The Aspects of Swallow: Vore RPG

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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Sat Aug 01, 2015 10:20 pm

The first demo is up!

So far I have only competed the prologue, but the first chapter is underway. There are 2 vore scenes so far (though 1 has 3 unique endings), but there will be more to come, especially if I can get some writers on board. Most of the time spent working on this was wading through scripts to try and make vore-combat work (still very buggy), so expect more content in future updates.

Also, note that the "Talk" command from the menu is incomplete and is very derpy.
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Re: The Aspects of Swallow: Vore RPG

Postby Cribbey » Sun Aug 02, 2015 7:55 am

Nice little demo, looking forward to future updates.

A few things I feel I need to mention:

1. The combat system is great, I really like the way you implemented it.

2. Sometimes your sprite will still have "enlarged assets" after battle even though the enemy is already dead.

3. Scrolling onto "TP Mode" in the skills menu gives some kind of error message and closes the game.

4. How do you access the other "unique vore scene endings" and which scene is it?

Both scenes I found didn't have any choices:
Spoiler: show
1. Scene with sleeping girl in the inn is an automatic game over after text is finished.

2. Scene with the girl in the other inn is digested as you walk out the door and nothing else happens
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Re: The Aspects of Swallow: Vore RPG

Postby Maexam2 » Sun Aug 02, 2015 8:20 am

Um... I need help. My keyboard lacks the UP arrow key. I know I can change the controls by pressing F1, but I haven't got the slightest idea of how to do it! All the R, W, S etc... It's like I'm reading Greek! S.O.S.?
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Re: The Aspects of Swallow: Vore RPG

Postby eleventh » Sun Aug 02, 2015 8:34 am

Maexam2, as far as I can tell the F1 menu allows to to reconfigure the controls as something similar to a console controller. However, alternate movement keys needs to be implemented as a script into the game by the developer. This is actually fairly easy to implement, but may interfere with other scripts as it uses WASD by reading the keystrokes that map to RXYZ in the menu you're seeing.
In case you're curious about all the letters,
A - run by default
B - open menu
C - select/interact
X - don't think it does anything by default
Y - don't think it does anything by default
Z - don't think it does anything by default
L - cycle left through characters
R - cycle right through characters
I really need to just post things without rewriting them dozens of times.
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Re: The Aspects of Swallow: Vore RPG

Postby Maexam2 » Sun Aug 02, 2015 8:40 pm

eleventh wrote:Maexam2, as far as I can tell the F1 menu allows to to reconfigure the controls as something similar to a console controller. However, alternate movement keys needs to be implemented as a script into the game by the developer. This is actually fairly easy to implement, but may interfere with other scripts as it uses WASD by reading the keystrokes that map to RXYZ in the menu you're seeing.
In case you're curious about all the letters,
A - run by default
B - open menu
C - select/interact
X - don't think it does anything by default
Y - don't think it does anything by default
Z - don't think it does anything by default
L - cycle left through characters
R - cycle right through characters

Thank you for the explanation. So, in other words, unless the Game Developer puts that code thing, I can't change the movement keys to WASD?
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Re: The Aspects of Swallow: Vore RPG

Postby anthony050 » Mon Aug 03, 2015 9:47 am

I really enjoy the game here is what feedback I have. The battles are really interesting in the way that the vore abilities work. I also liked the idea that one could talk whit the party members and ask to swallow or to be swallowed by them. I also noticed that there was some places where the dialogue went of screen and that one can't interact whit the signs in the over world. I have just started to use the rpgmaker and thought that I should offer my help to fix those and similar things if you want. I can look into how to add a system to let the other party members out. Although I don't want to promise that I can make it work. If you don't want my help is it just to tell me and I'll leave it to you just thought that it could be nice to get some help whit the small bugs. Anyway great game thus far and hope to see it continue :D.
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Mon Aug 03, 2015 4:46 pm

Qwerty1994 wrote:Nice little demo, looking forward to future updates.

A few things I feel I need to mention:

1. The combat system is great, I really like the way you implemented it.

2. Sometimes your sprite will still have "enlarged assets" after battle even though the enemy is already dead.

3. Scrolling onto "TP Mode" in the skills menu gives some kind of error message and closes the game.

4. How do you access the other "unique vore scene endings" and which scene is it?

Both scenes I found didn't have any choices:
Spoiler: show
1. Scene with sleeping girl in the inn is an automatic game over after text is finished.

