A bit late this week.
I finished the Secret Island side quest this week and Jeff's quest line on the Southern Islands.
There are a lot of scripted events going on there, which took a long time to make (mostly figuring out move routes).
I'm almost done with the finale. I might even complete the main storyline today.
What's still left to do is making 3 or 4 H-Scene and one Cut Scene, adding the new scenes to the gallery and a bit of polishing.
I'm tempted to make another male on male scene.
But I'm not sure if it's worth the time. So leave your opinion in the comments.
I'm also setting up a poll about male only H-Scenes.
Speaking of H-Scenes:
After the next release I'm going to go through the older Scenes and make them all skipable and abortable.
Meanwhile, Mickele is testing the shit out of the current test version. So many thanks to him. ^^
Again, no screenshots today because I just can't think of any events in the current phase that I would not
find too heavy on spoilers.
Tuesday, November 11, 2014
Status
A bit late this week.
I finished the Secret Island side quest this week and Jeff's quest line on the Southern Islands.
There are a lot of scripted events going on there, which took a long time to make (mostly figuring out move routes).
I'm almost done with the finale. I might even complete the main storyline today.
What's still left to do is making 3 or 4 H-Scene and one Cut Scene, adding the new scenes to the gallery and a bit of polishing.
I'm tempted to make another male on male scene.
But I'm not sure if it's worth the time. So leave your opinion in the comments.
I'm also setting up a poll about male only H-Scenes.
Speaking of H-Scenes:
After the next release I'm going to go through the older Scenes and make them all skipable and abortable.
Meanwhile, Mickele is testing the shit out of the current test version. So many thanks to him. ^^
Again, no screenshots today because I just can't think of any events in the current phase that I would not
find too heavy on spoilers.
I finished the Secret Island side quest this week and Jeff's quest line on the Southern Islands.
There are a lot of scripted events going on there, which took a long time to make (mostly figuring out move routes).
I'm almost done with the finale. I might even complete the main storyline today.
What's still left to do is making 3 or 4 H-Scene and one Cut Scene, adding the new scenes to the gallery and a bit of polishing.
I'm tempted to make another male on male scene.
But I'm not sure if it's worth the time. So leave your opinion in the comments.
I'm also setting up a poll about male only H-Scenes.
Speaking of H-Scenes:
After the next release I'm going to go through the older Scenes and make them all skipable and abortable.
Meanwhile, Mickele is testing the shit out of the current test version. So many thanks to him. ^^
Again, no screenshots today because I just can't think of any events in the current phase that I would not
find too heavy on spoilers.
Sunday, November 2, 2014
Status
Happy Sunday everybody.
Now that Halloween is over, everybody is stuffed with candy and high on sugar, let's get back to the important things in life: Cheap independent Hentai games.
This week could be call trial and error.
I and Mickele spent a lot of time with testing.
We wasted a lot of time finding out, why the test version shows bugs that do not appear in my dev version... with little result. My guess is a script problem. Seems that once an event transports you to another map, the event stops working in some, but not all cases, and sometimes commands after the transfer are not executed. Any fellow developers out there who encountered this problem?
On the other hand, we were able to find and fix a lot of other bugs.
What else... I finished 2 short, donor exclusive, H-Scenes and rewrote a good part of the end of chapter 6.
At least 2 Scenes are still to be done.
So far 11 are in this new version, including the remade Cocki sleep scene and the Jeff Rape scene.
I had to make changes to the retransformation CE of Jeff, just in terms of functionality... and now it does not work anymore with savegames and only in new games...
So I had to write a dummy event for saves. Otherwise, Jeffs change would not change back to normal after a fight. Tried to insert a page to troops to check the transformation status after every round, but I removed them again, because it slowed down the fights.
But I' going to provide fresh saves with the next release, for those who do not want to start all over again.
I made a couple of new face sets. I'm not using the face generator of VXA anymore besides making a base picture, so I would know how I want the face to look like. The rest is done in gimp.
Currently I'm finishing a long scripted scene, after which I can start with the finale.
Overall I'd say I'm at the 80% mark.
No screens today, because I think, they would be to spoiler heavy.
Till next Sunday. ^^
Now that Halloween is over, everybody is stuffed with candy and high on sugar, let's get back to the important things in life: Cheap independent Hentai games.
