Project: G.L.U.T.T. v0.7.0 ALPHA - A 2D Vore Platformer

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Re: Project: G.L.U.T.T. v0.3.5 ALPHA - A 2D Vore Platformer

Postby DraconicSyntax » Wed Mar 31, 2021 3:34 pm

TheOtaku777 wrote:DraconicSyntax, just a quick question, but how is the person playing the game meant to masturbate if they have to use both hands to play the game? I would suggest making one handed controls, and making two sets at that.


Eventually the plan is to simply allow for user control bindings, but I'm not currently sure how far off that is.

ittenkousei wrote:This game is so nice!
By the way, can't she vore red dragon?


Thanks! And not yet, but the plan is eventually she'll be able.

Junogray wrote:Just found the game and I love it, don't know if anyone has run into an issue with the dragon being a probably unintentional game over since I get an error every time it would be released

############################################################################################
ERROR in
action number 1
of Other Event: Animation End
for object obj_enemy3:

Variable obj_player.<unknown variable>(100191, -2147483648) not set before reading it.
at gml_Object_obj_enemy3_Other_7
############################################################################################
gml_Object_obj_enemy3_Other_7 (line -1)

seems like more people would be getting this error but if no one else is getting this, I'm not sure what I have wrong


Ah, thank you! Caused by an obsolete variable, it's now patched for the next update.
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Re: Project: G.L.U.T.T. v0.3.6 ALPHA - A 2D Vore Platformer

Postby GrayLotus » Wed Mar 31, 2021 10:39 pm

I've really been enjoying this game, it's pretty dang fun to play and all the animation work is also very nice. The momentum system recently added is pretty cool, I quite like the sense of weight it adds. There still probably needs to be some refining with how it interacts with the platforming, since trying to jump up to a same-width platform directly above is somewhat awkward with it.

Also, I found what's probably a bug with the swallow animation cancelling. If at the end of the animation, you press 'down' to cancel instead of 'left' or 'right', it restarts the animation from the beginning instead of cancelling the end part.
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Re: Project: G.L.U.T.T. v0.3.6 ALPHA - A 2D Vore Platformer

Postby DraconicSyntax » Wed Mar 31, 2021 11:30 pm

GrayLotus wrote:I've really been enjoying this game, it's pretty dang fun to play and all the animation work is also very nice. The momentum system recently added is pretty cool, I quite like the sense of weight it adds. There still probably needs to be some refining with how it interacts with the platforming, since trying to jump up to a same-width platform directly above is somewhat awkward with it.

Also, I found what's probably a bug with the swallow animation cancelling. If at the end of the animation, you press 'down' to cancel instead of 'left' or 'right', it restarts the animation from the beginning instead of cancelling the end part.


Glad you're enjoying it! Yeah, all the levels themselves will be getting reworked in the future anyway which should also help optimize the addition of things like momentum for issues like that.
Also that bug was just fixed in the latest version! Check if you're using v0.3.5 still, that one had that animation loop bug.

Speaking of bugs, put out one more quick hotfix with v0.3.6.1 to fix (or really just create a workaround for) a bug with the IDE itself which for some reason caused soft locks when playing animations 9 frames long at 10fps.
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Re: Project: G.L.U.T.T. v0.3.6 ALPHA - A 2D Vore Platformer

Postby GrayLotus » Thu Apr 01, 2021 7:23 am

DraconicSyntax wrote:Glad you're enjoying it! Yeah, all the levels themselves will be getting reworked in the future anyway which should also help optimize the addition of things like momentum for issues like that.
Also that bug was just fixed in the latest version! Check if you're using v0.3.5 still, that one had that animation loop bug.

Speaking of bugs, put out one more quick hotfix with v0.3.6.1 to fix (or really just create a workaround for) a bug with the IDE itself which for some reason caused soft locks when playing animations 9 frames long at 10fps.

I was playing 0.3.5, yes. And it was indeed fixed by 0.3.6.1. The change to the mid-air momentum does make it feel quite a bit nicer to control.

