Vore War V13A

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Re: Vore War V12G

Postby Dragonvorelover135 » Tue Oct 09, 2018 1:21 pm

GreenSlime wrote:Experimenting with the colors of lizards. I feel like pairing scale and belly colors like on picture by default but letting people change them anually would be a good way to do them.


Oh wow those are some nice color schemes! I always did feel like the lizards current color palettes lacked a brighter color selection.
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Re: Vore War V12G

Postby Aurilika » Tue Oct 09, 2018 5:32 pm

GreenSlime wrote:Prepare to get assaulted right into your sense of aesthetics as I bring gifts of hair.

Muted colors for normal people hair, acidic nightmare for the imps.

Great stuff, If I'm lucky the hair uses the same shades as before and I can retroactively apply the palette to the current models, but we'll see. I was disappointed the cat girl leader hair palette you modeled way back wasn't in there, so I had to go back in time(on this thread) to locate it, so I can extract that as an option (the fiery orange, it's similar to that orange imp palette but not quite). While I was back there I realized, whatever became of the Holstaurus race?

Also, seeing all this stuff from you is inspiring me to work hard. I'm going to try to get several of the bigger features in there, but I won't mention them by name, just because I'm not sure how the priority will end up shaking out (some could be more work than I expect) and don't want to get peoples hopes up too high. I will absolutely, definitely get the Lamia in there though, I've sat on them for far too long. I decided to just go ahead and make them a main race instead of having them be hireables, that means they'll need a town sprite, though I can whip up another one of my crappy ones if you're too busy.

Edit: Whew, Lamia is most of the way done now, had to partially rewrite the sprite system to allow for offsetting individual sprites (the lamia torso is roughly 3 pixels left and 10 pixels up from the normal torso, so it was either make all of the sprites taller so that she can be placed lower (otherwise she goes out of bounds), or make her a local modified copy of all of the hair/breasts/ etc., so she is now programmed to shift the normal parts she uses to fit her) which also clears the way for easily implementing the new palettes.
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Re: Vore War V12G

Postby GreenSlime » Wed Oct 10, 2018 1:16 am

I kept existing shades, so it should be easy. Imps' colors are brand-new, though. More vivid orange could be cool (I admit i forgot about that one placeholder).

While I was back there I realized, whatever became of the Holstaurus race?

They are more fitting to the new artstyle rather than old, so I postponed them until I finish Harpies and Crypters. And Harpies are almost done. The only thing left is adding some cosmetic things and mapping colors/cutting up the sprite into layers.

almost done.png
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Also harpies have unique walking sprite (the middle one) since they're a flying race. And their attack sprite may give hints to what weapons they are using.

Also, seeing all this stuff from you is inspiring me to work hard.


Thanks, man. I'll be working hard too.

I'm glad Lamias are getting into the game, as playable, even. It's really the best choice now that I think of it, since sneks are probably the most popular monstergirls out there. And sprite offset will be immensely useful for many nonstandard races like harpies above. I'll work on their town sprites today (which reminds me-i need to make Humans and Crypters too).

That said, I was wondering - should Wolves and Tigers be playable or hireable races (or maybe advanced units for cats and dogs)? I feel like putting them into merc camps would give people more incentive to capture/defend them, but some people would prefer playing them from the start. If they'll be mercenaries they could get boosted stats, too. What do you guys think?
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Re: Vore War V12G

Postby SubZero156 » Wed Oct 10, 2018 2:02 am

hey to me it looks like the harpys are going to to a unbirth instead of a vore am i right?
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Re: Vore War V12G

Postby GreenSlime » Wed Oct 10, 2018 2:36 am

No, vore's still there, it's just vore sprite is same as standing sprite, but with open mouth so I didn't include that sprite.