This week could be call trial and error.
I and Mickele spent a lot of time with testing.
We wasted a lot of time finding out, why the test version shows bugs that do not appear in my dev version... with little result. My guess is a script problem. Seems that once an event transports you to another map, the event stops working in some, but not all cases, and sometimes commands after the transfer are not executed. Any fellow developers out there who encountered this problem?
On the other hand, we were able to find and fix a lot of other bugs.
What else... I finished 2 short, donor exclusive, H-Scenes and rewrote a good part of the end of chapter 6.
At least 2 Scenes are still to be done.
So far 11 are in this new version, including the remade Cocki sleep scene and the Jeff Rape scene.
I had to make changes to the retransformation CE of Jeff, just in terms of functionality... and now it does not work anymore with savegames and only in new games...
So I had to write a dummy event for saves. Otherwise, Jeffs change would not change back to normal after a fight. Tried to insert a page to troops to check the transformation status after every round, but I removed them again, because it slowed down the fights.
But I' going to provide fresh saves with the next release, for those who do not want to start all over again.
I made a couple of new face sets. I'm not using the face generator of VXA anymore besides making a base picture, so I would know how I want the face to look like. The rest is done in gimp.
Currently I'm finishing a long scripted scene, after which I can start with the finale.
Overall I'd say I'm at the 80% mark.
No screens today, because I think, they would be to spoiler heavy.
Till next Sunday. ^^
Status
Happy Sunday everybody.
Now that Halloween is over, everybody is stuffed with candy and high on sugar, let's get back to the important things in life: Cheap independent Hentai games.
This week could be call trial and error.
Now that Halloween is over, everybody is stuffed with candy and high on sugar, let's get back to the important things in life: Cheap independent Hentai games.
This week could be call trial and error.
Thursday, October 30, 2014
Thoughts on RPG Maker games and map design
Before I started working on Invasion D, I played a couple of other Hentai RPGs based on different RPG Maker Versions.
The first one was Harem, which sadly is on Hiatus atm.
Harem was the game that inspired me to make my own game.
A simple to use Game Engine? With TDCG Graphics? I should try that!
And so I did.
And obviously I was not the only one with that thought, since a lot of RGG Maker games
appeared over the last 2 years or so.
I enjoyed Overwhored quite a lot and once the port to VXA is finished, I'm curious to see,
what's new.
This one does not have TDCG Graphics, but beautiful (and hot ^^) hand drawn images. I wish I could draw better than passable...
One issue that I encountered a lot in other games is bad map design.
So here are some tips on improving your maps:
- Often I see huge maps, without much detail. Which makes the rather boring to explore and
difficult to orientate.
RPG Maker gives you a lot of resources to make your maps pretty. So you should use them. Plant a bush here and there, a tree, rocks etc. Think Landmarks.
- Don't make huge houses without windows and just a table and a chair in the middle.
Keep them small and neat.
Carpets are a nice touch. Hang pictures on those walls, curtains, shelves...
- Cracks in walls can point to a poor neighbourhood.
- Use cracks a lot in ruins.
- Make caves look like caves. They usually have stalactites and rubble lying around.
- Avoid squares! How often do you walk outside in the woods or on a grassy field and see
tree groves growing in squares? There are no squares in nature, try to make it look as organic
as you can.
Another thing:
- Make the edges of outside maps clear and do not just lay grass up to the last cell.
Running into an invisible wall with no visible obstacle is annoying.
Also, make the exits clear.
Avoid to cover the edge of the map in green and then place a transport event somewhere in the
middle. Nobody remembers where that one spot is.
Mark the edges with trees, fences, water, mountains, rocks... Whatever fits.
There a many possibilities.
Generally it is a good idea to know beforehand what kind of map you want to make and to have an idea, how it should look like.
Draw a rough sketch of your map before you start building.
You can still improvise and don't shy away from changing things around even if it deviates from your original ideas. You'd be surprised how many new ideas can come from that.
Like you made an island somwhere and next to it another one, just for decoration.
And then you'd think: Hey, why not hide treasures around the main landmass on smaller islands?
Oh and on that one island could be a boss, who drops that awsome weapon! This weapon should give you a special skill! But I already used all the standard skills... Let's make a new one!
But I don't want it to have a stock animation, why not play around with the animation editor?
