1.90 star(s) 8 Votes

Buziol

Active Member
Jun 5, 2017
819
1,535
so the demo is after or before the yandere simulator? I kinda forgot
I play the game when it is still good and have a sex scene
Ehmmm...what? Which demo you mean? First one (with one very good sex scene) was back in 2016, that was before Chris Armin. Then there was some weird development period with Chris on board which ended with demo in 2018 (?) and 8 sex scenes (4 enemies x 2 scenes).

Some time after that, game was essentially abandoned (I think it was even said out loud around 2019-2020) in favour of other projects that never sparked similar interest I guess. So, we can say it is redevelopment of a game that was dead for over 5 years.
 
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May 28, 2022
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Ehmmm...what? Which demo you mean? First one (with one very good sex scene) was back in 2016, that was before Chris Armin. Then there was some weird development period with Chris on board which ended with demo in 2018 (?) and 8 sex scenes (4 enemies x 2 scenes).

Some time after that, game was essentially abandoned (I think it was even said out loud around 2019-2020) in favour of other projects that never sparked similar interest I guess. So, we can say it is redevelopment of a game that was dead for over 5 years.
I see,I i think played the demo when im in middle school
guess this game has development time as Yandev lol
 

Sorter

Well-Known Member
Aug 11, 2017
1,302
666
How to you leave the initial shroom level? There doesn't seem to be a jump key and nowhere for me to go other than the big open area.
 

vasli1

New Member
Jan 30, 2022
3
6
How to you leave the initial shroom level? There doesn't seem to be a jump key and nowhere for me to go other than the big open area.
I don't know where to go either. If you press 2 and the space bar near the water, you will get a bridge, but after the water there is also no key
 

SetsunaYuki

Newbie
Dec 28, 2019
20
4
I can't download the Gallery Player through Workupload, keep getting error network problem, any alternatives ?
 

laplongejr

New Member
Dec 28, 2023
14
7
Because it seems people simply download "the game" and don't read the context.
THIS EXECUTABLE IS A TECH DEMO.
There are no "other levels" and no scenes*. It's a proof-of-concept that Divine Arm's old battle system and updated designs are still fun to play after a full Flash-to-Godot transition. You load a basic level and try to various high-level spells on an endless wave of enemies.

At the end of 2023, ViperV decided to remake Divine Arms from scratch (hence the v2) and it is the half-update of the 3rd iteration. (2.35 fits between 2.3 and 2.4)
To give you an idea, 2.2 was technically a demo but didn't even have sound. This one is a very enjoyable debug build IMHO

If you want a functional game and not a debug build for feedback, you probably should check for news in a few months instead of trying right now?
*There are some very nice animations as examples on his support platform, but the code to run them ingame isn't there yet.
 

JUDAEL

Member
Jul 8, 2017
213
478
At the end of 2023,
WHEN U JOINED IT SEEMS...
If you want a functional game and not a debug build for feedback, you probably should check for news in a few months instead of trying right now?
you'r whole post is a joke sir
have u joined the forum and posted this as your first.?KEEP scams for urself pls
 

laplongejr

New Member
Dec 28, 2023
14
7
Yes of course, the sole reason I created my account was to be able to watch this thread in its entirety? (In particular, the link to Chris Armin's retirement)
All searches for Divine Arms online were bringing information from years ago before the project was shelved, besides this thread. I don't get what's your point?

you'r whole post is a joke sir
Honestly, isn't the joke to update a thread about old divine arms simply because a tech demo is out with the same name? ;) v1.96 is way more complete despite being an era ago [EDIT: 6 years. Summer '18], and the last page kinda shows that after all that time people expected something... playable at best, or probably something at least comparable to the state of the old v1.

The fact is that DivineArms itself made 0 public progress in 6 years and v2 is restarting from scratch. Personally I find that the progress in v2 is a good sign, if we treat it as a new project. We need time to know if ViperV is continuing in that direction or if the project will slip again.
 
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Dee1414

Newbie
Aug 1, 2019
97
435
I've been following this game for a long time because the early art was quite good, so I was holding out. Giving 1$ a month type thing to follow progress. They just released new animations, and man, I hate to say it but they're pretty awful.

