AAAAAAAAAAAAAAAAAAAAAAAAAA

Posted in Uncategorized on November 13, 2019 by Vosmug

AAAAAAAAAAAAAAAAAAAAAAA AAAAAAAaaaaaaaaaaaaaaaaaaaAA AAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAaaaaaaaaaAAAAAAAA AAAAAAAAAAAAaaaaaaaaaAAAA AAAAAAAAAAAAAAAAAAAaaaaa aaaaaaaaaAAAAAAAAAAAAAAA AAAAAAAaaaaaaaaaaaaaaaaa

*ahem*

AAAAaaAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa…

So anyway…

I realize I should have started drawing the actual sex stuff already, the reason I hadn’t was because I was busy with everything else that comes before, so just a warm up I’ve been doing a little bit of that and gah-dehm!! I forgot how time consuming it is.

I guess what I’ll try to do now is to polish the very beginning as much as possible and see how everything clicks together.

Unfortunately, I haven’t been working as consistently as I should, as in I have been working every (available) day but more often than not, not as many hours per day, I’m starting to feel the burnout I think, and it reminds me of this post where I talked about something similar, and yeah some of that may be true right now, it’s probably just temporary but yeah, burnout is a very real possibility at this point, it sucks, for some reason the idea of going against the flow and making a “forbidden” game doesn’t feel as exciting anymore, and knowing that WE LIVE IN A SOCIETY ready to shoot down anything not conforming to its core values doesn’t help.

I don’t have much else to say, I’m working not as fast but still working.

Also sag or no sag? Very important question.

Edit:

Sag tech has been… improved? didn’t completely remove just toned down, you tell me. Open each and change tabs to see the difference.

Edit 2:

I just received a spanish translation for Ghost Hunter Vena, go to the donwload page to download.

Nueva Traducción en español para Ghost Hunter Vena en la pagina de descargas.

Placeholdering the holding places

Posted in Uncategorized on September 25, 2019 by Vosmug

Hello,

Sooooooooooooooo I’ve started to “build” the progression in a linear manner, meaning I already have the system working, now I just have to build one thing after the other as if I was playing normally, but you now, instead of playing I’m building, I don’t even know how to call that anymore, the catch is that it’s being built in placeholder mode, so everything looks dumb:

I don’t know how to continue right now, I don’t know if I should continue placeholder building the rest of the game or if to go back to the beginning and polish it to see how it’s shaping up in a more finalized state.

The problem right now is that, it’s not taking shape as I thought, it’s still not looking like a real game, mainly because what I have done so far in the “building” phase has been still in the intro-ish sections so I still don’t have the full picture so to say.

So this is how it’s gonna work, the progression is divided in days which could work as chapters, the first few days are introductory, setting up the characters and the situation and the like, the more interesting bits start happening after a few days, in total I expect 7 days or so and I just started working on day 3, which is the shortest day, things really start going down by day 4; since the first few days are introductory they go by faster, so the final days should be the longest sections, at least that’s the idea, to have a real feel for it I need at least one of the longer days playable, that way I can better judge how it’s shaping up, since I’m building linearly I still haven’t gotten there yet. I hope that made sense.

After that what follows is replacing the placeholders with real graphics, which usually is the most time consuming part.

I don’t know what else to say that hasn’t been said before, all is left is to wait… as always… game creation is a slow tedious process, it always boils down to MORE waiting…

As I’ve said before, I expect this one to not as popular or well received the ones before, you can go back a few posts to find all the fighting; I feel like I need to say this every time in case someone still thinks this is a traditional rapey platformer, it’s not, it’s a traditional rapey-light-visual-novel-but-not-really-simplidfied-monkey-island-clickity-clackity… thing, that’s the official genre…

If you haven’t you can see this old-ish version video and have a better feel for it.

Ask questions and maybe I’ll answer, I dunno…

I’m tired… I’m always tired… I’m dead… not really… but maybe…

Ghost Hunter Vena Version 1.09 (minor update)

Posted in Uncategorized on August 16, 2019 by Vosmug

The real release of Ghost Hunter Vena 1.09 update is now on the download page, in the final test it had a glaring bug/glitch where the hardest difficulty was activating by itself, so this is the real release with that fixed, that’s why tests are important, thanks to all who helped me test this, it was especially important due to the engine change which created quite a few problems, hopefully it’s all good now.