Whoa! I made a new animation! And suddenly you learned something that you can use later to improve your game.
So that's my 2 cents on map design.
Happy world building. ^^
The first one was Harem, which sadly is on Hiatus atm.
Harem was the game that inspired me to make my own game.
A simple to use Game Engine? With TDCG Graphics? I should try that!
And so I did.
And obviously I was not the only one with that thought, since a lot of RGG Maker games
appeared over the last 2 years or so.
I enjoyed Overwhored quite a lot and once the port to VXA is finished, I'm curious to see,
what's new.
This one does not have TDCG Graphics, but beautiful (and hot ^^) hand drawn images. I wish I could draw better than passable...
One issue that I encountered a lot in other games is bad map design.
So here are some tips on improving your maps:
- Often I see huge maps, without much detail. Which makes the rather boring to explore and
difficult to orientate.
RPG Maker gives you a lot of resources to make your maps pretty. So you should use them. Plant a bush here and there, a tree, rocks etc. Think Landmarks.
- Don't make huge houses without windows and just a table and a chair in the middle.
Keep them small and neat.
Carpets are a nice touch. Hang pictures on those walls, curtains, shelves...
- Cracks in walls can point to a poor neighbourhood.
- Use cracks a lot in ruins.
- Make caves look like caves. They usually have stalactites and rubble lying around.
- Avoid squares! How often do you walk outside in the woods or on a grassy field and see
tree groves growing in squares? There are no squares in nature, try to make it look as organic
as you can.
Another thing:
- Make the edges of outside maps clear and do not just lay grass up to the last cell.
Running into an invisible wall with no visible obstacle is annoying.
Also, make the exits clear.
Avoid to cover the edge of the map in green and then place a transport event somewhere in the
middle. Nobody remembers where that one spot is.
Mark the edges with trees, fences, water, mountains, rocks... Whatever fits.
There a many possibilities.
Generally it is a good idea to know beforehand what kind of map you want to make and to have an idea, how it should look like.
Draw a rough sketch of your map before you start building.
You can still improvise and don't shy away from changing things around even if it deviates from your original ideas. You'd be surprised how many new ideas can come from that.
Like you made an island somwhere and next to it another one, just for decoration.
And then you'd think: Hey, why not hide treasures around the main landmass on smaller islands?
Oh and on that one island could be a boss, who drops that awsome weapon! This weapon should give you a special skill! But I already used all the standard skills... Let's make a new one!
But I don't want it to have a stock animation, why not play around with the animation editor?
Whoa! I made a new animation! And suddenly you learned something that you can use later to improve your game.
So that's my 2 cents on map design.
Happy world building. ^^
Thoughts on RPG Maker games and map design
Before I started working on Invasion D, I played a couple of other Hentai RPGs based on different RPG Maker Versions.
The first one was Harem, which sadly is on Hiatus atm.
Harem was the game that inspired me to make my own game.
A simple to use Game Engine? With TDCG Graphics? I should try that!
And so I did.
And obviously I was not the only one with that thought, since a lot of RGG Maker games
appeared over the last 2 years or so.
I enjoyed Overwhored quite a lot and once the port to VXA is finished, I'm curious to see,
what's new.
This one does not have TDCG Graphics, but beautiful (and hot ^^) hand drawn images. I wish I could draw better than passable...
One issue that I encountered a lot in other games is bad map design.
So here are some tips on improving your maps:
- Often I see huge maps, without much detail. Which makes the rather boring to explore and
difficult to orientate.
RPG Maker gives you a lot of resources to make your maps pretty. So you should use them. Plant a bush here and there, a tree, rocks etc. Think Landmarks.
- Don't make huge houses without windows and just a table and a chair in the middle.
Keep them small and neat.
Carpets are a nice touch. Hang pictures on those walls, curtains, shelves...
- Cracks in walls can point to a poor neighbourhood.
- Use cracks a lot in ruins.
- Make caves look like caves. They usually have stalactites and rubble lying around.
- Avoid squares! How often do you walk outside in the woods or on a grassy field and see
tree groves growing in squares? There are no squares in nature, try to make it look as organic
as you can.
Another thing:
- Make the edges of outside maps clear and do not just lay grass up to the last cell.
Running into an invisible wall with no visible obstacle is annoying.
Also, make the exits clear.
