Vore War V39

Forum for the Vore games, and other downloads
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.

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 7:38 am

LostSoul13 wrote:Whenever the AI takes a town and ends up lowering its population to 0, but then needs to resupply afterwards, the army stays in the empty town infinitely trying to resupply.
Edit: Also, auto-regurgitate friendlies seems to be stuck permanently on.


Yeah, I checked it out, and for some reason it wont stay unchecked, thank god surrendered units ignore the setting.
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby GreenSlime » Sat Oct 06, 2018 8:19 am

Scylla.png
Scylla.png (29.22 KiB) Viewed 648 times

Scylla race done. Sprites:

-Front tentacles
-Back tentacles - placed behind all layers
-Head fins
-Arm scales
-Body scales (top-females, bottom-males) - some body scales might be out of alignment, I noticed i had one of my guides misplaced
-Weapons - Coral dagger, Coral Trident, Stinging jellyfish, Harpoon, Jellyfish/harpoon projectiles.
-Bodies

slime color picker.png
slime color picker.png (6.37 KiB) Viewed 649 times

Second, here's slime color palette. Slimes have 10 basic colors, with each color having 4 different highlight variations (same color and three different colors).

manchins.png
manchins.png (1.06 KiB) Viewed 648 times

And a little edit to male bodies 2-5 (1 is unisex and should be left androgynous) with slightly wider chin.
Last edited by GreenSlime on Sat Oct 06, 2018 8:27 am, edited 1 time in total.
User avatar
GreenSlime
Participator
 
Posts: 244
Joined: Sat May 24, 2014 10:45 am

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 8:21 am

Also, I guess the next patch will include the "Biggest boobs OVER the belly" tweaks for all the OTHER units ASIDE from the slime queen? XD
odd.PNG
odd.PNG (22.76 KiB) Viewed 644 times

Normal units still have them behind. XD

GreenSlime wrote:Second, here's slime color palette. Slimes have 10 basic colors, with each color having 4 different highlight variations (same color and three different colors).


Nice! There's the rainbow I was hoping for! XD
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby SubZero156 » Sat Oct 06, 2018 8:44 am

wait they can throw jelly fishs oh god by the way how much is done like 50% 70%?
User avatar
SubZero156
Participator
 
Posts: 176
Joined: Mon Apr 16, 2018 9:58 am

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 8:48 am

NEW BUG! Maybe, I think it is... after hitting the ai button in tactical, when you go to press the enter key(the hotkey for end turn), it hits the ai button again.(which doesn't make any difference if you've already moved all your units, but with a certain early battle match "I" like to have...)

SubZero156 wrote:wait they can throw jelly fishs oh god by the way how much is done like 50% 70%?


It's literally just their basic ranged weapon, lol, it's just a skin mate, it doesn't do anymore than a normal bow. XD
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby SubZero156 » Sat Oct 06, 2018 8:51 am

Turbotowns wrote:NEW BUG! Maybe, I think it is... after hitting the ai button in tactical, when you go to press the enter key(the hotkey for end turn), it hits the ai button again.(which doesn't make any difference if you've already moved all your units, but with a certain early battle match "I" like to have...)

SubZero156 wrote:wait they can throw jelly fishs oh god by the way how much is done like 50% 70%?


It's literally just their basic ranged weapon, lol, it's just a skin mate, it doesn't do anymore than a normal bow. XD


but still many jelly fishs do they have
User avatar
SubZero156
Participator
 
Posts: 176
Joined: Mon Apr 16, 2018 9:58 am

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 8:56 am

Also, this has BEEN in the game, but occasionally when I hit enter, it ends the turn twice(naturally, only possible with human vs human), making it the turn of the race that hit enter in the first place, most of the time it actually isn't that intrusive, but this one time. XD


SubZero156 wrote:
Turbotowns wrote:NEW BUG! Maybe, I think it is... after hitting the ai button in tactical, when you go to press the enter key(the hotkey for end turn), it hits the ai button again.(which doesn't make any difference if you've already moved all your units, but with a certain early battle match "I" like to have...)

SubZero156 wrote:wait they can throw jelly fishs oh god by the way how much is done like 50% 70%?


