Welcome to the official Barbftr discussion! You will find all the
current releases and the required content to make your own enemies here!
Below is the current list of different Barbftr games and versions each to their respective creator names,
ImaginaryZ,
-2018 HD Player Rework:
https://www.furaffinity.net/view/27768399/-Current Beta/Alpha Build:
http://www.furaffinity.net/view/15385852/Alsnapz,
-Panftr (Non-Fatal Revamp):
http://www.furaffinity.net/view/17371095/-Alsnapz Enemy Mod 3:
http://www.furaffinity.net/view/8840199/-Alsnapz Enemy Mod 2:
http://www.furaffinity.net/view/7401202/-Alsnapz Enemy Mod 1:
http://www.furaffinity.net/view/6737499/Superflame,
-Superflame's Barbftr Version 4:
http://www.furaffinity.net/view/15190929/-Superflame's Barbftr Version 3:
http://www.furaffinity.net/view/14963662/Bluthelizard, (No longer in development.)
-Blu's Barbftr Game Locations:
http://www.furaffinity.net/user/plumpish.delight/ StormyRange,
-Barbftr Enemy Mod 1-3 Combined:
http://www.furaffinity.net/view/12869181/67vorelover67,
-Vorelover's Barbftr Revamp:
http://www.furaffinity.net/view/16214962/-Barbftr Pokemon Enemy Update:
http://www.furaffinity.net/view/16901881/-Legend Of Zelda Barbftr Revamp:
http://www.furaffinity.net/view/17291429/gura2,
-Barbftr Najarala Enemy:
http://www.furaffinity.net/view/17212654/Esperskel,
-Barbftr Zibo Enemy:
http://www.furaffinity.net/view/16353861/ (Zibo is owned by Alsnapz and worked on by Esperskel with Al's permission.)
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Other Notes:
-Don't forget to support them on FA too if you haven't already!
-Specific dates of future updates will not be given so please do not ask! (Like seriously. Don't.)
-Barbftr was originally designed and created by ImaginaryZ, none of these amazing modifications and enemies would exist if not for him!
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The most recent monster maker file package hosted & shared by ImaginaryZ is, https://mega.co.nz/#!RMYQHagT!bAU9SKTQn ... 6YAGusNzkA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Old info is in the spoiler below just incase anybody might find the info useful still. (
Warning: Long Dropdown.)
So I decided to start a new topic in order to organize, share, or discuss custom monsters/characters anybody is currently working on or has finished and wish to share them here or perhaps screenshots of enemies currently being worked on as well.
For starters i'll list some general info below:-Barbftr is a vore flash game developed by ImaginaryZ.
-Recently the game was taken back into interest by Alsnapz who created 3 monster mods for the original game which are located here,
http://www.furaffinity.net/user/alsnapz/-A lot of hard work and motivation is required to design a single monster, but recently Z put up an open source file designed to help shorten the process. It can be found here in the Vore downloads section under ImaginaryZ Junk. (http://aryion.com/content/imaginaryzs-junk -> "Barbftr MONSTERMAKER 2014_10_27.zip")
-Right now if you design an enemy you will have your name listed in the most recent version which is managed and updated by Alsnapz on FA here,
http://www.furaffinity.net/view/8840199/ (Requires Adult Filter to view.)
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If you post a comment on this topic be sure it is related to the mod and not something completely unrelated. This topic was made to help make the game grow in contributions by others willing to design their own enemies.
Here is an alternative download to the Monster Maker Package:
https://mega.co.nz/#!5cZ30boB!0wX8kLqtd ... lZP6utOiBU~~~~~~~~~~~~~~~~~~~
Imaginary Z's Changelog Snippet: 2014-10-27 Error: shadow plays when paused for ext. clips
FIXED: Sometimes, ext. clips are not scaled right when they load
FIXED: Sounds play when ext clips are loaded
2014-10-20 Error: pausing while shrunk == seziure
Added:
New external enemy format EXACTLY mimics internal format. Use this for making monsters.
external.xml so you can load a list of your own external enemies.
G.setPostSync( Obj, func ); //This function is called AFTER all the syncing is done (for well positioned animations) function is of the form function( G, Obj, extra ){};2014-10-17G.victoryStatus(); //0 means NO victory, 1 == given, -1 == kill
G.victoryRequest( nextenemy ); //Instantly win against enemy WITHOUT killing them (make each enemy a "maze" to solve...) if nextenemy isn't defined, goes in order.
RAPIDLY TAPPING DOWN == Attack Mode Change (pet mode/attack mode)
G.getPlayerMode(); //Returns the player mode. 0 is normal, 1 is "hug" mode (pet)
G.enemySetAllowPets( doit ); //Allow PETTING of this enemy (you must have a "hitp" animation) if set to 1. 0 disables petting! (default)2014-10-16G.syncSubclip( main, subclip, animation, callback ); //For internal shots and other sync clips, keeps the subclip synchronized with the main animations offset correctly. (must match # of frames 1:1) Can also call a function (G, obj, target) after applying animation sync.2014-10-14G.setPlayerScale( val ) //Set player scale (100 is default) Note your monster should be carefult to notice player is scaled; and have the victim clips handled as needed....
G.getPlayerScale()//Get player scale (100 is default) Note your monster should be carefult to notice player is scaled; and have the victim clips handled as needed....
G.syncSubclip( main, subclip, animation ); //For internal shots and other sync clips, keeps the subclip synchronized with the main animations offset correctly. (must match # of frames 1:1)2014-09-06G.pointsSetPerDamage( value ) //Set the points recieved per HP of damage dealt to enemy (0 is disable!)
G.pointsAdd( amount, dontuselog ) //Add this many points to the player's score for this battle. Optionally, you can disable the logging of these points by seeting the second argument to 1
G.pointsGet( amount ) //Get current total points scored
G.pointsGetFightDelta( amount ) //Get current number of points scored since the start of the current battle
G.enemySetIgnoreWeakHits( value ); //If set to 0 or higher, attacks that do that amount of damage or LESS will not play hit animations. Set to -1 for normal, or pass no arguments.
G.setHMLDef( vh, vm, vl ); //Sets the high, medium and low defense stats in one call.
G.setHMLAtk( vh, vm, vl ); //Sets the high, medium and low attack stats in one call.~~~~~~~~~~~~~~~~~~~
Tutorials on how to design enemies from scratch made by ImaginaryZ are here if needed,
https://www.youtube.com/playlist?list=P ... YKbVstThTd And to make sure it is clear as mentioned in the original post,
YOU MUST HAVE FLASH 8 PROFESSIONAL TO MAKE MONSTERS (You can also PM ImaginaryZ for a copy if you are unable to find a copy anywhere but just try to find it first!)
Currently the featured vore methods are: Oral Vore, AV, Unbirth, and Tail Vore. (CV has not been made yet but whether or not it will be added to the mod is up to ImaginaryZ and Alsnapz. But you are welcome to share it in this topic if you design anything with it! It's what this topic is for.)
Also please do not ask Z or Alsnapz about updates to the mod! It will be updated when it's updated! But the more people who take part in designing enemies the more often it will be updated! So what are you waiting for? Stop waiting for updates and become part of the updates!
If you have any questions that are not answered above feel free to ask as long as they are relevant!
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(Edit - Added link to video tutorials on the process, also bolded link info for quick reference.)
(Edit 2 - Added Updated Download Link to Monster Maker including the changes of the update.)
(Edit 3 - Added full changelog and a Mirror link on MEGA provided by ImaginaryZ. Added Link and file name to Eka location download.)