Homeroe's vEngine BETA 0.5 [Yet another Game]
Forum rules
Don't ask about updates. If there is an update, it will simply be posted. If someone is committing to a timeline, they will just tell you the timeline without needing anyone to ask.
Use Looking for master thread when you are not posting about an existing game.
You use this forum and website at your own risk for all links and uploads. There is no quality control or malware scanning or testing done here. Proceed with caution and use a virtual machine (VM) for any uploads strongly recommended. Virus/malware scanners alone are generally not good enough.
Don't ask about updates. If there is an update, it will simply be posted. If someone is committing to a timeline, they will just tell you the timeline without needing anyone to ask.
Use Looking for master thread when you are not posting about an existing game.
You use this forum and website at your own risk for all links and uploads. There is no quality control or malware scanning or testing done here. Proceed with caution and use a virtual machine (VM) for any uploads strongly recommended. Virus/malware scanners alone are generally not good enough.
Homeroe's vEngine BETA 0.5 [Yet another Game]
Homeroe's Vore engine:
Downlad on bottom.
Looks like everybody is into making games and stuff. After making one simple example of a platform engine for a user from here, these last days, when i was bored i kept tweking it every now and then.
Whitout me noticing it, it grew pretty good into a very flexible engine. So i decided to sprite some stuff for it and start polishing it.
I plan to make a Beat-em up "Sandbox Game", with RPG elements and, of course, vore in it. Ganing magic abilities or better stats from eating monsters (and people too) Also, you'll be able to import your own character to play with, and import custom monsters too. (If i figure it out how)
The engine is still in BETA 0.6 phase. The proyect is no longer active
Many graphics are just PLACE HOLDERS
Planed Features:
Platforming Basic physics (Completed)
HP/Stamina/MP System (Completed)
Active Break-free system (Completed)
Magic system (Completed)
Level up system (Completed)
Status upgrades (Completed)
3 slot Inventory system (Completed)
Equipment (Completed)
Heroine "Vore atack" (Working on it)
Attack/Defend (Completed)
Grabbing and throwing stuff (Completed)
Customizable Heroine (Semi-Complete, lots of bugs for now)
Texbox (Completed)
Climbing (Completed)
Monsters:
Currently i have very few (3 + 1 mini boss), im not that good spritting. They have 2 stats HP (Not yet implemented since there's no way to attack), and STR (The stronger, the less chance to break free his grip).
-Bernacle (It pulls you up whenever you touch his tounge). STR:1, HP:15
-Plant (Get near his mouth and you'll be in trouble, It shoots out some acid). STR:2, HP:15
-Tall flower er... thingie (It just grabs you around, the weakest of the three). STR:0, HP:10
-Mini boss (It randomly attacks you, it has a chance to grab you and eat you). STR:4, HP: 30
------ Sprite help ------
Monsters
Sprite sizes: (64x64) Max
Sprite animation: Max 4 frames
You only need to tell me what your monster want you to do, and i wil implement it to the game.
Weapons:
Now there are weapons to equip. They are basically made of one sprite. I put the template here if anyone feels like helping out with some:
Red cross: Point where the character grabs the weapon
Green square: Collision detection. Only this area will hit the monster
The one in the Test, is a simple wannabe badly sprited Wooden stick.
Status
There is a brand new status screen. Use the S key to check it out. You'll earn aditional stats points for each level up.
What they do:
Health Points: How much damage you can take, It also affects your escape chance rate and Stamina regeneration. if your HP becomes 0, you die
Stamina: Used to attack with your weapon and breaking free from a monster. Attacking while "Trapped", makes your stamina decrease faster.
Mana: Used for skills and magic (Magic Damage is affected by INT)
STR: Increments your escape rate and your output damage
INT: Increase your magic damage output.
DEF: Decrease any NON magic damage you take.
ATK: How much damage you make when you attack (Includes ATK from your weapon and STR)
Experience: Earned by killing stuff, every time you fill the EXP bar, you gain 1 level (Plus 3 Status Points)
Controls:
Z: Jump
Left/Right: <- / ->
UP/DOWN: Climb leadders
1,2,3: Change the selected item in inventory
Space: Break free
X: Attack with your weapon
C: Use your current selected magic
A: Talk to people
S: Check your status screen, upgrade your stats. Closes Status page.
9: Restart game
F4: Full screen (Recommended)
[On Status window]
Left click: Select skill
Right click: Get info about the skill
Link of download [Ver 0.6 (No longer in development)]
http://www.box.net/shared/mnb02z3e7d
Downlad on bottom.