It's literally just their basic ranged weapon, lol, it's just a skin mate, it doesn't do anymore than a normal bow. XD


but still many jelly fishs do they have


Wut? There's isn't an ammo system.
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby SubZero156 » Sat Oct 06, 2018 9:00 am

no not like that like how many jelly fishs do they have to use they for combat
User avatar
SubZero156
Participator
 
Posts: 176
Joined: Mon Apr 16, 2018 9:58 am

Re: Vore War V12G

Postby GreenSlime » Sat Oct 06, 2018 9:03 am

but still many jelly fishs do they have


ALL the jellyfish. The scylla army just travels with a big aquarium full of jellyfish. it's totally canon now.

It's fully done, I usually don't post spritesheets as previews. Overall completion is at around 80%, still pending:

-Harpies
-Crypters
-Leader, bikini and one piece clothing sets

At which point the sprites will be ready to get released with me adding the rest of clothing sets over time.
User avatar
GreenSlime
Participator
 
Posts: 244
Joined: Sat May 24, 2014 10:45 am

Re: Vore War V12G

Postby SubZero156 » Sat Oct 06, 2018 9:05 am

be funny if you made the aquarium some sort of travel for them


also are the harpies the hardest?
User avatar
SubZero156
Participator
 
Posts: 176
Joined: Mon Apr 16, 2018 9:58 am

Re: Vore War V12G

Postby GreenSlime » Sat Oct 06, 2018 9:23 am

I already sketched wings I find satisfactory so it should be smooth sailing from now on. Crypters are more sprite-intensive.

I'm feeling like i'm making a shitpost with this one, but... here.
Attachments
armybannerscylla.png
armybannerscylla.png (619 Bytes) Viewed 623 times
User avatar
GreenSlime
Participator
 
Posts: 244
Joined: Sat May 24, 2014 10:45 am

Re: Vore War V12G

Postby SubZero156 » Sat Oct 06, 2018 9:30 am

please that be funny
User avatar
SubZero156
Participator
 
Posts: 176
Joined: Mon Apr 16, 2018 9:58 am

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 9:45 am

GreenSlime wrote:
but still many jelly fishs do they have


ALL the jellyfish. The scylla army just travels with a big aquarium full of jellyfish. it's totally canon now.

It's fully done, I usually don't post spritesheets as previews. Overall completion is at around 80%, still pending:

-Harpies
-Crypters
-Leader, bikini and one piece clothing sets

At which point the sprites will be ready to get released with me adding the rest of clothing sets over time.


You've been kicking ass with these races, man!

GreenSlime wrote:I already sketched wings I find satisfactory so it should be smooth sailing from now on. Crypters are more sprite-intensive.

I'm feeling like i'm making a shitpost with this one, but... here.


Cute, also race banners! Why didn't I think of that! I'll handle the slime one(It IS my race, and you've got other concerns, surely).

Oh! Speaking of the slimes, for the revamped slime queen, is there an option to have bare chest and groin area?
Also, I really like how sprite wise, you gave her a melee AND ranged weapon(unless you plan to do that with ALL the leaders), which my playstyle(giving my leader units both an Axe AND Composite Bow)!
Last edited by Turbotowns on Sat Oct 06, 2018 12:18 pm, edited 1 time in total.
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 10:39 am

Newly discovered fact! If a corpse has a belly(if they died during the absorption phase) and a living unit can't hold both, they can't eat the corpse(when I posited the idea, I kinda mentioned the belly still kinda worked(though in retrospect, that probably wouldn't have been easy to program...)).
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 10:48 am

New exception, it happened when I tried to copy the one piece swimsuit to the whole army while my slime queen was present, it caused me to not be able to customize the queen at all(all these exceptions seem to be undone whenever I restart the game).

Here's my recent exception data:
Spoiler: show
Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :12G
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
CompleteSprite.UpdateSprite () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UIUnitSprite.UpdateSprites (Actor_Unit actor) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.UpdateDrawnActors () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.ButtonCallback (System.Int32 ID) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.UI.Button.Press () (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.EventSystem:Update()

Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :12G
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
CompleteSprite.UpdateSprite () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UIUnitSprite.UpdateSprites (Actor_Unit actor) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.UpdateDrawnActors () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.ButtonCallback (System.Int32 ID) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.UI.Button.Press () (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.EventSystem:Update()

Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :12G
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
CompleteSprite.UpdateSprite () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UIUnitSprite.UpdateSprites (Actor_Unit actor) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnitCustomizer.RefreshView () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnitCustomizer.SetUnit (Unit unit) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.BuildCustomizer () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.ButtonCallback (System.Int32 ID) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.UI.Button.Press () (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.EventSystem:Update()