Avoid to cover the edge of the map in green and then place a transport event somewhere in the
middle. Nobody remembers where that one spot is.
Mark the edges with trees, fences, water, mountains, rocks... Whatever fits.
There a many possibilities.
Generally it is a good idea to know beforehand what kind of map you want to make and to have an idea, how it should look like.
Draw a rough sketch of your map before you start building.
You can still improvise and don't shy away from changing things around even if it deviates from your original ideas. You'd be surprised how many new ideas can come from that.
Like you made an island somwhere and next to it another one, just for decoration.
And then you'd think: Hey, why not hide treasures around the main landmass on smaller islands?
Oh and on that one island could be a boss, who drops that awsome weapon! This weapon should give you a special skill! But I already used all the standard skills... Let's make a new one!
But I don't want it to have a stock animation, why not play around with the animation editor?
Whoa! I made a new animation! And suddenly you learned something that you can use later to improve your game.
So that's my 2 cents on map design.
Happy world building. ^^
The first one was Harem, which sadly is on Hiatus atm.
Harem was the game that inspired me to make my own game.
A simple to use Game Engine? With TDCG Graphics? I should try that!
And so I did.
And obviously I was not the only one with that thought, since a lot of RGG Maker games
appeared over the last 2 years or so.
I enjoyed Overwhored quite a lot and once the port to VXA is finished, I'm curious to see,
what's new.
This one does not have TDCG Graphics, but beautiful (and hot ^^) hand drawn images. I wish I could draw better than passable...
One issue that I encountered a lot in other games is bad map design.
So here are some tips on improving your maps:
- Often I see huge maps, without much detail. Which makes the rather boring to explore and
difficult to orientate.
RPG Maker gives you a lot of resources to make your maps pretty. So you should use them. Plant a bush here and there, a tree, rocks etc. Think Landmarks.
- Don't make huge houses without windows and just a table and a chair in the middle.
Keep them small and neat.
Carpets are a nice touch. Hang pictures on those walls, curtains, shelves...
- Cracks in walls can point to a poor neighbourhood.
- Use cracks a lot in ruins.
- Make caves look like caves. They usually have stalactites and rubble lying around.
- Avoid squares! How often do you walk outside in the woods or on a grassy field and see
tree groves growing in squares? There are no squares in nature, try to make it look as organic
as you can.
Another thing:
- Make the edges of outside maps clear and do not just lay grass up to the last cell.
Running into an invisible wall with no visible obstacle is annoying.
Also, make the exits clear.
Avoid to cover the edge of the map in green and then place a transport event somewhere in the
middle. Nobody remembers where that one spot is.
Mark the edges with trees, fences, water, mountains, rocks... Whatever fits.
There a many possibilities.
Generally it is a good idea to know beforehand what kind of map you want to make and to have an idea, how it should look like.
Draw a rough sketch of your map before you start building.
You can still improvise and don't shy away from changing things around even if it deviates from your original ideas. You'd be surprised how many new ideas can come from that.
Like you made an island somwhere and next to it another one, just for decoration.
And then you'd think: Hey, why not hide treasures around the main landmass on smaller islands?
Oh and on that one island could be a boss, who drops that awsome weapon! This weapon should give you a special skill! But I already used all the standard skills... Let's make a new one!
But I don't want it to have a stock animation, why not play around with the animation editor?
Whoa! I made a new animation! And suddenly you learned something that you can use later to improve your game.
So that's my 2 cents on map design.
Happy world building. ^^
Sunday, October 26, 2014
Status
Happy Sunday everybody.
This week I finished another H-Scene.
This one is a bit interactive, meaning that you have to solve a very small mini game to proceed.
It's again similar to the Foo Snap scene.
Here's a Preview:
I made 2 short CG Cut Scenes of which the optional one turned out pretty dark, so I decided to give Jeff a big EP boost if he chooses to... well, it involves fire (duh!).
Made a lot of new sprites, mostly nudies, which sounds like fun but is really time consuming...
I extended the Fatienobel South map. It's now roughly double the size compared to the early design and I think I'm going add a dungeon level similar to the Berserker Tower.
I noticed an increase in my Linkbucks earnings this week. So my last call to click the links with a fresh IP has been heard. ^^
Keep doing that.
