HorneyGoat20
Newbie
- Jul 27, 2022
- 16
- 12
- 13
Can we have the character stay within the squared walk tiles. I keep getting stuck on stair areas. Also combat needs to be more fun.
Last edited:
To be fair to the creator regarding the combat, the next major update is planned to be a combat update.The combat in this game needs more work for a rouge like. It feels like none of the states matter and I can never see what those special Icon at the bottom of monster descriptions mean. it just feel like a game with little to no strategy. the only strategy I've been using is type weakness, monster sizes, and sacrificing the girls has incubator. Also I feel like the trainers should provide buffs to certain monster types they specialize in and give birth to. It feels like there just there for the sex animation and to provide monsters and eggs. they need to play a more important role for me to feel something when I lose them. Also we need mixed types and more abilities then just having two attacks, it feels boring pressing the same button and using the same strategy over and over again until you win. Fights need to be more interesting and challenging then just Oga'boga ing your way through enemies mashing the same attack button.
IM BACK. Ya the combat is trash. That starts to get updated next.
I've been talking to other creators, and they have impressed upon me the need for weekly status updates, and that it might be better for my project to also update the project itself twice a month. That's gonna be something I'm gonna start getting into the swing of, as we move into the winter, starting right now.
So I have been working on stuff, namely the next combat update, let's take a peek at the old combat version.
View attachment 5376770
ORIGINALLY the moves were 64x64 pixel art, and seven frames. Enough to show some movement and impact. To make the new moves I needed more fidelity, so I went back and doubled the pixel size of original art, making moves 128x128. As I planned out the more complete combat version you might have noticed that the monsters on the field now stand more centered, directly across from one another. I then expanded the blank canvas moves were on so that they are now 7 frames on 128x256. With the deployed fighting monsters standing across from one another this would allow me to be more creative and detailed with moves. I could for instance, show one monster grabbing the other with vines, powering itself up, or launching at beam attack, without having to mess around with too much code.
View attachment 5376771
GIFS don't like transparency, I assure you the white is actually a semi transparent GLOW that the PNG frames show much more softly in-game. Anyways here is THUNDERBOLT, a big STAB move that also Paralyzes your foe.
View attachment 5376772
I don't think I nailed SLASHFIRE, but it looks way better than the old fireball move, and BURNS your opponents. I placed DULLAMON here intentionally, she's a GHOST monster, but she is getting the move SLASHFIRE to represent her flaming sword and FIRE affinity. This will make her objectively the best GHOST type for a while, more on that in a bit...
View attachment 5376773
View attachment 5376774
Self buffing moves are also super important in monster catcher RPGS, the ones in EGGOMON are going to be very strong. No low level status moves here, these are the equivalent of swords dance or belly drum. Flame Sovereign burns your opponent and gives your monster the RAGE status. Energize isn't super strong but it also applies to the rest of your team, boosting energy regen across the board for 3 turns!
This first slap at new moves is going to make FIRE and SPARK monsters strictly stronger than other monsters, I appreciate your patience in this, and want to point out you don't want to wait for all TYPES to be buffed simultaneously, and me to have to do 20+ animations and deliver them in an extremely buggy update. Also it means the first enemy trainers I will be adding will be FIRE SPARK WIND WATER AND GRASS specialists, since these TYPES are getting fleshed out sooner.
Not all Monsters are going to get all moves, and teaching/unlearning monster moves is NOT even on the priority list for me at the moment. All Fire monsters and Spark monsters will get Flame Sovereign + Slashfire or Thunderbolt + Energize respectively. Except for Thundama, who isn't going to get Energize at all. Sadly she will have to settle for sharing Megamoo's normal type buff move which is also finished; MILK TANK, which costs a lot of energy but gives your whole team the WELL FED status.
View attachment 5376775
We can all agree that Thundama and Megamoo could keep your team WELL FED. With that I should also add that WELL FED improves your monsters across the board, but also mostly boosts their GRAB, VIRILITY and FERTILITY stats, numbers not super important until we get ENEMEY TRAINERS to sick your mons on, so be patient. In future combat I imagine monsters being (broadly) assigned moves to act as Strikers/Sweepers, or Supports, or Grabbers.
With that said I am going to squeeze out a little SHINY and SHOCKBUN update tomorrow or the day after, after bolting down the combat update, and then next month we can start bug testing the new moves in the combat system version 1.2. That's what's happening you'll hear from me again on Sunday / Monday to finish the Shiny / Monster deliverable catch up. Oh and TESLA is nearly ready to debut as well.
