectrum. 

The other thing is that you don't so much want to amp the green.  What you want is to mute the other colors.  Muting blue seems to be more important than muting red BTW, although I'm not quite clear why.  I'm still using my preschool knowledge, which says blue + yellow should get me green, but here I already have green.... bah, whatever.  Anyway, tone down red a little & tone down blue a lot & you get some really nice dark greens.  Probably obvious to anyone who's looked at a RGB color palate, but the obvious isn't always so obvious when you're working.  heh.


When I left off last month I said I'd be working on drawing backgrounds.  All true, and making progress there too.  Backgrounds aren't terribly exciting imo, but here's a sample of one of them:


I've got most of the trees & grass built, so from this point making the backgrounds should just be a matter of plopping down vegetation until I'm happy.  The water's not so great though.  Probably needs more than just a single solid color.  Simple gradients aren't cutting it though, and I don't want to add much more detail.  I want to keep the backgrounds simple - especially for something that you can barely see.  So I dunno, something for me to play with some more.


Around the Interwebs:
Okay, there really wan't much to catch my attention last month, so going to talk about something slightly different.  One of my fantasies is quitting my day job to do this full time.  Don't get too excited about that, it really is just a fantasy to me.  I actually kinda like my day job.  Anyway, a more realistic dream might be to get good enough at making games to make it a second source of income.  Might even motivate me to work on my games on a regular basis.  ha!

I'm not much on setting up stores, begging for sales, and I downright detest DRM.  So the idea of selling finished games has always been a no-go for me.  But recently there's been this new push from sites like Kickstarter.  If for some reason you haven't heard of Kickstarter, the idea is you pitch your games when they're still ideas or demos.  If folks like it, they donate a few bucks.  Mutiply this by every bored person on the web, and you have the potential for a fully funded game.  I think it's a fascinating idea, although not without it's own set of flaws mind you.

In my case, the biggest flaw is that Kickstarter prohibits adult content.  Naturally, there's another site out there to specifically fill that gap.  That one's named Offbeatr, and seems to offer what any aspiring adult game maker would need.  So I started browsing though the details.  I have to say it looks really sketchy from the artist side.  Because it's adult content, many companies won't touch them.  So they're having to do a lot of work-arounds to make payments happen.  And they're passing that charge on to the artist.  They get a 25% cut (vs. 5% for Kickstarter), and all the payments get processed through some 3rd party Paypal knockoff I'd never heard of.  I supsect it's all above board, but man, it sure raises a bunch of warning flags.

Anyway, not looking to make that plunge anytime soon.  Don't worry, I'm not going to suddenly put LotTO up on a donation site & beg for funding.  I might cite it as an example of what I can do however, which means I need to get back to work.  hah!

DirtyC101

Monday, December 10, 2012

Drawing December

My game update:   Wasn't planning to resume work until January, but ended up missing it too much to stay away.  Still not in with both feet, so don't go thinking I'm going to have the next release ready early.  Hell, I don't even have a release date in mind yet.

I've been mainly drawing, or trying to remember how to anyway haha.  Each of the characters has a "final" outfit they can unlock in act 3, so I thought that would be a good place to start.  The wizard & warrior outfits are fairly obvious (imo), but I wasn't sure what to give the space marshal.  There's nothing that would really fit the role in a fantasy world & not cover too much skin.  I briefly considered giving her a ninja costume or a wild west duster / trenchcoat.  Then I realized I had skipped the fantasy staple of the chainmail bikini.




Drawing chainmail has proven harder than I thought.  I originally tried drawing each link, but the links ended up being so large that it no longer looks like chainmail.  Sexy perhaps, but not the direction I wanted.  So next I played around with making a rough outline & filling in various hints of detail.  This helps make it look more like chainmail from a distance, and it's probably easier on processing power too.  I still don't think it looks quite right, but it's getting closer.  My complaint now is that it could be mistaken for something frilly or lacy at first glance.  Metal is highly reflective, and I'm not quite conveying that yet.  I think more dark & light detail will help, but my first few attempts ended up looking busy without actually conveying the metal links.  So not entirely sure what I need to do.   I'll play with some more.