Looks like everybody is into making games and stuff. After making one simple example of a platform engine for a user from here, these last days, when i was bored i kept tweking it every now and then.
Whitout me noticing it, it grew pretty good into a very flexible engine. So i decided to sprite some stuff for it and start polishing it.
I plan to make a Beat-em up "Sandbox Game", with RPG elements and, of course, vore in it. Ganing magic abilities or better stats from eating monsters (and people too) Also, you'll be able to import your own character to play with, and import custom monsters too. (If i figure it out how)
The engine is still in BETA 0.6 phase. The proyect is no longer active
Many graphics are just PLACE HOLDERS
Planed Features:
Platforming Basic physics (Completed)
HP/Stamina/MP System (Completed)
Active Break-free system (Completed)
Magic system (Completed)
Level up system (Completed)
Status upgrades (Completed)
3 slot Inventory system (Completed)
Equipment (Completed)
Heroine "Vore atack" (Working on it)
Attack/Defend (Completed)
Grabbing and throwing stuff (Completed)
Customizable Heroine (Semi-Complete, lots of bugs for now)
Texbox (Completed)
Climbing (Completed)
Monsters:
Currently i have very few (3 + 1 mini boss), im not that good spritting. They have 2 stats HP (Not yet implemented since there's no way to attack), and STR (The stronger, the less chance to break free his grip).
-Bernacle (It pulls you up whenever you touch his tounge). STR:1, HP:15
-Plant (Get near his mouth and you'll be in trouble, It shoots out some acid). STR:2, HP:15
-Tall flower er... thingie (It just grabs you around, the weakest of the three). STR:0, HP:10
-Mini boss (It randomly attacks you, it has a chance to grab you and eat you). STR:4, HP: 30
------ Sprite help ------
Monsters
Sprite sizes: (64x64) Max
Sprite animation: Max 4 frames
You only need to tell me what your monster want you to do, and i wil implement it to the game.
Weapons:
Now there are weapons to equip. They are basically made of one sprite. I put the template here if anyone feels like helping out with some:
Red cross: Point where the character grabs the weapon
Green square: Collision detection. Only this area will hit the monster
The one in the Test, is a simple wannabe badly sprited Wooden stick.
Status
There is a brand new status screen. Use the S key to check it out. You'll earn aditional stats points for each level up.
What they do:
Health Points: How much damage you can take, It also affects your escape chance rate and Stamina regeneration. if your HP becomes 0, you die
Stamina: Used to attack with your weapon and breaking free from a monster. Attacking while "Trapped", makes your stamina decrease faster.
Mana: Used for skills and magic (Magic Damage is affected by INT)
STR: Increments your escape rate and your output damage
INT: Increase your magic damage output.
DEF: Decrease any NON magic damage you take.
ATK: How much damage you make when you attack (Includes ATK from your weapon and STR)
Experience: Earned by killing stuff, every time you fill the EXP bar, you gain 1 level (Plus 3 Status Points)
Controls:
Z: Jump
Left/Right: <- / ->
UP/DOWN: Climb leadders
1,2,3: Change the selected item in inventory
Space: Break free
X: Attack with your weapon
C: Use your current selected magic
A: Talk to people
S: Check your status screen, upgrade your stats. Closes Status page.
9: Restart game
F4: Full screen (Recommended)
[On Status window]
Left click: Select skill
Right click: Get info about the skill
Link of download [Ver 0.6 (No longer in development)]
http://www.box.net/shared/mnb02z3e7d
Last edited by Baif on Thu Apr 15, 2010 2:08 pm, edited 11 times in total.
-
Baif - Participator
- Posts: 189
- Joined: Fri Nov 04, 2005 12:00 am
- Location: Brazil
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
i like it so far
Cant wait to try more.
I managed to get all 100 coins and im guessing thats the end of the demo?
Cant wait to try more.
I managed to get all 100 coins and im guessing thats the end of the demo?
[img]http://i68.tinypic.com/2r3xx1e.jpg[/img]
Chibi Liz's view on Physics, well breaking/ignoring them >:3 .
Pixiv [url]http://www.pixiv.net/member.php?id=3050556[/url]
Chibi Liz's view on Physics, well breaking/ignoring them >:3 .
Pixiv [url]http://www.pixiv.net/member.php?id=3050556[/url]
-
Liz - ---
- Posts: 1225
- Joined: Mon Jan 12, 2009 7:51 am
- Location: Violation Station.