EDIT: My complaint with the combat is that its too slow / defensive oriented sometimes, and there aren't enough options, and there needs to be strong expensive dmg moves. So I am gradually adding all of that. I've fixated more on the idea that Monsters can be bulky (4-5 hits) or more aggressive dmg oriented, but will fall into one of three roles as a STRIKER / SUPPORT + SETUP / GRABBER. Although grabber will only make sense once enemy trainers are in the game, and you can use the planned XXX moves on them to bust down their ovum defenses and impregnate them (or that happens to you).
That's the roguelike replay ability I been looking for. I Looking forward to the combat strategies and challenge this gives. I Like when games like this have a little depth to them.IM BACK. Ya the combat is trash. That starts to get updated next.
I've been talking to other creators, and they have impressed upon me the need for weekly status updates, and that it might be better for my project to also update the project itself twice a month. That's gonna be something I'm gonna start getting into the swing of, as we move into the winter, starting right now.
So I have been working on stuff, namely the next combat update, let's take a peek at the old combat version.
View attachment 5376770
ORIGINALLY the moves were 64x64 pixel art, and seven frames. Enough to show some movement and impact. To make the new moves I needed more fidelity, so I went back and doubled the pixel size of original art, making moves 128x128. As I planned out the more complete combat version you might have noticed that the monsters on the field now stand more centered, directly across from one another. I then expanded the blank canvas moves were on so that they are now 7 frames on 128x256. With the deployed fighting monsters standing across from one another this would allow me to be more creative and detailed with moves. I could for instance, show one monster grabbing the other with vines, powering itself up, or launching at beam attack, without having to mess around with too much code.
View attachment 5376771
GIFS don't like transparency, I assure you the white is actually a semi transparent GLOW that the PNG frames show much more softly in-game. Anyways here is THUNDERBOLT, a big STAB move that also Paralyzes your foe.
View attachment 5376772
I don't think I nailed SLASHFIRE, but it looks way better than the old fireball move, and BURNS your opponents. I placed DULLAMON here intentionally, she's a GHOST monster, but she is getting the move SLASHFIRE to represent her flaming sword and FIRE affinity. This will make her objectively the best GHOST type for a while, more on that in a bit...
View attachment 5376773
View attachment 5376774
Self buffing moves are also super important in monster catcher RPGS, the ones in EGGOMON are going to be very strong. No low level status moves here, these are the equivalent of swords dance or belly drum. Flame Sovereign burns your opponent and gives your monster the RAGE status. Energize isn't super strong but it also applies to the rest of your team, boosting energy regen across the board for 3 turns!
This first slap at new moves is going to make FIRE and SPARK monsters strictly stronger than other monsters, I appreciate your patience in this, and want to point out you don't want to wait for all TYPES to be buffed simultaneously, and me to have to do 20+ animations and deliver them in an extremely buggy update. Also it means the first enemy trainers I will be adding will be FIRE SPARK WIND WATER AND GRASS specialists, since these TYPES are getting fleshed out sooner.
Not all Monsters are going to get all moves, and teaching/unlearning monster moves is NOT even on the priority list for me at the moment. All Fire monsters and Spark monsters will get Flame Sovereign + Slashfire or Thunderbolt + Energize respectively. Except for Thundama, who isn't going to get Energize at all. Sadly she will have to settle for sharing Megamoo's normal type buff move which is also finished; MILK TANK, which costs a lot of energy but gives your whole team the WELL FED status.
View attachment 5376775
We can all agree that Thundama and Megamoo could keep your team WELL FED. With that I should also add that WELL FED improves your monsters across the board, but also mostly boosts their GRAB, VIRILITY and FERTILITY stats, numbers not super important until we get ENEMEY TRAINERS to sick your mons on, so be patient. In future combat I imagine monsters being (broadly) assigned moves to act as Strikers/Sweepers, or Supports, or Grabbers.
With that said I am going to squeeze out a little SHINY and SHOCKBUN update tomorrow or the day after, after bolting down the combat update, and then next month we can start bug testing the new moves in the combat system version 1.2. That's what's happening you'll hear from me again on Sunday / Monday to finish the Shiny / Monster deliverable catch up. Oh and TESLA is nearly ready to debut as well.