Although it's a good idea.
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Maybe a toggle?
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Re: Vore War V12G

Postby SubZero156 » Wed Oct 10, 2018 3:23 am

GreenSlime wrote:No, vore's still there, it's just vore sprite is same as standing sprite, but with open mouth so I didn't include that sprite.

Although it's a good idea.
[ https://i.imgur.com/WXfuedi.gif ]

Maybe a toggle?


just she or the harpy is looks like it is jumping and i think she going to jump on her enemy and unbirth them
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Re: Vore War V12G

Postby Turbotowns » Wed Oct 10, 2018 7:46 am

Sneks and Cows(Once the art style is all caught up) Incoming! It's just about time to update my map(And make it EVEN LONGER)! XD
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Re: Vore War V12G

Postby Turbotowns » Wed Oct 10, 2018 8:39 am

Also, I seem to be earning double the shown income.
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Re: Vore War V12G

Postby GreenSlime » Wed Oct 10, 2018 10:50 am

While i'm not at my main computer, here are (vaguely greek) Lamiatown and (somewhat medieval-german) Humantown.

Cryptown will be done later since what I am doing with it requires some calibrations for it to look good.

I'm not sure what flag color they would be, so Lamias are reddish-pink.
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Re: Vore War V12G

Postby Aurilika » Wed Oct 10, 2018 3:53 pm

GreenSlime wrote:Also harpies have unique walking sprite (the middle one) since they're a flying race.

That said, I was wondering - should Wolves and Tigers be playable or hireable races (or maybe advanced units for cats and dogs)? I feel like putting them into merc camps would give people more incentive to capture/defend them, but some people would prefer playing them from the start. If they'll be mercenaries they could get boosted stats, too. What do you guys think?


That should be relatively easy for them to have a moving sprite, though it might look very slightly silly, but the defaults are like a tenth of a second so it shouldn't be too bad.

Well, either way I suppose. I know there are people that play as wolves, so there might be resistance to reformulating them as a sub race. My original though process for wolves and foxes was 'what other races can I add that would be easy to create sprites for so that I can get to more of a world feel than 1v1'. That being said, foxes are probably the race I play the most of now (that big puffy tail is great).

GreenSlime wrote:Although it's a good idea. Maybe a toggle?

Seems likely. Interestingly, I seem to have run into more harpy unbirth than any other demi race (excluding humans) in content on this site.

Turbotowns wrote:Also, I seem to be earning double the shown income.

Okay, found it and fixed it. If Vagrants were disabled, it would inadvertantly run the new turn script for the first proper race twice.

GreenSlime wrote:I'm not sure what flag color they would be, so Lamias are reddish-pink.

I'll get those added. I went with a pale blue for Lamias. If I add any more races I'm probably going to need a custom color system, as it's getting crowded, and people with any sort of color blindness might have issues. That, and/or removing the default colors for races, so if you want 4 races you'd pick colors that are different from each other, and if you wanted 14+ races, you'd have to live with very similar colors.

I also discovered that the Tutorial is not triggering properly; it doesn't tell you what to do, so I'll fix that as well.
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Re: Vore War V12G

Postby failbird105 » Wed Oct 10, 2018 4:42 pm

GreenSlime wrote:(which reminds me-i need to make Humans and Crypters too).

If you want some idea of inspiration for the Crypter cities, I imagined some sort of giant mausoleum, or some other form of tomb.
I was covered in glitter, I smelled like birthday cake.
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Re: Vore War V12G

Postby GreenSlime » Wed Oct 10, 2018 10:43 pm

That should be relatively easy for them to have a moving sprite, though it might look very slightly silly, but the defaults are like a tenth of a second so it shouldn't be too bad.


Maybe some sort of check to see if they finished moving and then replacing flying sprite with standing one? So they fly up at the first section of the move and fly down on the last?
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Re: Vore War V12G

Postby SirThumpsyernuts » Thu Oct 11, 2018 3:44 am

Aurilika wrote:I know there are people that play as wolves, so there might be resistance to reformulating them as a sub race.