Exception: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Version :12G
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <f2e6809acb14476a81f399aeb800f8f2>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <f2e6809acb14476a81f399aeb800f8f2>:0)
CompleteSprite.UpdateSprite () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UIUnitSprite.UpdateSprites (Actor_Unit actor) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnitCustomizer.RefreshView () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnitCustomizer.SetUnit (Unit unit) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.BuildCustomizer () (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
Recruit_Mode.ButtonCallback (System.Int32 ID) (at <4bfb9a5dbf554342aefe598f4da2e4ee>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <b26b66ba27fa459490cd14f3317dd155>:0)
UnityEngine.UI.Button.Press () (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <fe4c363221c44ea2bfc02f4ed6834706>:0)
UnityEngine.EventSystems.EventSystem:Update()


Probably includes all my past exceptions too, I can't tell what's relevant, so to prevent me from posting the whole thing in the future(stuff you've already seen), I'm gonna empty the contents of the text document(you have all said contents right here anyway).
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 10:55 am

Also, when I scroll(using the mouse wheel) the combat log, or while in the army exchange menu, it zooms the camera, not THAT big of a deal, though it IS a little annoying(The combat log especially, the exchange, not as much) having to scroll/zoom back to my prior zoom level. XD
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby Turbotowns » Sat Oct 06, 2018 11:20 am

Hey Auri, do you adjust(like maybe flipping the "selected"/"highlighted" flag sprite horizontally) the flag sprites? when you load them into the game, cause they don't seem to be lined up in the pixels(at least in regards to what I know is the sprite dimensions), i felt something off when I was making the leader variants, but after measuring pixel by pixel I've found that, indeed, to keep them lined up ingame, you'd have to flip them, or adjust them slightly(the highlight sprites are one pixel to the left), I ask because for these slime flags, I've adjusted the sprites to be lined up to the sprite dimensions, let me know if I should move them back.
User avatar
Turbotowns
???
 
Posts: 2169
Joined: Tue Feb 01, 2011 11:16 am
Location: Ohio, America

Re: Vore War V12G

Postby Aurilika » Sat Oct 06, 2018 2:23 pm

Katar wrote:I'm resubmitting these names for the Crypters as they still have no names for their towns and this saddens me.
So when are these neato lizards and slimes going to be introduced to the mod? They look fantastic!

Also, now that we have this system wherein random creatures can spawn in, could it be possible to have "traveling civilians" for the prey races? By this I mean having small bands of this race spawn but they're essentially no faction and are lightly armed but are of random sized from 8 to 32 and all they do it travel between their faction's cities. If this could be implemented it'd be a really cool mechanic for a weaker empire to meaningfully raid a rival nation without having to take a well fortified city? I'm not sure how this could work and it could even just be a small thing, but these bands would probably need a different banner of some kind to show they're vulnerable to raiding.


Ah, my apologies, I must have lost track of the Crypter names, so I'll get them added, as well as the human and scylla town names you gave.

They'll be implemented relatively soon. I want to get an alternate palette swapping thing in that will allow for better looking colors, and that might require a little bit of reworking for the sprites, and then I'll probably start working on them. Greenslime said something about a style mismatch, but I could have the new sprites as optional until they're all done (or maybe forever optional if there's demand)

Wandering npcs sounds like it might be a good idea, and it shouldn't be that hard to do.

Turbotowns wrote:Also, I guess the next patch will include the "Biggest boobs OVER the belly" tweaks for all the OTHER units ASIDE from the slime queen? XD


Yeah, there's still the layer conflict between them and clothes, but I can just make it to it is always true for topless at least.

Turbotowns wrote:NEW BUG! Maybe, I think it is... after hitting the ai button in tactical, when you go to press the enter key(the hotkey for end turn), it hits the ai button again.(which doesn't make any difference if you've already moved all your units, but with a certain early battle match "I" like to have...)

Yeah, that's definitely a bug, enter can also be used to re-trigger the last button you pressed (that's a default unity setting), so I'll find some way to avoid the conflict.

Turbotowns wrote:Also, this has BEEN in the game, but occasionally when I hit enter, it ends the turn twice(naturally, only possible with human vs human), making it the turn of the race that hit enter in the first place, most of the time it actually isn't that intrusive, but this one time. XD

I'll check it out.