There's a pattern I see sometimes with h-game creators that will double down on spending their life saving or whatever (or at least tell everyone they are) to be able to make some h-game that has been on the go for close to a decade that always leaves me scratching my head. Like, I get making something to be proud of and a passion of art, but, it's a h-game. Don't get me wrong, I like em and I often pay money if I like them enough, but it puzzles me when someone seemingly sacrifices so much of their time and energy on something most people play just to get their rocks off once or twice. Unless they just say they do to get sympathy subscribes, which is just as likely.
 

laplongejr

New Member
Dec 28, 2023
14
7
[EDIT] Wall of text by myself explaining the project state, skip if you only want answers to the questions asked
Normally I don't share supporter-specific info, but it's a weird case because you already have the supporter-specific build but without the supporter-specific context so I think letting the situation as-is is worse for everybody.
Tldr: For now, the entire 2.x branch is a tech demo. If shows that V is capable of making a nice animated main menu (that also works as eyes/ear candy for nostalgia), that key bindings work (the old flash was stuck on WASD btw. I guess most of V's supporters are in the US, but in my area that was kinda uncomfortable to learn how to play), that the basic eye polish work on the godot engine, that the spells maniability work (like switching with wheel), that the enemy animation+sound in battle is OK and react differently depending on spells, etc. Oh and there's now a third spell element
However, 2.0 is not a "game" yet. There's no goal, one kind of enemy, one map, etc. It's clear that not everybody reads, because some supporters asked the same question as here (how do I reach next level, etc.)
And in particular, there's no scene. There was scene examples on Patreon (the mimic for example) which then got nuked due to Patreon TOS. But none of that is in the build that supporters can download.

You launch the build, confirm there's no weird issue on your computers, have fun 3 minutes, that's it. I don't understand why that thread got updated from an old-but-playable version to a test build.

"Signifiant" versions of Divine Arms in my eyes :
2015 release (code-named v95 on newgrounds) : first release with tutorial area and arenas with Ganker
v1.9.0 : huge replacement of v95 with 3 playable ennemies, the "glitched world" tutorial is a meta-scenario as the player comes back from v95. most scenes are missing but imho it's the best flash version for mindless combat
1.9.6b : last flash release, gallery has all the finished scenes from the previous one, the tutorial becomes a hard puzzle level. arenas are lost as it was meant as a prototype, but besides that it's the one version without noticeable placeholders
alpha 2.x : test builds to show the viability of the Godot engine and the new movement/spellcasting system. for now latest is 2.3.5

That alpha test build will stay like this until
A) ViperV finished the animations (the WIP on the supporter-only most recent message)
B) Godot releases a stable version of the 4.0 engine
C) DA's engine twearks (like tilemap access, for easier map designs)
D) ViperV updates his game code to run on Godot 4.x and adds the animations
V's estimate about Godot's release was about a few months after July... yet we all know he has issues with deadlines. Because Godot released 2 days ago.

The decision to diver 80% from dev work into animation was driven by a community vote (remember old times?) that recommended doing the animation during the Godot hiatus, rather than wasting time adding game features that would be broken by the Godot update (and obv, an animation without a game is already some bonus :p a game without animation didn't please everybody)
By the way, if you want to follow the dev, even the supporter pages isn't enough, you need Discord specifically as most of the time V simply writes a small reassuring message there. ViperV doesn't seem to like putting supporter announcement without anything tangible to show...
YMMV if that's a normal way to communicate, but that's what we have...

What is for the future :
1) Supporter-post with those 5-8 animations. See the list above... may be only be released at the same time as 2?
2) Version with scenes made with the Godot update (mind you, it just released) and engine tweaks
3) (Off-screen) Creating sketches based on the discord suggestion thread
4) Supporter-vote to decide which of those suggestions are worth it

And ofc while not explicitely listed he has to do a lot of hard-to-estimate stuff, like doing map designs *depending on if the engine tweaks works as expected with the Godot update* (I'm not a game dev, but as a dev it can be infuriating to try to guess the progress of a task based on another task based on third party changes), but basically that's what he promised without any hard deadline : the 8 animations, the 2.4 scene build (2.4) within a few months and the suggestion vote. So use those as metrics if you want some.