I, personally, wouldn’t mind them being a merc race, as I feel like they’re more of a savage/wild race than dogs, same with the tigers compared to cats. Though if there’s a toggle for making them appear as mercs or as one of the playable races, then that might be a good middle ground.
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Re: Vore War V12G

Postby Dragonvorelover135 » Thu Oct 11, 2018 8:03 am

Are we talking about feral, demi, or anthro/furry wolves and tigers? It might be good to be more specific since there's already different types now.
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Re: Vore War V12G

Postby SirThumpsyernuts » Thu Oct 11, 2018 8:30 am

@Dragonvorelover123
Based on context, the currently playable race, wolves and a new race that’s yet to be implemented, tigers (more than likely another humanoid race with animal features, though I could be wrong.)
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Re: Vore War V12G

Postby GreenSlime » Thu Oct 11, 2018 10:13 am

My sprites currently support both anthro (well, kemono, which is a subset) and demi (although I should see how furry face I made looks on different species and adjust it). Tiger ears/tail are already in the sheet, too.

Ferals is a good question. I suck at drawing animals and with current sprite style they'll need adjustments to look good (believe me, trying to sketch centaurs is already a pain). Ferals are currently in low priority hell as a result.

Also, Crypters town! I designed it as a mix of mausoleum, fallout vault and mad science lab. First iteration had far darker colors, up to the point that it was hard to see anything beyond vague shape, so i decided to make town more blue steel-y. The thing behind is a big ol' glass jar of biomass processed for consumption by critters.
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Re: Vore War V12G

Postby Dragonvorelover135 » Thu Oct 11, 2018 12:06 pm

GreenSlime wrote:My sprites currently support both anthro (well, kemono, which is a subset) and demi (although I should see how furry face I made looks on different species and adjust it). Tiger ears/tail are already in the sheet, too.

Ferals is a good question. I suck at drawing animals and with current sprite style they'll need adjustments to look good (believe me, trying to sketch centaurs is already a pain). Ferals are currently in low priority hell as a result.


Looking back at that concept sketch page you posted i'd have to say you don't suck at drawing them. You certainly need to give yourself more credit in that regards.

Although centaurs are half feral and half human usually so that's actually a lot more difficult to pull off instead of a singular feral shape. But you can't improve without practice.

I plan on grabbing Aseprite on Steam this month and give a go at drawing ferals myself. But i'd probably need some time practicing and getting used to the program before I would produce any results to share.
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Re: Vore War V12G

Postby Aurilika » Thu Oct 11, 2018 12:42 pm

GreenSlime wrote:Also, Crypters town! I designed it as a mix of mausoleum, fallout vault and mad science lab. First iteration had far darker colors, up to the point that it was hard to see anything beyond vague shape, so i decided to make town more blue steel-y. The thing behind is a big ol' glass jar of biomass processed for consumption by critters.

Looks good, but what should I do for a colored flag? Should I stick one in the upper right, or should it just rely on the corner shield for telling who owns it?
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Re: Vore War V12G

Postby Dragonvorelover135 » Thu Oct 11, 2018 12:48 pm

Aurilika wrote:Looks good, but what should I do for a colored flag? Should I stick one in the upper right, or should it just rely on the corner shield for telling who owns it?


I think I see a flag on the top left but might be wrong. I think a flag on the right wouldn't be a bad idea to make it easier to tell.
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Re: Vore War V12G

Postby mudkip01 » Thu Oct 11, 2018 12:51 pm

Aurilika wrote:Well, either way I suppose. I know there are people that play as wolves, so there might be resistance to reformulating them as a sub race. My original though process for wolves and foxes was 'what other races can I add that would be easy to create sprites for so that I can get to more of a world feel than 1v1'. That being said, foxes are probably the race I play the most of now (that big puffy tail is great).



I play wolves almost exclusively, I definitely like having them as a playable race.
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