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
Could I suggest adjusting your larger solid object sprites? They seem out of proportion with the rest of the stuff, as if they were zoomed in at 200% while everything else is 100%. Leads to some kinda jagged edges, and at least once I got stuck on a corner(I think the mask got caught on the 'rounded' corner, simply pushing the arrow to the opposite direction solved it).
I like the background and sound effects(though the coins are pretty clearly from Mario games, both in sprite and sound).
Currently the "inventory" does nothing. I assume you know that, but I'm interested to know what you plan on having it do. Up arrow as jump might not be the best way to go, usually another button(spacebar? W key?) seems a little more intuitive, particularly if you can climb or enter doors(not that I see that in this game).
I'm not a real fan of the stamina bar. Didn't like it in Secret of Mana, don't care for it here.
Also, occasionally the monster 'eating' isn't the one that 'caught'. Ran into one of the barnacle things, and suddenly transported into the 'tall flower'. First time I noticed that 'tall flower' actually has a digesting animation, since always broke free of it before.
I could offer sprites... but I don't think I could emulate your style very well, and I truely dislike it when sprites don't look like they should be from the same game and are(for example, the coins don't look like they belong with your girl or your monsters).
I like the background and sound effects(though the coins are pretty clearly from Mario games, both in sprite and sound).
Currently the "inventory" does nothing. I assume you know that, but I'm interested to know what you plan on having it do. Up arrow as jump might not be the best way to go, usually another button(spacebar? W key?) seems a little more intuitive, particularly if you can climb or enter doors(not that I see that in this game).
I'm not a real fan of the stamina bar. Didn't like it in Secret of Mana, don't care for it here.
Also, occasionally the monster 'eating' isn't the one that 'caught'. Ran into one of the barnacle things, and suddenly transported into the 'tall flower'. First time I noticed that 'tall flower' actually has a digesting animation, since always broke free of it before.
I could offer sprites... but I don't think I could emulate your style very well, and I truely dislike it when sprites don't look like they should be from the same game and are(for example, the coins don't look like they belong with your girl or your monsters).
-
PercentiledOne - Participator
- Posts: 164
- Joined: Tue Aug 28, 2007 11:00 pm
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
well man, i like it a lot and am looking forward to the future improvement. it's far better than anything i could muster. really good work, seriously
DHJST
vore code: VC_3.0_55090999551167359711198_99193999691357359711397_93913378819998_991519971152559911999972799978548_8
vore code: VC_3.0_55090999551167359711198_99193999691357359711397_93913378819998_991519971152559911999972799978548_8
-
didhejustsaythat - Advanced Vorarephile
- Posts: 993
- Joined: Fri Jun 15, 2007 11:00 pm
- Location: IL
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
PercentiledOne wrote:Could I suggest adjusting your larger solid object sprites? They seem out of proportion with the rest of the stuff, as if they were zoomed in at 200% while everything else is 100%. Leads to some kinda jagged edges, and at least once I got stuck on a corner(I think the mask got caught on the 'rounded' corner, simply pushing the arrow to the opposite direction solved it).
I'll see what can i do, im not so good spriter.
PercentiledOne wrote:I like the background and sound effects(though the coins are pretty clearly from Mario games, both in sprite and sound).
Playing a test with no goal is a bit dull, so i added coins just to mess around.
PercentiledOne wrote:Currently the "inventory" does nothing. I assume you know that, but I'm interested to know what you plan on having it do. Up arrow as jump might not be the best way to go, usually another button(spacebar? W key?) seems a little more intuitive, particularly if you can climb or enter doors(not that I see that in this game).
They do nothing still, it was just a test to see if i can implement some kind of array to store items.
Im used to UP key for jump in PC games, but i'll implement a Key config option later.
PercentiledOne wrote:Also, occasionally the monster 'eating' isn't the one that 'caught'. Ran into one of the barnacle things, and suddenly transported into the 'tall flower'. First time I noticed that 'tall flower' actually has a digesting animation, since always broke free of it before.
I just saw this error too. Forgot to reset the Id's of the capturing monster. gotta fix that
PercentiledOne wrote:I could offer sprites... but I don't think I could emulate your style very well, and I truely dislike it when sprites don't look like they should be from the same game and are(for example, the coins don't look like they belong with your girl or your monsters).