I think I've found a new bug, though I'm having trouble reproducing it. As far as I can tell, being eaten by the drake with 2 enemies eaten can cause a sentry to spawn on the drake as you are being eaten. I can't reliably reproduce it, so I'm not sure exactly what's causing it, but I'll put the data from the save where it's happening below. Even saving again there makes it not happen anymore, so something strange is happening.
I'm having it happen by eating the other sentry on that floor, then going over and getting eaten by the drake, while also not having auto-digest active. I hope it helps you figure out what's going on.
Spoiler: show
Code: Select all
{ "ROOT": [ { "image xscale": -1.0, "x": 7307.0, "obj": "obj_enemy3", "layer": 32.0, "y": 4292.5 }, { "image xscale": 1.0, "x": 3684.120849609375, "obj": "obj_enemy2", "layer": 37.0, "y": 5056.2998046875 }, { "image xscale": 1.0, "x": 6528.0, "obj": "obj_enemy1", "layer": 37.0, "y": 4352.2998046875 }, { "image xscale": 1.0, "x": 7836.30810546875, "obj": "obj_enemy1", "layer": 37.0, "y": 3904.300048828125 }, { "image xscale": -1.0, "x": 8088.80859375, "obj": "obj_enemy1", "layer": 37.0, "y": 3904.2001953125 }, { "image xscale": -1.0, "x": 7089.890625, "obj": "obj_enemy2", "layer": 37.0, "y": 3392.300048828125 }, { "image xscale": -1.0, "x": 5629.5400390625, "obj": "obj_enemy2", "layer": 37.0, "y": 3392.300048828125 }, { "image xscale": -1.0, "x": 5683.65234375, "obj": "obj_enemy2", "layer": 37.0, "y": 2432.300048828125 }, { "image xscale": -1.0, "x": 6969.4541015625, "obj": "obj_enemy2", "layer": 37.0, "y": 2432.300048828125 }, { "image xscale": 1.0, "x": 2496.0, "obj": "obj_enemy1", "layer": 37.0, "y": 1792.300048828125 }, { "image xscale": 1.0, "x": 2240.0, "obj": "obj_ammo", "layer": 37.0, "y": 1984.0 }, { "image xscale": 1.0, "x": 2304.0, "obj": "obj_ammo", "layer": 37.0, "y": 1984.0 }, { "image xscale": 1.0, "x": 7424.0, "obj": "obj_health_pod", "layer": 37.0, "y": 1920.0 }, { "image xscale": 1.0, "x": 7488.0, "obj": "obj_health_pod", "layer": 37.0, "y": 1920.0 }, { "image xscale": 1.0, "x": 7744.0, "obj": "obj_ammo", "layer": 33.0, "y": 192.0 }, { "image xscale": 1.0, "x": 7501.623046875, "obj": "obj_robo1", "layer": 37.0, "y": 448.29998779296875 }, { "image xscale": -1.0, "x": 5867.4755859375, "obj": "obj_enemy2", "layer": 37.0, "y": 448.29998779296875 }, { "image xscale": -1.0, "x": 4805.70458984375, "obj": "obj_enemy1", "layer": 37.0, "y": 1184.2001953125 }, { "image xscale": -1.0, "x": 4397.19091796875, "obj": "obj_enemy1", "layer": 37.0, "y": 1280.300048828125 }, { "image xscale": 1.0, "x": 5019.7294921875, "obj": "obj_robo1", "layer": 37.0, "y": 448.29998779296875 }, { "image xscale": -1.0, "x": 3520.0, "obj": "obj_enemy1", "layer": 37.0, "y": 768.29998779296875 }, { "image xscale": -1.0, "x": 4480.0, "obj": "obj_enemy1", "layer": 37.0, "y": 192.3000030517578125 }, { "image xscale": 1.0, "x": 3840.0, "obj": "obj_enemy1", "layer": 37.0, "y": 192.3000030517578125 }, { "image xscale": -1.0, "x": 3291.596435546875, "obj": "obj_robo1", "layer": 37.0, "y": 576.29998779296875 }, { "image xscale": -1.0, "x": 1145.905029296875, "obj": "obj_enemy2", "layer": 37.0, "y": 768.29998779296875 }, { "image xscale": 1.0, "x": 1576.99365234375, "obj": "obj_enemy1", "layer": 37.0, "y": 384.39996337890625 }, { "image xscale": 1.0, "x": 1576.8978271484375, "obj": "obj_enemy1", "layer": 37.0, "y": 384.39996337890625 }, { "image xscale": 1.0, "x": 3200.0, "obj": "obj_dash_pwr", "layer": 33.0, "y": 2432.0 }, { "image xscale": 1.0, "x": 8000.0, "obj": "obj_stamina_pwr", "layer": 33.0, "y": 4352.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 160.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 224.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 288.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 352.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 416.0 }, { "image xscale": 1.0, "x": 3360.0, "obj": "obj_laser_blue_vert", "layer": 36.0, "y": 480.0 }, { "image xscale": 1.0, "x": 5176.52392578125, "obj": "obj_camera", "layer": 33.0, "y": 4352.1923828125 }, { "dash pwr": 0.0, "prey 1": "en1", "image xscale": 1.0, "indigestion counter": 1.0, "x": 5213.0, "stamina": 193.0, "obj": "obj_player", "stamina max": 250.0, "ammo": 91.0, "stamina upgrades": 1.0, "layer": 33.0, "y": 4352.19482421875, "player health": 51.0, "PreyCount": 1.0, "prey 2": "null" } ] }
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Re: Project: G.L.U.T.T. v0.3.6 ALPHA - A 2D Vore Platformer