Around the Interwebs: 


It looks like some folks have made a World of Warcraft sex game.  Link here.  I haven't played the demo yet, as it doesn't run on my computer.  From what I can tell, they ripped the character models from WoW, added them to a different game engine, and created some sexual poses.  I have to confess, I'm intrigued.  Here's hoping the final product is better than "go kill 10 rats".  =D



And lastly.  ONE MILLION HITS??!??!?!  Don't think I didn't notice that.  Pretty sure I'm supposed to commemorate with some sort of present, but seeing as how I'm just now starting on the game again, I don't really have anything new to offer.  I'd post some fan art, but no one has sent me any.  And it would probably be better than what I can draw, so let's not go that route.  heheheh.  Seriously, thanks to everyone for dropping by.  It's downright awesome to know I'm not the only deviant out there.  <3

DirtyC101




Tuesday, July 3, 2012

July Update

Next Game Release: Summer-ish

So the only big things left to do are animate the human boss & final boss. So it would make sense that I'd be working hard on that. Naturally, that's not the case. Instead, I've been working on:



Yeah, I think one person commented that the game wasn't as hard as he was expecting. So clearly it made sense to work on that. lol. No really, I've actually been working on Horde mode a bunch. Rather than flood the screen with mobs, I wanted to try increasing their difficulty. Once I had that piece of code, it seemed like it wouldn't be too hard to incorporate it back into story mode as well. Turns out I was wrong on that part, so when the next release comes out, I'll be asking y'all to specifically look for spots where this is broken. heh.

And for those of you who wanted an invulnerability code... well, okay, this isn't it. But I also added the code "Softer", which will reduce the game difficulty. I think you'll find it's getting pretty close. Just don't go overboard with it, or the mobs will just flop over in seconds regardless of how you set the grapple duration.

In related news, I've been going through the tutorials over at http://www.codecademy.com/. My 'formal' programming training stops at loops & if/else statements. So much of "object oriented programming" is just lost on me. I'm slowly fixing that. They don't have Actionscript specifically, but Javascript has been close enough so far. It's also been inspiring me to write slightly better code, so I've been going back & revamping large chunks to use functions, rather than having the same code copy/pasted into 10 different spots. Yeah, I'm sure that will break something too. The great thing about programming - it punishes you for doing it 'right'. =D

DirtyC101

(Edit - For some reason like 1/3 of the text keeps getting hi-lighted in white.  I also think I'm seeing individual words in the wrong font.  Think I've fixed it, but damn, WTF?)

Tuesday, June 5, 2012

June Update

Next Game Release: Summer-ish

So ya may have noticed it's now June.  That means summer is finally here.  So in theory my game could be released any day now...  I'll spoil that for you, probably not going to be this month.  But now that summer has started, the 90 day counter has started for real.  Time to really get to work.  I'll see if I can step it up a bit & have something out before summer's gone.  (And now I've gone & jinxed myself.  He comes 90 days of emergency house repairs, overtime at work, & RL drama.)

So been drawing the human boss.  And like every time I draw, it takes me forever to get into it. I'm just not motivated to draw the same way I am with programming.  There's this 'dread' phase I have to get over before I can get into it.  Once I get past that, it's really kind of fun.  It's a shame, cuz I bet if I ever could get into drawing and keep at it, I could get decent.  As it is, seems like I forget everything between my drawing phases.

Anyway, I got stuck drawing hair for awhile, & thought I'd capture the process.  The leftmost one was my final pass on the first night.  When I was zoomed in, it looked great, but as soon as I stepped back again I could see that it was much too small.  It's like it's painted on his head, rather than flowing loose.  So the next several I simply kept saying 'make it bigger'.  The second one looks weird cuz it's too square at the back.  The next one is better, but it's too shallow at the top.  The top would be fine if his hair was pulled back tight like in a pony tail or something, but it's not so it looks wrong.  Maybe if he was looking into the wind or something?



To me, it looks like his jaw moves in each picture.  It's not, nothing changed but the hair.  But I think this is why I have so much trouble drawing some days.  I change one thing, and that makes me want to change another thing, then another... and pretty soon I have something totally different than where I started.  Not always a bad thing mind you.