GreenSlime wrote:I'm feeling like i'm making a shitpost with this one, but... here.

It took me a little while to figure out that that was an aquarium.

Turbotowns wrote:Newly discovered fact! If a corpse has a belly(if they died during the absorption phase) and a living unit can't hold both, they can't eat the corpse(when I posited the idea, I kinda mentioned the belly still kinda worked(though in retrospect, that probably wouldn't have been easy to program...)).

Yeah, I mean that wouldn't have been that much work, but I figured it made more sense that way. Typing this I just remembered that you wanted alive prey to still be stuck for a few turns and I don't think I ever did that. That would be harder to make sense of though. (It would also ruin my accidental strategy of having 1 critically injured unit that gets eaten 4 or 5 turns in a row and then freed by killing the person that ate them each turn :lol: , though I usually don't play with edible corpses on, so it actually wouldn't matter)

Turbotowns wrote:New exception, it happened when I tried to copy the one piece swimsuit to the whole army while my slime queen was present, it caused me to not be able to customize the queen at all(all these exceptions seem to be undone whenever I restart the game).
Probably includes all my past exceptions too, I can't tell what's relevant, so to prevent me from posting the whole thing in the future(stuff you've already seen), I'm gonna empty the contents of the text document(you have all said contents right here anyway).

I'll fix it. It's related to the slime queen effectively being a different 'race' than the rest of the slimes in terms of graphics/clothing so she has a different clothing set.
Actually it automatically replaces the file when the first exception happens after the game is run. The first one is the only one that notifies the player with the text window, and subsequent ones are just logged (though there's a small cap of how many it will log)

Turbotowns wrote:Also, when I scroll(using the mouse wheel) the combat log, or while in the army exchange menu, it zooms the camera, not THAT big of a deal, though it IS a little annoying(The combat log especially, the exchange, not as much) having to scroll/zoom back to my prior zoom level. XD

I'll adjust it so this doesn't happen.

Turbotowns wrote:Hey Auri, do you adjust(like maybe flipping the "selected"/"highlighted" flag sprite horizontally) the flag sprites?

I think that I quietly fixed that in one of the later V12 patches, looks like it is fixed the 12D source release. So they're both placed in the same location now. They're technically a half pixel off center though, as there's 1 more pixel of margin on the left than the right, but that's not easily fixable without redoing the sprites (though I guess I could make the poles 1 pixel wider). You can send them as is, and I can easily slide them one pixel if need be. I believe that should be fixed in the current version of the game though.
User avatar
Aurilika
Advanced Vorarephile
 
Posts: 847
Joined: Sat Oct 17, 2015 11:06 pm

Re: Vore War V12G

Postby GreenSlime » Sat Oct 06, 2018 2:59 pm

By the way, are the color palettes in one place somewhere, or are they spread across the code? if there's color rework i'd like to get my hands on them to match colors better.

Oh, and it's a good thing alternate palettes are coming. I think i miiiiight have overdid it with harpies...
User avatar
GreenSlime
Participator
 
Posts: 244
Joined: Sat May 24, 2014 10:45 am

Re: Vore War V12G

Postby GreenSlime » Sat Oct 06, 2018 3:48 pm

Yeah, I definitely did.

So here's the standard frame of the harpy. The thing of the head is feathery crest which i didn't start spriting yet. Things are gonna get... layer-y.
Attachments
harbl.png
harbl.png (6 KiB) Viewed 538 times
User avatar
GreenSlime
Participator
 
Posts: 244
Joined: Sat May 24, 2014 10:45 am

PreviousNext

Return to Vore game

Who is online

Users browsing this forum: 2022Hallo2022, aikogachagirl, Altimos, Arc3345, arcticsnow, ATP123890, BeyaDonna, Blaze32202, bobbidys, dnkroz3d, drodoka11037, Esthia, Fenri016, Foxymew, FunnyNyandroid, genericusername, Glac, Happers, jabujabu10, Jackybuiuwu, jimmythehobo, JustAnotherLurker, lasgp1231, LightKhale, MisterXUwU, MoshKangAce, MrLightning01, QueenFutatheVoracious, radiells, RexRunner02, Seasuper, Slayerhero90, SlukerHD, sparta123, t2rosa, tech903, TheEtherealKnight, theveggie3, ugme, umop534, Unnötig, Wolfcrux, xdarkmarth, Yandex [Bot], Younger99, Yuushii