Postby DraconicSyntax » Thu Apr 01, 2021 3:59 pm

GrayLotus wrote:I was playing 0.3.5, yes. And it was indeed fixed by 0.3.6.1. The change to the mid-air momentum does make it feel quite a bit nicer to control.

I think I've found a new bug, though I'm having trouble reproducing it. As far as I can tell, being eaten by the drake with 2 enemies eaten can cause a sentry to spawn on the drake as you are being eaten. I can't reliably reproduce it, so I'm not sure exactly what's causing it, but I'll put the data from the save where it's happening below. Even saving again there makes it not happen anymore, so something strange is happening.
I'm having it happen by eating the other sentry on that floor, then going over and getting eaten by the drake, while also not having auto-digest active. I hope it helps you figure out what's going on.


Ah thanks! Turned out to just be a variable not getting set with the addition of the cancellable animations - why it was only happening some of the time I'm not totally sure, but I was able to reproduce it and fix it no problem, so next update will have it patched.

(For anyone else before reporting this as a bug, I just realized I forgot to readjust the stun time for the dashers back to the default, so until the next update enjoy 5 seconds of stun time on them XD)
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby LegitUsername » Sat Apr 03, 2021 7:09 pm

Ah, I can't wait until there are more preds that can eat you. Playing through it as a prey-aligned person is difficult, but it's fun to get eaten~
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby ladre » Sat Apr 03, 2021 9:34 pm

fun to hear the gurgles , hope a god mode comes soon
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby LegitUsername » Sun Apr 04, 2021 10:55 am

Btw, how do you change window size? I can't get the game to go fullscreen, but the bottom part of the screen is cut off.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby Whisper92 » Sun Apr 04, 2021 4:20 pm

I was planning on waiting to see the next big update, but decided to try the newest fix, and I gotta say there were some nice quality of life changes made. I haven't given it a full playthrough, but i like some of tge animation skips, and the momentum system seems neat. I do like the transfer or momentum shift animation when changing from one direction to another.

Next, with so many frames, are you planning on releasing the sprite sheet like before, or would it be too many frames?


Lastly, it seems like Mia is slower, was that intended? Speed could be another easy upgrade for the upgrade system.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby DraconicSyntax » Sun Apr 04, 2021 9:29 pm

LegitUsername wrote:Btw, how do you change window size? I can't get the game to go fullscreen, but the bottom part of the screen is cut off.


Fullscreen is f1, however it causes some awful sprite tearing issues if you don't have a 4k monitor and most of the UI falls offscreen (hence why I don't mention it as a feature at the moment) - this will be bypassed eventually due to window size adjustments coming in the future, but those also generally require rebuilding the levels to compensate for the increased view.