Fairly happy with the hair on the right now.  It fits the size of his head, & kind of has an untamed look to it.  The rearmost line is too smooth though, but when I try to put some wavy in it, it all falls apart again.  So smooth line for now. haha

-DirtyC101





Monday, April 9, 2012

April Update

Next Release: summer-ish

From what I understand, Kyrieru lost his job recently.  Rather than jump back in the rat race, he's going to try making porn games for a living.  As someone who enjoys playing porn games, I want to encourage this.  =)  So, his first game is completed.  It's called Kurovadis.  The demo is free, and the game is only five bucks.  You can check it out here: kyrieru.blogspot.com

Probably best to keep Kurovadis discussion on his boards, but FWIW I liked it.  While most porn games are mainly porn with no game, this is closer to the opposite.  Sure, there's porn too, but the focus is on the game here.  I guess you could fap to it if you tried hard enough though.  lol.


Okay, onto my game.  Still progressing, but the pace is mind-numbing slow.  I'm about halfway through the double team animations now.  There's not really much to discuss there though, so I'm going to break my usual habit & talk about something that might not even make it into the game:


Take a quick head count in case you missed it.  Foursomes.  Or call them triple teams, either way works.  This is a fantastic example of feature creep.  It's something I hadn't considered originally, but once someone suggested it, I thought it would be a good idea.  

Don't get too excited though.  I don't have any code in yet to support this, and at the pace I'm going this will be months out.  In my defense, this may not actually work once I try to put it into the game, so don't be shocked if it's not there in the next release.  Could end up being more of a social interaction than a fight for all I know. hehe.  

-DirtyC101







Saturday, February 11, 2012

February Update

Next Release: Summer-ish

Hey all,

Sorry for the sparse posts.  I haven't been working on the game much this last month.  My other hobbies have suddenly become more interesting than porn. (Seriously, how often does that happen?)  Don't fret, I expect to be getting back to coding again shortly, but in the meanwhile I'm happy to ride out my other interests for a bit.

Although I haven't done much with the game, I'm pretty excited about what little I have done.  Almost all the comments/problems from the last few months have been addressed to some degree.  I'm not promising y'all will agree with my changes, but I think in every case the result is better than before.  So, that's pretty cool.  Crawling has in fact been greatly reduced, the bunny village is little less annoying to travel around, and there's even a few bonus goodies hidden away now (be sure to go back & visit old levels in the next release).

I'm starting to work on the double team animations now.  I'm not 100% sure I'm happy with them though.  One of the things I really wanted was for the original single monster grab to influence the double team position.  So for example, a single human male grab would combine with another human male/female like so:


This sounds okay & all, but it also means that the animations are a bit repetitive.  In this case, the original male's animation barely changes at all, and the actual difference between the 2nd male/female isn't really all that big either.  Of course, I'm showing one of the worst examples so far, and I'm cherry picking from the four grapple positions...  Still, not sure this is going to give me the variety I want.

On the other hand, this is also much faster to animate, as I don't have to change the animations nearly so much either.... So not entirely a bad thing.   hahah!

Anyway, that's where I've been for the month.  Hopefully I'll have more to post soon!
DirtyC101





Wednesday, December 14, 2011

December Update

Monthly status update:  I have no idea when the next release will be ready.  I'm guesstimating spring or summer at the moment.

K, that's out of the way.  I haven't worked on the game much at all this month.  I've mainly just been enjoying my break, re-reading comments, daydreaming about the game, oh, and actually PLAYING some other porn games.  I've found a few I really like too.  I'll puts some links at the bottom of this post if you're curious.

On the upside, the new computer is up & running.  On paper, it's much faster than the old machine, and in many places it really shines.  However, when it comes time to save my work, it takes forever.  At this point I have to assume there's a bug somewhere that's causing Adobe to hang, or perhaps the virus scanner is going crazy & scanning every block before it allows a write.  Whatever it is, I can see that one processor (or core) is running flat out for minutes at a time, while the rest of the machine sits idle.  I guess Adobe needs to multi-thread the save function?  Frustrating, because I can literally copy the entire .fla file in 5 seconds, but Adobe takes upwards of 5 minutes to save the thing.  What's it doing?