Well, as i said befre, im not much of a spriter, i made them just so i dont have to upload a demo with only place holder color blocks
I managed to get all 100 coins and im guessing thats the end of the demo?
Yep.
-
Baif - Participator
- Posts: 189
- Joined: Fri Nov 04, 2005 12:00 am
- Location: Brazil
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
Wow, this is great game. Unfortunately, I lack any spriting skills, so I can't assist you yet. Still, I wish you luck with the continued growth of this game.
-
Chaotic - Intermediate Vorarephile
- Posts: 390
- Joined: Wed Dec 28, 2005 12:00 am
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
What language is the engine written in?
Please tell me it's not something made with game maker
Please tell me it's not something made with game maker
-
Vorishartist - Artist
- Posts: 264
- Joined: Sun May 29, 2005 11:00 pm
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
For the oversized pixels in the solid plateforms, it's not spriting that you have to worry about. More like background tiling. Shrink them down, and if they're not the right size use more tiles to make the shape instead of increasing the size of the tiles.
Up key for jumping is alright, as long as you don't have anything more useful for the up arrow to do. Just mentioning it should you put in a climbing feature(like perhaps after the barnacles are killed their 'tongue' can be climbed up and down)
Nothing wrong with colored blocks if you're just doing the demo. Well... there is, since sometimes you want an animation check and the block does nothing. Still, blocks show you the mask and if you set animation keys in the blocks(a moving arrow appears in the square to represent what will become the walking animation) it should all be good.
Up key for jumping is alright, as long as you don't have anything more useful for the up arrow to do. Just mentioning it should you put in a climbing feature(like perhaps after the barnacles are killed their 'tongue' can be climbed up and down)
Nothing wrong with colored blocks if you're just doing the demo. Well... there is, since sometimes you want an animation check and the block does nothing. Still, blocks show you the mask and if you set animation keys in the blocks(a moving arrow appears in the square to represent what will become the walking animation) it should all be good.
-
PercentiledOne - Participator
- Posts: 164
- Joined: Tue Aug 28, 2007 11:00 pm
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
Vorishartist wrote:What language is the engine written in?
Please tell me it's not something made with game maker
Vorishartist wrote:Please tell me it's not something made with game maker
I have bad news for you then
Just mentioning it should you put in a climbing feature(like perhaps after the barnacles are killed their 'tongue' can be climbed up and down)
I really like this idea
-
Baif - Participator
- Posts: 189
- Joined: Fri Nov 04, 2005 12:00 am
- Location: Brazil
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
The game is good for a beta, the only thing i can say that isn't up to par are the controls.they are a little slippery and some of the monsters are placed too close and make it hard to jump on ledges. Other than that its very good. Cant wait for the vore attack to come out.
- Kalcon
- New to the forum
- Posts: 8
- Joined: Wed Jun 10, 2009 1:44 am
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
When I tried to use the tongue of the barnacles to get to a higher platform I couldn't do it easily because when I escaped I went of in a diagonal when I was expecting to drop strait down.
- Mazodin
- Been posting for a bit
- Posts: 37
- Joined: Tue Nov 11, 2008 12:00 am
Re: Homeroe's vEngine BETA 0.3 [Yet another Game]
Engine UPDATED *0.4*
Well, i just updated the Test engine to Beta 0.4.
Whats new in this?
-Fixed bugs with collision, they are a little more precise.
-Fixed the bernacles: when you brake free from him, you no longer get "launched" to one side.
-Fixed The tall plants not checking if the player was still trapped within them, making you "teleport" to their stomach for no reason.
-Changed the tile set, now is smaller.
-Changed some code to make it run smoother.
-New Status screen, Press S to see it.
-New upgrade system, Check your status page, you'll start with one point for testing propouses.
-New Attack system, Press CTRL to attack stuff with your awesome wooden stick. Attacking makes your character stop for a moment.
*Note* There is no Attacking animation yet.
Check the first post for the download
Please, play and test for bugs. Thankyou
Well, i just updated the Test engine to Beta 0.4.
Whats new in this?
-Fixed bugs with collision, they are a little more precise.
-Fixed the bernacles: when you brake free from him, you no longer get "launched" to one side.
-Fixed The tall plants not checking if the player was still trapped within them, making you "teleport" to their stomach for no reason.
-Changed the tile set, now is smaller.
-Changed some code to make it run smoother.
-New Status screen, Press S to see it.
-New upgrade system, Check your status page, you'll start with one point for testing propouses.
