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.


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.



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!!!!!!

Very Early Demo

Posted in Uncategorized on June 22, 2018 by Vosmug

Hey, today I bring a very very early demo just to let you know I’ve been doing things, it’s very early so there’s only one screen and couple of very early mechanics, did mention is very early?

Download Here

Press Enter then use the arrow keys to change armor for girl, there’s only a couple for now.

The battle system is pretty basic; I don’t want to go too crazy with it so what you see should give you a good idea, it has tons of placeholder images of course, and by that I mean pretty much all of it is a placeholder, it’s very early.

I still reserve myself the right of changing projects if I don’t feel like this one is going to pan out, for now though I really like how it’s going, I’m still not sharing any details in case the first thing happens, it’s going to be like that for a while.

So anyway, I don’t know how popular the idea of going RPG is, but I really want to do something different this time, let’s see how it goes.

Let me know what you think so far.

Very early…


Posted in Uncategorized on May 30, 2018 by Vosmug

Sorry for the delay, things have been going on, first here’s some stuff:


I’m not entirely convinced of what I’m doing, nothing looks solid right now, the ideas are mostly fine, but the workflow and time are not the best, especially because I’ve decided to complicate my life even more and try to do costume/armor changing, I haven’t even put anything in game yet, just the sprite work is troublesome enough, I really wanted to do it but at this rate I don’t know if it’s going to be worth it.

Anyway, some info:

The new window size I’m thinking of using is 1280 x 720, as opposed to GHV’s 960 x 540, which means resource use should be higher (I assume), and the sprite size I’m showing here should be the final, or maybe a bit smaller, also I’ll be using Game maker studio 2, there are different and new things about it so I’ll have to learn some new stuff along the way.

As for the next idea, these sprites could be from it, I don’t want to say exactly what it is because I’m doubting already so things might change, but the main idea would be rpg-esque style, again, it could change.


I don’t know what else to say for now, so feel free to ask.


Updated hair:


Planning next thing…

Posted in Uncategorized on May 3, 2018 by Vosmug


First of all I want to thank all for your support, those of you who bought the game and those of you who waited patiently for so long, thanks.

So, also first of all, there were some things I said I was, maybe, going to do, like the new game plus and harder difficulty, I’m sorry but after the gallery fiasco I really don’t have the energy or will to keep adding more stuff; I think we can call it officially done, unless there are new game breaking problems, I am officially moving to a new project.

Regarding GHV though, I have to say first, as you noticed version 1.08 was already uploaded and fixed some problems, like a map desync problem and an instance where you could move past a key into a trigger that would block your path back, meaning you wouldn’t be able to go back to get the key, getting you stuck, worst part is, there’s save point there, if you save you are stuck forever; I’m talking about the part when you arrive to the bloody safe room for the first time, there’s a key before that, which is a very obvious pick and is very unlikely that you would not get it, but it’s still a huge oversight, anyway that was fixed in 1.08, but it also introduced a new text error at the very beginning, I made a small modification and overlooked wrapping the text, so the text goes out the dialog box, I’ll upload a new version eventually but I want to wait and see if I can fix other problems to avoid updating just for one small fix. Also, Japanese translation of course was added. In the end though 1.07 is perfectly fine, no need to update unless the map thing bothers you (if you even noticed at all) or care about the Japanese translation.

Also, DLsite release happened as you may have noticed, I never publicly announced it.

You can find everything in the game page.








This is not from anything yet, this is just practice.

Anyway, I don’t know what’s next yet, I have some ideas but I haven’t decided yet. Before anything what I want to do is do some practice runs and set up a reliable basis for everything, problems is I thought the improvement was going to be bigger but I’m hesitant to call the sprites “better” at this point, and it’s still very time consuming, that hasn’t changed.

I’ll talk more about it in future posts, as I’ve said before I want to make some changes that may not be popular so we’ll see, for now I’ll keep practicing and trying to improve on the base frame work to try and make the process a bit easier.

Also, there still the question of if I should do a “normal” game for steam (as I once said) or a smaller game first or something like that before going into a bigger project, we’ll see, the best way to proceed would be to start a new project right away to avoid wasting time because as we know time is kind of a thing, there won’t be any polls, but still let me know what you think.