I have been tinkering with something however.  Let me attach a picture below.  See if you can figure it out.  ;P



It's not done yet, but yeah, I'm working on alternate color schemes for each of the characters.  Eventually I hope to have a slider bar so you can make your own color combos as well.  Learning to code this has been both fun & incredibly frustrating.  I'll probably rant about it later.  I like the results, but let's just say that Actionscript2 does not handle setting colors well (imo).

This has also served as a nice time to go back & clean up my lines & such.  The hero sprites were some of the first things I drew for the game, which means there was a lot of draw-erase-draw-erase going on.  It's amazing to me how overly complex some of the curves are because of this.  I'll see what looks like a simple curve, but upon close inspection I'll discover it's being defined by 50 points (should be like 3 or 4).  So, I've been fixing that too.  There's a (small) chance that this will result in a faster game for those of you on older PC's, but mainly this is just about me optimizing where I can.  Damn you OCD!!!

OCD: "You know, you should really set her eyebrow color too"

Me: "FUUUUUUUUUUUUUUU"


So, what have I been playing you ask?  Let me start with Dusty's Castle.  As far as I know, it's the first game that's ever been finished on the LoK forums, so a big congrats to Gorepete.  Gorepete also added a color slider just before the game was done, which pretty much inspired me to try & do my own.  So I reckon that's a double thanks I owe him.

The next game I'm playing is all Japanese.  The only text I can read says Hikaru Senki, which seems to be what folks are calling it.  I call it 'train your Pokemon to be a rapist', which doesn't quite flow off the tongue so well, but leaves little doubt about the gameplay.  Anyway, I was shocked at how much fun it was.  Game boils down to collecting shit & sexing up enemies.  If you're interested, follow this link.  Be sure to scroll down & read all the menu translations, as you'll need to know how to equip & swap weapons & such.

And the last link I'm going to post is a game called pretty warrior may cry.  Other than the 3D, this is almost exactly what I wanted to do for my next game.  So needless to say, playing this was a surreal experience.  It was like playing a game plucked from my dreams, described to someone over the phone, who doesn't actually speak English.  So yeah, I loved it.  No promises you get the same experience.  ;)

Til next time
DirtyC101







Saturday, November 19, 2011

When will the game be posted?

Right now!  Check the sidebar, version 0.50 is out.  It's incomplete in places, and some of the art is just wireframes, but it is very playable.  There's a lot to say, so let me try to be brief.

Re-read the instructions at the start menu.  A lot has changed.

R activates run mode, and down arrow activates blocking.  While running, your defense is greatly reduced. Vice versa when blocking.  Not 100% sure I even want blocking in this game, but given how hard some of the monsters are, it's almost a necessity.  (Feedback here would be good)

If you are dominating a 1-on-1 grapple, extra monsters will not be able double team you.
None of the new monsters have double-team grapples (yet). 
Just pointing both of these out to try & avoid some confusion.

As always, please feel free to mirror this game on other sites.  I have no idea what my limitations are on bandwidth & all, so having the game distributed to multiple locations is probably a good idea.



Lastly, I wanted to point out that now would be a really good time to send me a donation.  I think y'all know I've been having computer problems, and the machine I had been using to make this game is now kaput.  So, I'm going to be building a new computer for the sole reason of making games.  Some folks have already come forward with money (thanks again!), and I figure now's as good a time as any to beg a bit.  To be perfectly clear though: I do not NEED money.  I'll be buying a new machine with or without donations, so please don't think that you must donate for any reason.  Donations would be very appreciated though, so if you enjoy my games, well... now would be a fantastic time to show it.  =)

Thanks Everyone!
DirtyC101





Known bugs:
If multiple monsters drop items simultaneously, only one will hit the ground.

If you are grabbed while using a Staff special attack, the power up sound will continue for a while

Being re-grabbed immediately as the first grab is ending will often cause the grapple bar to remain hidden for that grapple

Large items in the foreground can look funny.  Their tops will be hidden when in dark rooms, and they will often clip the interface bar at the top of the screen.