-New Attack system, Press CTRL to attack stuff with your awesome wooden stick. Attacking makes your character stop for a moment.
*Note* There is no Attacking animation yet.
Check the first post for the download
Please, play and test for bugs. Thankyou
-
Baif - Participator
- Posts: 189
- Joined: Fri Nov 04, 2005 12:00 am
- Location: Brazil
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
I can't wait for some other creatures.
-
squeekydragon - Somewhat familiar
- Posts: 78
- Joined: Tue Jun 10, 2008 11:00 pm
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
So far so good.
Needs some more monsters and an expanded area.
right now there is no way to get 100 exp points.
Also, near the end of the level, it is impossible to go back and pick up any coins that you missed.
At any rate, good game concept so far.
Keep up the good work.
Needs some more monsters and an expanded area.
right now there is no way to get 100 exp points.
Also, near the end of the level, it is impossible to go back and pick up any coins that you missed.
At any rate, good game concept so far.
Keep up the good work.
Where to find me - My Link Tree | Discord: Nanakra#6922
On the development team for: Predator's Coliseum An RPG Maker vore game
On the development team for: Predator's Coliseum An RPG Maker vore game
-
nanakra - Intermediate Vorarephile
- Posts: 353
- Joined: Sat Jun 02, 2007 11:00 pm
- Location: East Coast, USA
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
Small update. *Beta 0.42*
-I Changed some of the level layout, so you can backtrack for the coins.
-Now you can level up.
-Minor fixes in the status page.
-As a test of the monster engine, i added another enemy as a "Mini boss" of the test level. (I still dont have the permission from Duamutef, but i hope hes ok. Anyways, if there's any problem in using one of his sprites, i'll gladly remove it. )
-I Changed some of the level layout, so you can backtrack for the coins.
-Now you can level up.
-Minor fixes in the status page.
-As a test of the monster engine, i added another enemy as a "Mini boss" of the test level. (I still dont have the permission from Duamutef, but i hope hes ok. Anyways, if there's any problem in using one of his sprites, i'll gladly remove it. )
-
Baif - Participator
- Posts: 189
- Joined: Fri Nov 04, 2005 12:00 am
- Location: Brazil
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
I've been meaning to tell ye, this is a really nice platformer. I like it a lot. *Loves platformer games but can't make one to save his life D:*
Anyway, I noticed that if ye manage to land on the very edge of something, it messes up the movement and animation a bit. Nothing serious, but I thought I'd let ye know. I've only had it happen about 2 times, and it doesn't hurt the game much, I just get stuck for a sec.
Anyway, I noticed that if ye manage to land on the very edge of something, it messes up the movement and animation a bit. Nothing serious, but I thought I'd let ye know. I've only had it happen about 2 times, and it doesn't hurt the game much, I just get stuck for a sec.
Disclaimer: I am a lazy bastard.
-
Rayen - Advanced Vorarephile
- Posts: 735
- Joined: Sat Mar 08, 2008 12:00 am
- Location: Arkansas
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
Gives me an error message when the Kari kills me.
Still, great job so far!
Still, great job so far!
-
Ryu8 - Been posting for a bit
- Posts: 57
- Joined: Sat Sep 27, 2008 11:00 pm
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
Pretty impressive, looks professionally done. Great job for now.
-
gtsfan9 - Been posting for a bit
- Posts: 34
- Joined: Sat Nov 25, 2006 12:00 am
- Location: Germany
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
Yep, I also got the error message after the Kari kills her. At first glance I'd guess it's the Kari's "jump" toward the player that gets screwed up because the player object no longer exists (pretty much what the message says, anyway XP)
I can't test the attacks myself though, my CTRL button doesn't work, so can't help you on that one.
I can't test the attacks myself though, my CTRL button doesn't work, so can't help you on that one.
"Lady, I WARNED you that my plants wouldn't tolerate tresspassers, either! NOW look at you!"
"Mmh! Mmh!"
https://www.patreon.com/KavenBach
"Mmh! Mmh!"
https://www.patreon.com/KavenBach
-
KavenBach - DamselDangerologist
- Posts: 1973
- Joined: Wed Jul 12, 2006 11:00 pm
- Location: St-Hubert, Quebec (near Montreal)
Re: Homeroe's vEngine BETA 0.4 [Yet another Game]
it's nice so far.....but you need to fix that error with the Kari
- Firon
- ---
- Posts: 1285
- Joined: Sun Dec 09, 2007 12:00 am