(As I previously said, I'm a recent supporter of the kind "I don't care what the conditions are as long the project does any kind of small step". And I'm painfully aware that such behavior is basically the financial reason why some projects delayed over and over. And YES, I know that it includes Divine Arms.
You are perfectly free to have different expectations than me and not tolerate the pace of project, but could I expect the same acceptance from you and not get fingers pointed at me simply for supporting the artist I want?
DA is the only 18+ project that managed to make me WANT to pay money for supporting, so until I know exactly why ViperV's work resonated in a way others didn't, my opinion won't change. I tried a few 18+ games on Steam and it's painfully clear that "NSFW for the sake of NSFW" doesn't work. I won't delve on me too much but basically I need that weird mix of good-gameplay + interesting-lore + funny-characters with some NSFW seasoning on it, rather than the actual opposite. And, sadly, a lot of products/projects don't appeal to that.)
Does anyone know how to indulge?
On old versions : all enemies had a special attack pattern, get hit by that special attack and the scene interaction will open
On 2.x : there's nothing of the sort yet, because it's a test build to stress the engine

hmm <link> odd that its not updated here?
Didn't dare to download, what are they giving? I think it's 1.96
2.35 is the most recent build, but it's a test build not meant to replace 1.96b (which itself was a prototype of the shelved 2.0 and lacks the Arenas from 1.9.0, but itself had a meta storyline assuming you had played the 2015 v95 build before)

Anyone have and want to post the new update?
Update compared to when? The last release is the alpha 2.35 battle demo, already present in the updated first page. The game won't get a supporter build until the change to Godot 4.3
The updates since then are example of WIP animations, or various announcement about schedule changes

I highly doubt there's anything worth downloading.
Yup, unless you want to follow the development and have estimates for the next demo (which would be in a few months)
And patreon won't get as much NSFW anymore, I switched platforms but I don't expect anything of the sort in the near future

They just released new animations, and man, I hate to say it but they're pretty awful.
Assuming we're not talking about the obvious WIP state, personally I like them.
One of them is "awful" even for me, but it's because despite being in color, the eyes aren't animated yet so it gives a soul-less uncanny appearance.
But I know I have zero experience with that kind of things, so I wouldn't be surprised to learn I have bad taste
The last animation posted as a "here's the kind of work I'm happy with and you should expect" is the one shown on Jun 01, 2024. Do you find the same issues with that one?
 
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laplongejr

New Member
Dec 28, 2023
14
7
Sooo, this Game still alive?

Haven´t heard anythin new in ages! :unsure:
Depends on your definition. After a few redesigns and cancellations, the dev decided in 2023 to ressurect Divine Arms, stopped in 2018

In between there were some spinoff plans plagued by loss of critical animators, NOTABLY :
- Divine Arms:Redemptio/Forbidden Origins*, a prequel following sigurd
- Divine Arms:Isekai, which would've retcon'd Siggy controlled off-screen into the CG hybrid controlled by a on-screen remote
- the unrelated Forbidden Arms:Bloodlust sequel
- Divine Arms:Origins*, a tower defense

(*to make it even more confusing, DA:FO was called at some point called Origins too until he noticed DA:O was already associated with another game.
Also there was a small period during which dev used "Divine Arms" as a shorthand for the tower defense game, leading to confusion)

The main difference is that this time the ViperV "studio" only has kReig, so he tries to both remake the game from scratch in Godot 4.3 and make new animations himself. Oh and due to Patreon TOS issues he intends to move from Patreon to Subscribestar.

For now there's a few animations posted to supporters and a tech test in an older version of Godot with the main menu, sounds/music, one map one enemy type and the new tri-elemental magic/mouse wheel selection system.
 
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Christin Eleven

Active Member
Sep 3, 2017
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Depends on your definition. After a few redesigns and cancellations, the dev decided in 2023 to ressurect Divine Arms, stopped in 2018

In between there were some spinoff plans plagued by loss of critical animators, NOTABLY :
- Divine Arms:Redemptio/Forbidden Origins*, a prequel following sigurd
- Divine Arms:Isekai, which would've retcon'd Siggy controlled off-screen into the CG hybrid controlled by a on-screen remote
- the unrelated Forbidden Arms:Bloodlust sequel
- Divine Arms:Origins*, a tower defense

(*to make it even more confusing, DA:FO was called at some point called Origins too until he noticed DA:O was already associated with another game.
Also there was a small period during which dev used "Divine Arms" as a shorthand for the tower defense game, leading to confusion)

The main difference is that this time the ViperV "studio" only has kReig, so he tries to both remake the game from scratch in Godot 4.3 and make new animations himself. Oh and due to Patreon TOS issues he intends to move from Patreon to Subscribestar.

For now there's a few animations posted to supporters and a tech test in an older version of Godot with the main menu, sounds/music, one map one enemy type and the new tri-elemental magic/mouse wheel selection system.
Sorry but I have no idea what you´re talking about . . .
 
1.90 star(s) 8 Votes