The code "TowardTheHorde" says it doesn't work when entered.  It actually does, and it works better than it's supposed to (it unlocks both Act 1 & 2 monsters, instead of just Act 1).  Since it's a 'good' bug, I'm going to leave it for now.  Enjoy.  ;)

Monday, October 24, 2011

Background's background.

Let's fire this one off by saying thank you to everyone who commented on the previous post.  I am well aware that many of you have to make additional accounts just to post here.  So, thanks for taking the time to do so.  I've read through the comments at least a dozen times already over the last weeks, and will likely do so again before I'm done.

Game is progressing along well enough, but I'm kinda at the 'boring' part - I'm drawing backgrounds.  Now, I rather like this part, as this is also when I code the movement between all the different rooms.  So when I'm done, I've suddenly gone from a blank canvas to a world where I can walk around.  For lack of a better term, the game becomes an actual game.  But this part doesn't make for great blog material, as it doesn't generate any news.  There's no new programming tricks I need to try & learn, and the art isn't so hot to be worth really showing off either.  It's just part of the game making process that ya have to get through. 

In fairness, there is actually A LOT to learn just about drawing backgrounds.  It just isn't nearly as interesting as drawing boobs.  ;)

So rather than talk about backgrounds, let me mention something else that's been on my mind:


(As always, ignore the pink boxes & most of the text.  Just there for testing)

There's a lot more gear available now.  So you'll be able to pick the weapon class you want to swing & which armor you want to wear.  But this creates a new problem.  None of the items were drawn with the intention of being mixed & matched.... so the characters can end up looking just ridiculous.  Amoung my friends we'd say the character has been warcrafted, as this happens all the time in WoW.  In the picture above the collar & the gloves are both black, so it's not terrible, but you can imagine how bad this looks with a bright blue hat.  Not sexy at all.

Then again, a mop isn't exactly sexy either, so it's not like I can preach too much here.  But I'm seeing some really terrible visual combinations on items players could use together.  In an MMO, you just shrug & move on.  In a sex game, it strikes me as a much bigger problem.

That's all for now
DirtyC101




Sunday, October 9, 2011

Double Post: Elves! + Name your favorite postions

And the last race that will inhabit Act 2 is: Elves.  Woo!


I tried some new stuff here, and I'm really happy with how both of these turned out.  The hairstyles were both deviations from my normal.  The guy's in particular was completely new.  Fortunately, there's tons of 'anime hair' out there if you search, and even a few tutorials on how to draw it.  I do think it's pretty funny - when I was drawing it I thought it looked like shit, but was maybe passable.  Now that I'm seeing it again today, I think it looks pretty good honestly.

The girl's hands aren't quite right, but when I draw the gloves over them, I think it comes out pretty close to what I want.  I might try another pass, but honestly that's can be like an entire day's worth of work, & not sure there'd be enough of an improvement to justify the time.

The only thing that's jumping out to me as wrong is their relative head sizes.  The girl's head is a bigger than the dude's, and their neck lengths are off.  I think I'll probably change the dude's to match, although either would work imo.   It's only when you put them side by side that it looks strange.

So that's what I see.  Really not many changes planned for these two.   If you have any comments or artist feedback, get it in now before I start animating.  =)


That's kind of a short post, so let's move on a bit more.  Here's a picture of all 6 'monsters' together:



A few weeks ago I mentioned that I'd consider requests for sex positions.  Well now's your chance. A few rules before we start though:
  1. Your pose must have 4 variations of the same position, and they need to include at least one phase where the hero is dominant and one phase where the monster is dominant.  For example, I could do something with doggy style like:   Phase 1: Hero reaches under legs & gives handjob, Phase 2: Monster grinds cock on ass, Phase 3, Doggy style penetration, Phase 4, Doggy style, anal penetration.  Your suggestions don't have to use the same position for all four phases, but remember that there's no animation between the different phases, so keeping the poses similar is important.  Having them teleport from say a missionary position to a standing one looks wierd (imo).
  2. Try to limit vaginal/anal penetration phases.  Single monsters should only have one, and double team attacks can have one or two.  (My doggy style example above fails this rule, which is why I haven't used it yet).
  3. All the monsters are drawn from the side.  Try to keep the requests to something I could realistically show from this view.  I'm not completely opposed to drawing the heros at new angles, but I'm not in favor of it either. 
I think that about wraps it up.  If you have a pose suggestion that you think would work best with only one type of monster, feel free to justify why.  For example, I could see the doggy style attack I mentioned with the male bunny more than the human, simply because doggy is closer to how bunnies fuck IRL. 

