Nomlike [WIP] [Planning] [Early Alpha]

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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Draupnir7 » Mon Apr 29, 2019 9:42 pm

I remember that. It was funny, can't lie.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Maexam2 » Tue Apr 30, 2019 3:20 pm

Draupnir7 wrote:I remember that. It was funny, can't lie.

Yeah, yeah, laugh it up... >.> :roll:
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Mon Jun 03, 2019 8:35 pm

Beginning stages of trying to learn the Irrlicht engine. Was gonna surprise with my own homebrew 3d engine, had some assets for a little tech demo, had a fairly functional, albeit low-feature engine, but couldn't get some optimization tweaks to work at all and it runs like shit on anything less than an i5. I want my games to be able to run on potatoes, so that peeps don't need beast gaming rigs to run them. Been working on rough sketches of original species, and i've been trying to get a better idea of the direction I want to take this, with the world, species, main scenario of the game including conflicts, the player character. Progress has been slow, because at the end of a long day of welding, I tend to have no energy and just vedge to stupid online shit.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Etherthedrake » Wed Jun 05, 2019 12:29 pm

It's fine, i'm glad you're back here, though.

Learning new things is always beneficial in some way, might it be hard or not. Accessibility of the game is great, and as long as there is some progress, it doesn't matter how small it is!
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sun Jul 07, 2019 9:39 pm

oI, close friend asked to stick to 2d, and since he's helping with a lot of art assets, kinda gonna stay on his good side. good news is, got my motivation back this weekend, and absolutely slammed with progress.



Arrow keys move, Z jumps, X shoots, and C dashes. If you wanna bring up the WIP equip screen, complete with only 1 set of armor, you press the "`~" key, the one above Tab and next to the "1" key. While in the equip screen, up and down arrows move the cursor up and down, and left and right change which armor part to use for each slot you're using. in the equipment screen, when you select the items tab, you haven to press z to switch to it, and in the items screen, the z key uses an item if you have one. it's a little funky, but it should still work

In order to enter a door, stand in front of it, and press up.

The last room is heavily unfinished, and is really just there to show off that 8 directional scrolling works.

The enemies are likely unbalanced, and their placement is likely not optimal, even though i'm going for making this game kinda brutally hard, and there's no vore/sex content in this demo yet, as i'm waiting on my sprite artist for that currently.

There's likely some glitches here and there i might not know about, who knows, but i've done a hell of a lot of framework and laid a lot of ground work, so from here, it should be more just adding new assets, a few features, and polishing like crazy. Vore content should be in the next demo.


Also, next time i upload a demo, i'll formally rename the forum thread, or start a new thread, to the game's new name. Night Runner.

((EDIT: Removed the file, which was an old demo of an older version of the game.))
Last edited by CykaBlyat on Sun Jul 07, 2019 10:25 pm, edited 1 time in total.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sun Jul 07, 2019 9:45 pm

There's a lot of placeholder assets at the moment too, such as the tileset, one of the projectiles, one of the enemies, all the player's sprites, etc.

Some screenies for y'all.


Screenie00.png

Screenie01.png

Screenie02.png

Screenie04.png
Screenie04.png (15.49 KiB) Viewed 1343 times



So yeah. Heh.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sun Jul 07, 2019 10:22 pm

I UPLOADED THE WRONG FILE, WHAT THE FECK

Here is the CORRECT zip file.

edit: only 2mb allowed. ugh. gimme a sec
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sun Jul 07, 2019 10:24 pm

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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Mon Jul 08, 2019 6:01 pm

I've started work on a wall kicking mechanic, and i'm trying to decide if i'm gonna work on either the comms intel system/dialogue, a basic test boss as well as the boss-room framework, or a less rudimentary tileset for a basic starting area for a more polished demo
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby EliseSB » Mon Jul 08, 2019 6:26 pm

So um... I'm not entirely clear on the features in this game. Is there player pred content, and if so, what's the ratio of pred scenes to prey scenes?
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Mon Jul 08, 2019 6:42 pm

EliseSB wrote:So um... I'm not entirely clear on the features in this game. Is there player pred content, and if so, what's the ratio of pred scenes to prey scenes?


Currently, i'm waiting on my sprite artist to finish the rework of the player sprites, and add the vore sprites to the red/blue bug enemy. I'm planning on trying to have at least one vore scene for all the enemies. The mechanics for vore are in place, i'm just awaiting the graphics for it, so in the meantime, i'm working on other features. The player will likely be exclusively prey, but considering not every single aspect of the game are set in stone, that might change. I've been considering a corruption mechanic, that could play into a possible pred system.