Download Page

Again, this is not a big update, if you already played the game there’s not much for you here, the biggest additions were the updated intro and ending images and a new difficulty mode, which btw doesn’t have an additional reward, I guess it’s only for the challenge if you care enough, it was mostly added because of requests.

Also, it’s a little late but now you can add you own custom files for translation, this is due to the new engine easier file handling; you could say it’s not very useful anymore since most interest in translating has probably died down, but it serves as practice to start using this system for future projects, additionally there were some people working on translations right now, so this is much easier to work with.

I hope there’s nothing else to fix so I can go back to work, but if there’s another problem/bug/glitch please let me know.

Important: If you played the TEST version and got your save glitched with higher difficulty (if you got to the first Orb Eater), go to the DATA shortcut (takes you to your appdata folder) and delete ONLY the file named “plus#” the number corresponding to the slot you were playing in, then run the game, select a difficulty in the options menu, then load the game normally.

Going back to nonsense post titles (Update: Aug 16)

Posted in Uncategorized on July 19, 2019 by Vosmug

Update 2 (Aug 16): I was ready to upload 1.09 and decided to do another test run, it turns out there’s a huge glitch, extra difficulty gets automatically activated after the first orb eater no matter what difficulty you selected, because you know, that’s the room where you need orbs so I had to modify it to have normal orbs instead of less orbs but it got glitched and now even easy difficulty turns into super difficulty afterwards, heh, that’s why this was labeled as a TEST and not a final release, good thing no one thought this was a real release or anything like that *cough* *wink* *wink*… so, yeah… I’ll fix that…

Here’s a soft (beta?) release of the GHV update, the main reason why I’m not officially putting it up for download in the main page or dlsite is because I would like to ask those who want to test it, please do so and let me now what weird things you find, I don’t know what could be broken because of the engine change which required more tweaking than a normal update:

This update is not a big deal really, is not much different to previous updates and you won’t get much out of it if you already played it, so don’t get your hopes too high up, the main differenece is the engine update, there was a lot of trouble updating from GM Studio to GM Studio 2, some things didn’t work properly, some others broke, and I even found some bugs left from the previous versions I never noticed and apparently nobody else did.

The main updates are:

Updated intro and ending images, I’m still not entirely happy about them, mainly the ending ones, you can still select the old ones in the options if you want.

Added an option for custom script translations tho it seems unnecessary at this point; the main reason is because the file system is different in GM studio 2 making it easy, and someone had a Spanish translation in the works for a while now and I wanted to include it, I decided to instead of baking it in, I just added the option for external implementation since it’s so much easier now; on another note, there is a Spanish translation floating around for the previous version, don’t know how they did it.

Extra difficulty mode selectable after beating the game, available when starting a new game and not from the options, almost like a new game plus but not really, let me know if you think more could be added to it (within reason of course).

Fixed a bug where sometimes the map still wouldn’t align with the current floor.

Added prompts to points where jump is necessary.

The rest are minor fixes and internal optimizations that are not visible, most were necessary from the engine update.

Again, this is a soft release, if you feel compelled to test it out, let me know what you find. If you find anything the data on the left is great help to pinpoint the problem.

Thanks in advance if you want to test it.

In other news I haven’t been working on the new project much since I got distracted by the update, so now that it’s done (hopefully no major fixes needed) I’ll go back to work fully on the new one.

Some elbow fixing:

See you later.

 

Update: Jul 29

WARNING: To be safe, make a copy of your saved date, it should be fine but I can’t be 100% sure:   %localappdata%\ghost_final\

1.9 Test 2

I believe everything is already fixed and working properly, it’s still in test mode just in case, if nothing new comes up I’ll uploaded the proper version to the download page a week from now or so, thanks again to those who want to test it and helped me test it before, there were some pretty big problems found, thanks.

Translations

The font now has Russian and Polish characters, if there’s interest in other languages I’ll update the fonts, I believe Portuguese and German are already in but I’m not sure, so for those who are interested in the translation process this is how it works.

The numbers in the first line of the text determines the font used:

00 is default: English, Spanish, (I believe Portuguese and German too)

01 is Arial font with extra European alphabets characters, for now: Polish, Russian

So write the number you need followed by whatever you want to write (language, your name, etc)

Modifiable script files are:

txtdata.txt = Main Dialogs

txtdata2.txt = Extra environment text and journal pages

txtdata_jp and txtdata2_jp are Japanese, txtdata_c and txtdata2_c are the ones loaded as the custom language option, of course you can modify any of those but the custom is the one you should go for and the only one that accepts the font change.