Oh, & lastly,  please don't be disappointed if I don't use your suggestions, or if I do something similar but not what you had in mind.  I'm a big believer that too many chefs will spoil the stew, so anything said here will get my spin on it.  Should help keep the game coherent, or failing that, at least maintain a thread of commonality.

Thanks
DirtyC101

Saturday, October 1, 2011

October Update

Important stuff first: Still no date on the next beta. 

Okay, with that out of the way, my goal hasn't changed since last month.  I'll post something before the end of the year.  I want to get as much done as possible before I put out my next release.  Ideally I'd like to post a nearly completed game for final bug checking, but more realistically I'll be happy if I have Act 2 finished by then. 

So most of this month has been spent drawing.  And that's fun enough I guess, but I get sick of it after a bit.  When I get fed up & have to do something else, I go work on splicing the story into the actual game.  So let's talk about cut scenes.  Originally I wanted to do like a comic book, where there would be maybe a few pages & the screen would slide from panel to panel.  But it's so much easier in flash to just completely refresh the screen, so what I have now is more like a mini-slide show.

Don't worry, there's not that much.  My goal here is to keep them light enough that folks will skim them at least once.   Which is actually the point of today's post really.  K. Fox & Leilei's intro story are both pretty quick, but Farah's seems like it's too long.  So as soon as I remember how to attach flash files, I'll post her intro below.  Take a look, and let me know what you think.  Is this too much intro/dialogue for a porn game?  And yes, I know I'm using stick figures at the moment.  Like I said, this was something to do when I did NOT want to draw more.  It'll get fixed.

The only other bit I've been working on is flipping between the acts.  It might not sound like a big deal, but the main game is set up for combat, with bars & zooming & all that good stuff.  Trying to turn all that off so I can post scene transitions is proving to be much harder than it should be.  heh. 

DirtyC101

Farah's Intro:
You can also download it directly here.


EDIT: This flash didn't fit well in the old layout.  To fix this, I've increased the main column width for the blog.  Seems like something I'll need to do eventually, as I'll likely post full games here at some point.

Sunday, September 4, 2011

September Update


R said... How many acts are there gonna be? And are you going to release any more betas or wait till its finished completely?

This blog is popular enough folks are building accounts just to post?  And one letter names are still available?  Lols all around.  ;P

The game will have 3 acts.  The first act ya already know from the beta, it just needs the final boss & some misc background stuff (which is what I've been working on).  The second act is slightly smaller in length, just because there's less running around/puzzles.  You'll visit Hoppykin Village mainly to gear up, and once cleared you'll probably be bouncing back there occasionally for repairs & upgrades.  (Did I really call it that?  I need a better name.  Sadly 'Shire' is already taken.)  Then the 3rd act is the real meat of the game, and SHOULD be about the size of the other two acts combined.  It may shrink depending on my motivation, but the goal at the moment is a moderately sized area.

My goal is to have the game done before 2012.  I promise I'll post something playable by then.  Whether it's merely another beta or a full game will depend on how much spare time I have (I could really use some more 3 day weekends).




And to wrap this post up, here's the ending screen from Act 1.  This is how you unlock the cheat codes, so thought I'd show ya your goals.  This is an early screenshot from back when it was full of bugs, and I thought it was neat because I managed to get zero's on everything (which is impossible, as you have to defeat the slimeboss to make it appear). 
DirtyC101

Saturday, August 6, 2011

August Update

I'm sure everyone's wondering when the next update will be.  I don't know.  I'll probably put out another beta before the final release, but until I feel I've got something worth showing or testing, I'm going to keep the actual game under wraps.  On the up side, I'm hoping to have the full game done before the end of the year (3 games in 2010 & nothing in 2011 would be pretty lame, imo).  