Whisper92 wrote:Next, with so many frames, are you planning on releasing the sprite sheet like before, or would it be too many frames?


Lastly, it seems like Mia is slower, was that intended? Speed could be another easy upgrade for the upgrade system.


I'm more likely going to have an animation gallery as an unlockable feature for beating the game at some point rather than releasing the sprite sheet. As for Mia's speed, I haven't changed anything at all there (I actually increased her top speed for while she's full to be closer to her empty speed, so that may be what makes her base empty speed feel slower) - I might have reduced her top sprint speed several updates ago, I remember toying with it but odds are if it's not in the changelog then it didn't happen - and her base run speed has been the same since the initial release. Movement speed upgrades are possible but make for more challenging enemy design as choosing the right speed for enemies relative to the player plays a big role in how they're designed and how they work, and making that speed have more variables can make things difficult. It could however open up possibilities for future enemies to be even faster, but that's going to very quickly make faster speed upgrades a requirement rather than an option as fast enemies are really abusive to the player (consider the dasher) - if later enemies weren't faster, a speed upgrade could easily make the player OP in that they could simply out-manuver everything and would have little cause for either sneaking or taking out enemies if they can just run past all of them. This is kinda inherent in 2D games, which is why most are built around a single base speed. More likely I'd have upgrades that makes it so that sprinting costs half the stamina, or increasing just the top sprint speed. The former is still more likely there though since any time you're considering a change to the top speed you have to consider how that affects platforming since you'd suddenly be able to jump a lot further.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby CartoonVore » Sat Apr 10, 2021 4:51 pm

Would you mind if I uploaded some footage of this game along with a link back to this page?
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby DraconicSyntax » Mon Apr 12, 2021 2:16 am

CVYouTube wrote:Would you mind if I uploaded some footage of this game along with a link back to this page?

As long as you're linking it back here feel free!
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby PainBone » Sun Apr 18, 2021 6:52 am

in the future could we view the source?
i would love to see all the assets and maybe mod the game as well
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby DraconicSyntax » Wed Apr 21, 2021 12:01 pm

PainBone wrote:in the future could we view the source?
i would love to see all the assets and maybe mod the game as well


It's possible I could open source things in the future, though I'm not too sure of the circumstances of that happening however - for purposes of modding at least after the full release of the game I could put the source files out! As far as other assets go I'm planning on having an unlockable gallery upon beating the game for viewing each animation, though I may also release some of the raw sprite sheets on Patreon.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby mountainman0029 » Mon May 03, 2021 1:03 am

Great game, Alpha looks good! Can't wait for more!
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby MonsterMash » Thu May 06, 2021 12:32 am

Love this so far! Cant wait to see where this goes!
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby LordBubbleSnatch » Tue May 11, 2021 5:47 pm

Just out of curiosity, which update is the melee system in? I just downloaded the game and can't seem to find it anywhere
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby Enteresting » Wed May 12, 2021 6:58 am

LordBubbleSnatch wrote:Just out of curiosity, which update is the melee system in? I just downloaded the game and can't seem to find it anywhere


Melee system is currently being worked on, it's not in the game yet.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby Whisper92 » Wed May 12, 2021 10:00 pm

Hey, its been a while, do you have an idea of when the next update will be? No rush, just wondering.
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Re: Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platforme

Postby DraconicSyntax » Sun May 16, 2021 9:06 pm

Whisper92 wrote:Hey, its been a while, do you have an idea of when the next update will be? No rush, just wondering.


It's actually nearly there! I'd estimate within the next 2 to 3 weeks to be safe, though I hesitate to make a more exact estimate - I still have to create a few longer/loopable animations for Mia, which can take a good minute. Pretty much all the code is done though, exempting the new indigestion system and struggle contests (which is what I need the other animations for), plus whatever other bugs rear their ugly heads. LOTS of changes and tweaks in this update, the size of the changelog dwarfs all the others including the 0.2.0 update, which was the largest update prior.
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