EDIT: My complaint with the combat is that its too slow / defensive oriented sometimes, and there aren't enough options, and there needs to be strong expensive dmg moves. So I am gradually adding all of that. I've fixated more on the idea that Monsters can be bulky (4-5 hits) or more aggressive dmg oriented, but will fall into one of three roles as a STRIKER / SUPPORT + SETUP / GRABBER. Although grabber will only make sense once enemy trainers are in the game, and you can use the planned XXX moves on them to bust down their ovum defenses and impregnate them (or that happens to you).
I looked into it a while ago. I found that the game was made with Godot (or atleast i think it is), and i was able to extract the .import for the sprite, but that's where my luck ended
Actually, an update on this! I did finally manage to extract the sprite work, I used one of the several different godot unpackers, but can't remember which one sinceI lost those files recently.Wack but good try! Well when 1.0 or they finish someone may do it I guess (or maybe they have a sudden change of mind).
Actually, an update on this! I did finally manage to extract the sprite work, I used one of the several different godot unpackers, but can't remember which one sinceI lost those files recently.
But hey, it's atleast possible
HUH? Do you want the sprites? Because I could just give them to you, all of them for free. Sorry I haven't read backwards into the thread much yet, I assume its complaining (which is fair). I always planned to release everything I made as CC0 anyways. What the game would hugely benefit from would be a brief explanation on how to make a mon, and then a way for fans to create and add their own mons to encounter. Do you want all the Mon PNGs and Mon X anims? Shiny as well?Actually, an update on this! I did finally manage to extract the sprite work, I used one of the several different godot unpackers, but can't remember which one sinceI lost those files recently.
But hey, it's atleast possible
Ah, no it's not that I want the sprites to use them for a project or something! Sorry if it came of that way!HUH? Do you want the sprites? Because I could just give them to you, all of them for free. Sorry I haven't read backwards into the thread much yet, I assume its complaining (which is fair). I always planned to release everything I made as CC0 anyways. What the game would hugely benefit from would be a brief explanation on how to make a mon, and then a way for fans to create and add their own mons to encounter. Do you want all the Mon PNGs and Mon X anims? Shiny as well?
There seems to be a bug with Snapbun using the Eleceel sex animation.Last update before the combat updates start rolling out.
To add onto this, defeating one rewards a fizzslug(?) instead as well.There seems to be a bug with Snapbun using the Eleceel sex animation.
Fixed and out.There seems to be a bug with Snapbun using the Eleceel sex animation.
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place, for now you can only get a Snapvret by losing to a SnapbunTo add onto this, defeating one rewards a fizzslug(?) instead as well.
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place. How did that happen? God I must be stupid and mis clicked shit while moving stuff around last month.this patch of grass gives no encounter what so ever![]()
When you said you "fixed and out", Does this mean We have to redownload it again? or do we have to wait. also what link do we pick? cause some are outdated.Fixed and out.
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place, for now you can only get a Snapvret by losing to a Snapbun
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place. How did that happen? God I must be stupid and mis clicked shit while moving stuff around last month.
I am also aware of something with the save system not remembering a mons genetic advantages or shiny status sometimes.
Thank you all for the feedback and help.
MEANWHILE free participating peeps can vote on Akhults shiny and super shiny:
View attachment 5403371
Patrons are voting on the next WIND monster
View attachment 5403375
Which is between our first lamia, a winged serpent, and an unnamed monster I am calling LAWSUIT bird to celebrate the loss of another lawsuit suffered by a certain litigious company.
Combat Update ETA is the 5th or 6th.
Also one on the right can't loose this vote.Fixed and out.
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place, for now you can only get a Snapvret by losing to a Snapbun
Fixed for the next version. I have to make every mistake while doing things. Uh, the combat system is kinda all over the place. How did that happen? God I must be stupid and mis clicked shit while moving stuff around last month.
I am also aware of something with the save system not remembering a mons genetic advantages or shiny status sometimes.
Thank you all for the feedback and help.
MEANWHILE free participating peeps can vote on Akhults shiny and super shiny:
View attachment 5403371
Patrons are voting on the next WIND monster
View attachment 5403375
Which is between our first lamia, a winged serpent, and an unnamed monster I am calling LAWSUIT bird to celebrate the loss of another lawsuit suffered by a certain litigious company.
Combat Update ETA is the 5th or 6th.
Breeders of the Nephelym: Gifted powerI know I am late atm guys, I am working hard on this all day and for the next few days. I have had to redo FUCK LOADS of the battle code, even more than I thought to get the update out and useable, and I have to test it at every step.