Let's talk about noise.  What do you call all the moaning, panting, & screaming  that the chic does during sex?  For the sake of keeping this short, let's just say 'voice'  It's pretty much the only noise the characters have during the game, so I think calling it their voice fits.  That's what I've been working on the last few days.  I've never been happy with how I've done this in the past.  The girl's voice has always been called by the animation timeline.  So say whenever there was a thrust animation, the first frame would also play a moan sound.  The problem with this is that some of the animation loops are less than half a second.  In order to keep the sound from clipping itself, I had to cut the voice samples to be shorter than half a second.  Which just sounds like shit, imo.

I had a new plan to fix all this.  I was going to make longer sound clips, and loop them based on the sex position.  The problem is now that I have it working, I don't like it.  The sounds don't sync with the motions, and because the voice loops are still fairly short it gets repetitive very quickly.  It may be even worse than the old method, as at least with the old method I could squeeze in some variety with some random calls.

So, I've decided to scrap this new system.  Unfortunately, I haven't figured out what I want to try next.  Voices are very important (imo), and I want to get this nailed down before I make too much more of the game.   I'm sure I'll puzzle out something, but progress is slow when I don't have a target to aim at.   On the up side, I've now got a much better handle on how the onSoundComplete command works (It triggers code when the sound stops, but you HAVE to call a function with it.  That was a bit beyond me when I first started).

That's most of what I've been doing lately, so no new picture this month.  Oh, I did add a run button though.  Technically it works just fine.  However now when you're running you can't go through doors.  Yes, I'll get that fixed, but I thought it was funny.  Crazy code, always doing exactly what I tell it to do.  =D

DirtyC101

Wednesday, July 6, 2011

July Update

July?  WTF happened to June???

Short answer:  Computer problems. 

Longer answer: I have 2 PC's.  I keep one in the living room for playing modern games.  When that gets too old & gets replaced,  I don't throw it away.  I bring it to my room & use it to surf porn & write my games.  If y'all remember from a few months ago, the game was reaching a size where my slower machine really was struggling.  And my good machine was kinda old too, but it's not quite ready for its second life.  So I decided to only buy some key parts for the fast machine, and then the parts that were replaced would trickle down to the porn machine.

And that's when the shit hit the fan. 

So, for the last few months I've really been out of touch in the porn circles.  The good machine has been working great, and I've been happily addicted to some new (non-porn) games.  The porn machine though has been giving me fits.  I seriously think I've re-re-re-re-re-re-re-re-installed Windows XP about a dozen times over the last 2 months.  Everything from hard drive failures to burnt processors to bad RAM, and lately a series of random bluescreens which I *THINK* might be a driver issue, but still haven't 100% nailed down.

Anyway, point of this note is simply that I'm not dead.  And as much fun as Sims Medieval is, there's not nearly enough naked for a game with 'slutty' as a character option.  So I've already started working on the porn machine in earnest again (I'm using it for this note), and I suspect you'll start seeing real posts from me again in another month or two.

Til next time
DirtyC101

Sunday, May 8, 2011

May Update

Feel kinda silly calling this an update, because I haven't touched the game since my last post. But, my list of 'busy' is getting shorter by the day. With luck, I'll be back in the saddle again by the middle of this month. On the upside, one of the fun results from all this work is I should have a new(er) computer to work with, so it's definitely not a total wash. haha

There were 2 big bugs y'all found, and wanted to talk about them a bit. (Yay for sorta - code theory!) The first is that the game will lock if you mash buttons during a scene change. That has to do with how commands are sent & executed. If you can imagine, once you press the A button to attack, I have to tell the program to stop accepting further inputs of the A button, or it will keep sending you the the first frame of the attack animation until you let go of the A button. Conversely, the final frame of the attack routine tells the program that the attack has ended, which resets the hero back to the default state. The problem here is that a scene change interrupts the attack routine. The last frame never plays, which means it can never reset the hero. So, the program thinks you're still in the middle of an attack & won't accept new inputs, but it will never get that reset signal because the animation was stopped. This one should actually be a pretty easy fix. Simply tell the end of the scene loader to reset any attacks. Or I could lock the keyboard from inputs during scene changes.

