2D Vore Platformer ALPHA RELEASE v0.1.0

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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby daeway » Fri Sep 18, 2020 11:45 pm

So requests, recommendations, and vore aside,

How is the development going? When can we expect a new alpha?
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby firebolt2526 » Mon Sep 21, 2020 4:43 pm

daeway wrote:So requests, recommendations, and vore aside,

How is the development going? When can we expect a new alpha?


Being honest... it's slow. Line of sight is having very bizarre issues which, for all my searching and all logical reason of the code itself, should not be happening (even following an online guide which gave me the exact code that was needed - no dice). In interest of not delaying the next update too long, I will probably have to put it back on the back burner again for now. That aside, my available time to work on this has still not been as much as I anticipated, so I can't really say for sure when the next update will be out.
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby Revx_Z » Fri Oct 09, 2020 7:28 am

Suggestion for map: just post a sketch in the thread together with the update.
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby firebolt2526 » Fri Oct 16, 2020 4:40 pm

Sneak peak of the next new enemy (Still a wip!)
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby Acen » Fri Oct 16, 2020 7:32 pm

Looks great~, guessing this update will have player prey as a feature?
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby firebolt2526 » Sat Oct 17, 2020 12:18 am

Acen wrote:Looks great~, guessing this update will have player prey as a feature?

That's the plan!
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby firebolt2526 » Sat Oct 17, 2020 3:35 pm

A vaguely more creative update! Also psa I'm gonna try to start updating the main post with what's currently being worked on for the next update and what's completed for the next update.
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Big Red en3 REF.png
Updated again to have halfway decent anatomy
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Last edited by firebolt2526 on Sun Oct 18, 2020 2:54 pm, edited 1 time in total.
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby CVYouTube » Sun Oct 18, 2020 3:47 am

Holy crap, this game is so good! I was so sad to see that the level with the alpha was the only one. I wanted to keep gobbling up the enemies! I loved it so much, I hope you can release more!

A few tips, though. When your character is standing still, her gun is pointed downwards. Given the angle of her forearms, this looks like it would be extremely uncomfortable on her left wrist. I'm being picky, but if the gun was pointed about 45 degrees to counter-clockwise, to the right, it would look normal to me. Also, an expansion on her abilities would be cool, such as being able to kick enemies away from her to give her some space to fire her weapon or smash some circuits in on those pesky turrets.

I'm sure you've got plenty of ideas, so work on those first. This is your game, and I see so much promise!
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby Jumpingbananaboat » Thu Oct 22, 2020 3:30 pm

firebolt2526 wrote:A vaguely more creative update! Also psa I'm gonna try to start updating the main post with what's currently being worked on for the next update and what's completed for the next update.


Kind of hard to gauge the size of it to the player. I'm guessing the tails the weak point right or can we shot at it from anywhere?
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby firebolt2526 » Fri Oct 23, 2020 4:07 pm

Kind of hard to gauge the size of it to the player. I'm guessing the tails the weak point right or can we shot at it from anywhere?[/quote]

Didn't plan on the tail being a weak point nah, though perhaps in future changes to the enemy if I can figure out location based damage.

Here's for size reference:
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby Jumpingbananaboat » Fri Oct 23, 2020 8:02 pm

firebolt2526 wrote:
Didn't plan on the tail being a weak point nah, though perhaps in future changes to the enemy if I can figure out location based damage.

Here's for size reference:


Guess we're not eating that big boy anytime soon then, oh well. Looks like he would put her in the 4 prey belly state most likely. Also what about having it be aggro to all units not just Samus? Like it would attack and eat anything it finds. Here's a scenario, a part of the map has a route to a button that unlocks a force field and there are two ways to get there, the main path has a bunch of guards in a area that you have to draw out one by one or you can take the upper vent path to bypass them all and drop down to the button. Pressing the button deactivates the force field but also the area with the guards opens up and they fall through into a pit or area where the beast is and it starts attacking and stunning the guards to eat. Giving the player a bit of time to avoid the creature while it focuses on the guards so the player can drop down and quickly jump back out with much fighting. You also get to show the player that are new units that can attack and eat them in the new level.

Something like this:

=================I I
_________________I I__]
_i_g_g_g_g_i______B__]
.I___C_____I
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby CVYouTube » Fri Oct 23, 2020 8:33 pm

I think being able to set that beast loose on some guards or luring them to that hungry beast would be incredible. :gulp:
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Re: 2D Vore Platformer ALPHA RELEASE v0.1.0

Postby Zbeubyx » Sat Oct 24, 2020 3:13 am

i think this a excellent idea too
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