I’ll add this information as a help text file later.

As an additional note, this is a weird addition, the reason why I’m doing this is because it’s easier with the new engine but it’s kind of unnecessary at this point, of course this is the system I’ll keep using for future projects so fan translations can be done close to release instead one year later, unless the engine changes and use of external files is limited again.

EXTRA difficulty

First of all, this time I tested more thoroughly and I have to say, It’s kind of annoying, only worth it if you want the challenge, I wasn’t able to upgrade any power up, that’s why I changed the orbs from 4 to 15; mind you, not every ghost drops 15, they drop normally but instead there can only be 15 on the screen at any given time, the rest disappear, maybe with 15 you can at least upgrade something.

It took me a bit over 2 hours skipping all dialog and going exactly where I needed to go, of course retying a bunch of times, especially bosses.

I still don’t know if there will be a reward at all, I didn’t plan this, this was a last minute addition due to some interest, I didn’t even know what to do or how to do it, so… I dunno…

Everything else

I really need to be done with this and continue working on the new project.

Is mega working for you? I can’t download anything anymore; it always tells me my bandwidth was exceeded, even when I haven’t downloaded anything recently.

 

 

This is a goddamn flippity flop dankity donk nightmare

Posted in Uncategorized on May 16, 2019 by Vosmug

I recommend increasing the zoom of the browser to 150% or more, this text is very small and I can’t change it, and I don’t want to change the theme, I like this one a lot.

Dumb Life News

In boring stupid news, I moved to a new place at the beginning of the year, there’s no internet coverage here so I’ve been disconnected from the world for close to 4 months now, I’ve been using a borrowed anchored phone data plan here and there, I guess I will have to get one for myself which I don’t want to do because getting out of it it’s another flippity flop nightmare but I think I rather wait another month or so since I hear that’s what’s going to take… anyway… whatever… who cares… sorry about that… aside from that there are more problems and stuff but that’s life, it sucks…

Current Project

In less stupid but still stupid news, I have made a big mistake by not being clear about what I’m doing, I just noticed that by reading previous posts… sorry, so here it is…

I know for a fact that some (many?) people won’t like this new game, if you didn’t like the RPG idea you are going to like this one even less. It changed a bit too but since I was never clear, that part kind of doesn’t matter.

First of all, this game has a main male playable character, already a deal breaker for many, I know I should have been clear about that, again, I’m sorry I didn’t notice back then, I keep thinking that most people are aware of my thought process, but for obvious reasons most don’t read the comments where I’m sometimes more clear and more detailed, or new people coming from previous games still think that style it’s all I’m going to keep doing, which is kind of right but not completely.

When I started this project it was going to be a hide and seek kind of game, where you have to sneak around the ship and find a way to escape, then because I thought it was too simple or maybe knew it wasn’t going to be well received by many, I tried to have more action game elements, which didn’t work, I didn’t do much of that but during planning I realized it wasn’t going to work with what I wanted to do and ultimately just ended not liking the idea, now the current project is a stripped down version of both, which I’m actually comfortable with, because gameplay was never my main objective, so instead the current version it’s more of a very light visual novel with puzzle elements , which kind of replaces the hide and seek part, and a puzzle-like action gameplay which replaces the more traditional action gameplay, it’s difficult to explain as it is right now, but think about something like Another World, where you have to do certain gameplay actions in certain order for things to work out so you can progress; of course when I say visual novel I don’t mean traditional text heavy CG sequences, instead it’s the exact thing I’ve done with character and dialogs before, it’s very similar to my previous games in that sense just gameplay wise is going to be more puzzle point-and-click-like but of course very simplified. So half puzzle point and clickey and half action-puzzle another world-ey with the same camera, sprite size and “cutscene” event structure as previous games, I don’t know if it makes much sense now, but yeah that’s what it is… honestly, not much different to before, instead of shooting and jumping, you do more clicking and door opening; metaphorical clicking, you still use the keyboard.

I don’t want to upload anything yet (I can’t anyway). I have the beginning of the game already working in placeholder form and I was planning on uploading something BUT… I think this doesn’t demo very well, I don’t want to give the wrong impression. Or maybe I could upload something if there’s enough demand, I really rather wait until there’s something more finalized though.