2. Scene with the girl in the other inn is digested as you walk out the door and nothing else happens


The one with several endings is
Spoiler: show
the one in the inn. Talk to her with Valaera in your party.
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Mon Aug 03, 2015 4:48 pm

anthony050 wrote:I really enjoy the game here is what feedback I have. The battles are really interesting in the way that the vore abilities work. I also liked the idea that one could talk whit the party members and ask to swallow or to be swallowed by them. I also noticed that there was some places where the dialogue went of screen and that one can't interact whit the signs in the over world. I have just started to use the rpgmaker and thought that I should offer my help to fix those and similar things if you want. I can look into how to add a system to let the other party members out. Although I don't want to promise that I can make it work. If you don't want my help is it just to tell me and I'll leave it to you just thought that it could be nice to get some help whit the small bugs. Anyway great game thus far and hope to see it continue :D.


The signs are meant to say "under construction" but I goofed the code

And feel free to suggest changes, I'm open to everything
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Re: The Aspects of Swallow: Vore RPG

Postby Vanny » Mon Aug 03, 2015 6:28 pm

Maybe an option for full tour. The scenes ended really abrupt, maybe more detail and sound effects. ^_^
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Wed Aug 05, 2015 7:50 pm

Vanny wrote:Maybe an option for full tour. The scenes ended really abrupt, maybe more detail and sound effects. ^_^


^^; Sorry, I'm not really a stellar writer. I was hoping to find a couple people who could write dialogue for me (I'm super lazy like that) I'll try to write a bit more for next update!
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Wed Aug 05, 2015 8:11 pm

eleventh wrote:Maexam2, as far as I can tell the F1 menu allows to to reconfigure the controls as something similar to a console controller. However, alternate movement keys needs to be implemented as a script into the game by the developer. This is actually fairly easy to implement, but may interfere with other scripts as it uses WASD by reading the keystrokes that map to RXYZ in the menu you're seeing.
In case you're curious about all the letters,
A - run by default
B - open menu
C - select/interact
X - don't think it does anything by default
Y - don't think it does anything by default
Z - don't think it does anything by default
L - cycle left through characters
R - cycle right through characters


WASD support added
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Re: The Aspects of Swallow: Vore RPG

Postby Maexam2 » Wed Aug 05, 2015 8:47 pm

YAHOOOOOOO!
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Re: The Aspects of Swallow: Vore RPG

Postby Maexam2 » Wed Aug 05, 2015 8:53 pm

So, in order to use WASD to walk, what config should I change? That is to say, what keys do I have to alter?
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Re: The Aspects of Swallow: Vore RPG

Postby TheSignPainter » Wed Aug 05, 2015 9:17 pm

I think he means "added in le next update."
- Sincerely, the Sign Painter
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Re: The Aspects of Swallow: Vore RPG

Postby Maexam2 » Thu Aug 06, 2015 12:26 am

TheSignPainter wrote:I think he means "added in the next update."

Wouldn't he have said so if it wan on the next update?
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Re: The Aspects of Swallow: Vore RPG

Postby evilogith » Thu Aug 06, 2015 4:17 pm

i Dont Think that Theres ANY Place to GO :(
im Just Stuck in the Forest With Nowhere to GO :(
i Been Everywhere Else.
https://www.youtube.com/watch?v=CAHmqHl71A8
Image
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Re: The Aspects of Swallow: Vore RPG

Postby voremonger » Thu Aug 06, 2015 7:00 pm

evilogith wrote:i Dont Think that Theres ANY Place to GO :(
im Just Stuck in the Forest With Nowhere to GO :(
i Been Everywhere Else.
https://www.youtube.com/watch?v=CAHmqHl71A8

That's funny, I was multitasking and set this to open, then came back to look at it and read what you said (out of context) and it almost sounds like part of a philosophical poem or a portion of a song or something.
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Tue Aug 11, 2015 11:04 pm

Sorry I've been pretty slow with this next update, I have a bunch of areas done, but I am swamped at work right now and I'm having trouble finding time to write dialogue.
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Re: The Aspects of Swallow: Vore RPG

Postby Squidpad » Tue Aug 11, 2015 11:35 pm

evilogith wrote:i Dont Think that Theres ANY Place to GO :(
im Just Stuck in the Forest With Nowhere to GO :(
i Been Everywhere Else.
https://www.youtube.com/watch?v=CAHmqHl71A8


It's the first demo. I said there would only be the prologue in this one. There is no where else to go
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Re: The Aspects of Swallow: Vore RPG

Postby Cribbey » Fri Oct 02, 2015 9:35 am

Any news on the next update?
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