Either way, as soon as i get the vore sprites/animations, i'll add them in, and get the vore/struggle system plugged into the enemy properly.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Mon Jul 08, 2019 7:15 pm

Just to help explain why i'm waiting on my sprite artist, i'll show you what *i* made sprite-wise.

Screenie05.png
Screenie05.png (37.41 KiB) Viewed 1089 times



Yeah...i'd rather wait for the cute guy that knows what he's doing. My sprite art is kinda poor.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby EliseSB » Mon Jul 08, 2019 7:47 pm

CykaBlyat wrote:Just to help explain why i'm waiting on my sprite artist, i'll show you what *i* made sprite-wise.

Screenie05.png



Yeah...i'd rather wait for the cute guy that knows what he's doing. My sprite art is kinda poor.


Well, those actually aren't half bad! But at the same time... I'm player pred exclusively ^^; Getting eaten really doesn't do it for me. But I wish you well on your project and hope everything goes well! Maybe let me know if you ever add the ability to eat the enemies :P
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Mon Jul 08, 2019 7:50 pm

EliseSB wrote:
CykaBlyat wrote:Just to help explain why i'm waiting on my sprite artist, i'll show you what *i* made sprite-wise.

Screenie05.png



Yeah...i'd rather wait for the cute guy that knows what he's doing. My sprite art is kinda poor.


Well, those actually aren't half bad! But at the same time... I'm player pred exclusively ^^; Getting eaten really doesn't do it for me. But I wish you well on your project and hope everything goes well! Maybe let me know if you ever add the ability to eat the enemies :P


They aren't half bad, but they aren't up to my standards for what i want my games to be.

And fair enough!
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Snorlaxkid » Wed Jul 10, 2019 12:26 pm

There's a nearly impossible jump in the current version fairly shortly in. It doesn't help you're on a lower (and only two tile wide) platform than your target and it's at the very edge of your jump arc. I understand liking difficult platforming, but even old school nintendo games would try to avoid stuff like this.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Etherthedrake » Wed Jul 10, 2019 4:20 pm

This is pretty cool, actually! Is it a side project (which you won't focus on all that much?) Or something you'll do instead of nomlike?



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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby DarkPinkie » Sat Jul 20, 2019 6:22 am

Now this is a nice curiosity. A voreish Rogue Legacy. I can get behind that. Unless the shift to the sidescroller have changed the original plan.

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Too bad you probably wont add disposal, as that is my favourite part about nommings, but it's very understandable why others don't like it. Overall looks to becoming a neat game.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Wed Jul 24, 2019 7:57 pm

Snorlaxkid wrote:There's a nearly impossible jump in the current version fairly shortly in. It doesn't help you're on a lower (and only two tile wide) platform than your target and it's at the very edge of your jump arc. I understand liking difficult platforming, but even old school nintendo games would try to avoid stuff like this.



And i quote from the instructions i posted, "and C dashes"

In ANY megaman x game, which i'm basing the basic gameplay mechanics off of, dash-jumping is a very very basic technique the player learns to allow them to reach areas otherwise not, or barely within your standard jump-arc. You're supposed to jump while dashing, carrying the dashing momentum into a long-jump of sorts.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Snorlaxkid » Thu Jul 25, 2019 11:23 am

CykaBlyat wrote:
Snorlaxkid wrote:There's a nearly impossible jump in the current version fairly shortly in. It doesn't help you're on a lower (and only two tile wide) platform than your target and it's at the very edge of your jump arc. I understand liking difficult platforming, but even old school nintendo games would try to avoid stuff like this.



And i quote from the instructions i posted, "and C dashes"

In ANY megaman x game, which i'm basing the basic gameplay mechanics off of, dash-jumping is a very very basic technique the player learns to allow them to reach areas otherwise not, or barely within your standard jump-arc. You're supposed to jump while dashing, carrying the dashing momentum into a long-jump of sorts.



I did. It doesn't make it far enough. You miss the ledge unless your timing is pixel perfect.

Edit: And on further experimentation, you don't even keep your dash momentum when you dash jump most of the time.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby mr_dawg » Thu Jul 25, 2019 11:43 am

Snorlaxkid wrote:
CykaBlyat wrote:And i quote from the instructions i posted, "and C dashes"

In ANY megaman x game, which i'm basing the basic gameplay mechanics off of, dash-jumping is a very very basic technique the player learns to allow them to reach areas otherwise not, or barely within your standard jump-arc. You're supposed to jump while dashing, carrying the dashing momentum into a long-jump of sorts.



I did. It doesn't make it far enough. You miss the ledge unless your timing is pixel perfect.

Edit: And on further experimentation, you don't even keep your dash momentum when you dash jump most of the time.


I DLed and played the WIP after reading this and the dash jump works fine for me. Holding the dash button lets me long jump 100% of the time even.
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