Porn Ponderings

Many may be wondering and have asked me before, why not just make a more traditional platformer where you jump and shoot and find rapey enemies on the way? And the reason is simple, I don’t like those, not anymore, I find them boring to make, and the idea of having to lose to see the sex has always been very counter intuitive to me, I understand the whole struggle part but in my experience it has never been what most people play like, and in my subjective view, it’s just not what I prefer, when I play a game, I play to win, not to lose, see sex and then win because I want to see what the next enemy does, then repeat until I see all enemy’s animations. I can play those without problem (still very much looking forward to Night of Revenge), but is not something I want to do anymore, I tried to do a bit differently in XT and GHV but still had those elements, out of tradition I guess, and because back then I was not as against it as I am now, I would like to try and stop doing the whole rapey platformer formula, I know, again, that’s a deal breaker for many, but I’m willing to bet that’s because that’s the only kind of game most people have played so far and haven’t tried different ways of approaching an ero-game, but then again who knows.

Small Update

As an addition to this post I was also planning a small update to GHV, updating the intro and ending cards, changing a few minor things and adding a fan translation I received, but as always… problems, the artist guy is just not doing the things I tell him, I said trace and make it nicer and instead he’s redoing from scratch thinking it’s going to be better but I don’t like the results, so… that’s the main reason is not out yet, we are in the process of fixing, that’s why I don’t like working with more people. Updating those pictures is completely unnecessary and kind of pointless at this point that most of you already played it and won’t get much out of it but, yeah, I’m an idiot. But also though, the engine update from studio to studio 2 could have created new problems and I haven’t fully tested yet, so, it’s also my fault there.

That’s all for now… see you in 456 years.

I’ll try to be more active in the comments, feel free to ask questions again if I didn’t answer before.

Space Stuff Again

Posted in Uncategorized on December 12, 2018 by Vosmug

Hello, what’s going on here? This hasn’t been shut down by the corporate overlords? Weird.

Anyway, thanks everybody for your words of encouragement, I appreciate it… the world still sucks tho… so there’s that small inconvenient, you don’t have to worry about me, I’m stupid.

Sooooooooooooooooooo, I bring bad news… or good depending on your view, long story short I’m no longer working on the previous game you saw, the RPG thing that I was working on it’s no longer the next project, it’s cancelled, maybe I’ll work on it later but is not likely, I don’t know, sorry if you were looking forward to that particular game, I’m working on something else already; there wasn’t much beyond what’s in the demo, for whatever that’s worth.

The reason is there were some things that got too complex and too time consuming to be viable, that added to the fact it wasn’t a very popular idea in the first place kind of killed my motivation, I really like the combat so that code can be used later… maybe…

Sorry about that again, I figured there wasn’t much point in continuing when it just didn’t seem like it was going to work out, so I’m just going to back down a bit and work on something less complex again, don’t know how appealing it will be this time tho. To be honest, some of the ideas weren’t working either, so complexity wasn’t the only factor.

After that then, I’m working on something else:

I’ll have details later.

In other (even more bad news) news: The world is going crazy, sony, tumblr, patreon are going after the sexy ladies, nobody is safe anymore, specially concerning patreon with their studiofow take down, double specially the part about “sexualized violence” or whatever, which basically means rape, so… if that becomes the norm eventually it could catch up to other platforms like blogger or WordPress, even DLsite could be affected, so not a good sign overall… and you all laughed at me about the SJWpocalypse, who’s laughing now, nobody really, we’re all doomed.

Uptaded Gameplay Demo

Posted in Uncategorized on October 14, 2018 by Vosmug

This is a more complete gameplay test demo, no real content yet, the main thing is the battle, but it’s looking like a real game at this point, I think.

Download

Controls:

Cursor Keys = Move

X = Ok

Z = Back / Open Menu

Q = Restart

P = Debug Info who cares

Some stuff:

  • Only one skill is functional, guy’s first skill Dark Cut, if you try any other one the game will freeze and you’ll have to restart with Q.
  • All skill names and descriptions are of course placeholders.
  • The game over is incomplete and will stop the game, restart with Q.
  • Menu character graphics and portrait are most likely temporary.

 

I should have posted this weeks ago, I’m in a bit of a slump right now, so I’m going slow, I have lost motivation on… life I guess, I can’t bring myself to do much not even watch anime or play video games, I guess it’s temporary but man, this sucks. Don’t know what to do other than force myself to do things, which means I’m doing them reluctantly, which means I end up hating whatever I’m doing. FUN!!!!!!