The second is that if you die & continue while double teamed, one of the monsters will become invisible/invulnerable. There were no double team animations until about two weeks before the release. This was the last feature I added, and no real surprise, I missed something. In this case, I simply forgot to tell the continue code to check for a second monster in a grapple. So when you continue, it never properly loads the second monster back. He's still there, but his sprite is 'lost'. Actually, it's off-screen, which is where I 'hide' sprites I know I need but don't want to show at that time. What I find interesting is that some of the hit attacks from this off-screen monster still seem to work normally. In my mind, they shouldn't. (And that is neat, imo.) Anyway, this should be a simple fix of telling the continue button to check for a 2nd grappler & reload them if necessary. Hell, I may not have to even run the check, I may simply tell it to reload two grapplers every time, and if the 2nd grappler isn't there it shouldn't do anything.

And since I like to end with at least one picture, here's one from the ULMF forums that made me lol. One of the guys there hacked the game's variables so that they can be set to anything - note the 859 continues. ;)


Til next time
-DirtyC101

Sunday, April 10, 2011

I've got 99 problems but this beta ain't one.

Okay, more like a dozen or so real life issues & commitments that are going to take me away from coding for a few weeks, but that's not how the song goes.  And they aren't all problems either, some of them will be fun.  But, I need to really get off my ass & get to work on them, which means I won't be working on this between now & the release date.  So, hey, crazy idea, why not release now?  =)




*Hm... typical.  Now when I try to open the link it says 'file can't be scanned & try back later'.  Awesome.  Well, this worked fine for my last test.  I'll give it a few hours & see if 'trying back later' actually does anything.
**K,  I removed an extra . from the file name (was 0.30, now 030) and it seems to be working now.  Fingers crossed.
** Fuck. Okay, link is dead again. I really don't know why this time. I attempted to re-link a few times, and it just doesn't seem to work anymore. Dunno if google docs changed their settings or what. Good news is the game has been mirrored to a few sites by now. You can find it on the legend of krystal forums here or on SWFchan here.


I have no idea what my bandwidth limit is, nor if I'm somehow 'cheating' Google docs by using them to host this.  Regardless, please feel free to copy/mirror/host your own copies.   I'd like to keep my bandwidth low, just in case.

I managed to have a lot more done than I expected when I set the release date last month, but there's still tons to do, and some old bugs have cropped up that I thought I had already defeated.  :(  I'll be discussing the game a lot more over the next month or so.  Now that it's playable, there's some ideas that I don't like nearly as much as I had originally hoped (for example, grapples spend too much time playing the arrow game, imo). 

I'm going to make a quick list of bugs that I know about below.  Feel free to add more in the comments section as they appear.

-Thanks
-DirtyC101





Known Bugs:

-Playing horde mode past ~50 monsters can cause some mobs to move twice as fast, or die & stand back up again.

- Grapple arrows can get stuck & won't respawn until the grapple is finished.

- Immediate back to back grapples can cause the zoom to get out of sync.  I have some catches in there to fix it, but I still managed to have a grapple today where the second grapple was stuck in the wrong mode.  If this happens, just sit back & enjoy, there's not much you can do but wait.

- Immediate back to back grapple-grapple, grapple-inventory, or inventory-inventory changes can cause the game to get completely stuck.  (It's caused by interrupting the ending of one with the other).  If you can't move at all & nothing is happening, you'll likely need to restart.

- Throwing damaged armor on the ground & picking it back up again will heal the armor up to the nearest 25 health.  "It's not a bug, it's a feature!" - old programming joke.

- Sometimes sound will stop, and it will stay off until you restart the program.  Unlike most of the other bugs, I have no idea what's causing this one, I hope it's my sound card.

- If you die during a double-team grab, the second monster will become invisible & invulnerable. If it's the pirate boss this will prevent you from leaving the room.

- Mashing buttons during a scene change can cause the game to lock up.