BTW, all animation test gifs are going into my new gifpack, which will be released with the next update as a donor bonus. Most of them are not cropped like the preview gifs on this blog and around 1088*832 pixels. Donors will receive the link and password via email along with the code to unlock the game donor content.
See you.
This week I finished another H-Scene.
This one is a bit interactive, meaning that you have to solve a very small mini game to proceed.
It's again similar to the Foo Snap scene.
Here's a Preview:
![]() |
| Solve this... |
![]() |
| ...to get to this. |
![]() | ||
| I think he's pissed... |
I extended the Fatienobel South map. It's now roughly double the size compared to the early design and I think I'm going add a dungeon level similar to the Berserker Tower.
![]() |
| Sunny Fatienobel South. |
Keep doing that.
BTW, all animation test gifs are going into my new gifpack, which will be released with the next update as a donor bonus. Most of them are not cropped like the preview gifs on this blog and around 1088*832 pixels. Donors will receive the link and password via email along with the code to unlock the game donor content.
See you.
Status
Happy Sunday everybody.
This week I finished another H-Scene.
This one is a bit interactive, meaning that you have to solve a very small mini game to proceed.
It's again similar to the Foo Snap scene.
Here's a Preview:
This week I finished another H-Scene.
This one is a bit interactive, meaning that you have to solve a very small mini game to proceed.
It's again similar to the Foo Snap scene.
Here's a Preview:
Sunday, October 19, 2014
Status
Hello everybody.
Here's another Status Update.
The Show Bar and Casino Maps are finished and you can now play a slimmed down Version of Micromax at the Casino. There are a couple of pretty nice pizes to win, like the Battle Wang Combiner, in case you did not find it in the Asylum.
I completed a couple of interior maps for the Southern Islands, made a new Faceset for a new playable Character called Cheree. This is one of the pictures of her when you first meet her (and are a Donor).
Also, I made a new Bonus Pic. There are now 13 total already in the game. The Bonus Gallery allows non Donors to view 10 of them, if you found them. Every picture above 10 is forn Donors only.
Momentarily I'm doing a lot of detail work on the maps, but with most of the grapical stuff out oft the way (face sets, charsets, remaking the Portal sprite,etc.) the story is finally progressing again, which was about time!
I think with the next releases, I will be going away from uploaded the others and switch to mega.
Rapidgator and mediafire made it a habit to delete my files and uploaded is just so damn slow.
Also, I requested a payout from Uploaded a couple of months ago (50,something €) and I still got nothing, so I kind of feel scammed...
That's it for today, don't forget to click on the download links once a day and wait for the countown to finish.
Do it 50000 times and my uploaded loss would be evened out. ^^
Here's another Status Update.
The Show Bar and Casino Maps are finished and you can now play a slimmed down Version of Micromax at the Casino. There are a couple of pretty nice pizes to win, like the Battle Wang Combiner, in case you did not find it in the Asylum.
I completed a couple of interior maps for the Southern Islands, made a new Faceset for a new playable Character called Cheree. This is one of the pictures of her when you first meet her (and are a Donor).
Also, I made a new Bonus Pic. There are now 13 total already in the game. The Bonus Gallery allows non Donors to view 10 of them, if you found them. Every picture above 10 is forn Donors only.
Momentarily I'm doing a lot of detail work on the maps, but with most of the grapical stuff out oft the way (face sets, charsets, remaking the Portal sprite,etc.) the story is finally progressing again, which was about time!
I think with the next releases, I will be going away from uploaded the others and switch to mega.
Rapidgator and mediafire made it a habit to delete my files and uploaded is just so damn slow.
Also, I requested a payout from Uploaded a couple of months ago (50,something €) and I still got nothing, so I kind of feel scammed...
That's it for today, don't forget to click on the download links once a day and wait for the countown to finish.
Do it 50000 times and my uploaded loss would be evened out. ^^
Status
Hello everybody.
Here's another Status Update.
The Show Bar and Casino Maps are finished and you can now play a slimmed down Version of Micromax at the Casino. There are a couple of pretty nice pizes to win, like the Battle Wang Combiner, in case you did not find it in the Asylum.
Here's another Status Update.
The Show Bar and Casino Maps are finished and you can now play a slimmed down Version of Micromax at the Casino. There are a couple of pretty nice pizes to win, like the Battle Wang Combiner, in case you did not find it in the Asylum.
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