RPGM Henteria Chronicles Ch. 3 : The Peacekeepers [Update 15] [N_taii]

4.50 star(s) 37 Votes

N_taii

The world needs a little bit more Pixel Porn
Game Developer
Dec 4, 2017
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I've been thinking the same lately. Had a lot of ideas I had to write down over the past few days, but it still comes down to actually making a game eventually. MZ seems easy enough to make environments, maps and characters with. Plot and story is all inspiration and writing. The obstacle for me is also figuring out the animations. I suspect I'd have to make a custom sprite sheet for each 'fuck position' between two given characters.
What I personally use are sprite sheet with bald characters and then replace them with the faces of the characters in a given scene, then add necessary edits. Sometimes, when they don'tfit, I ask pixel artists to make customs.

Example:
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(I have different breasts sizes and bodytypes for males and females as well)

Quick question but we poor bastards will get updates of the game too? i mean way later than patrons, maybe like Henteria 2 where public version was 1 behind the patrons?
Yup, always exactly 1 month after the 5$ release on my Patron, so the 20th of next month : )

im gonna be honest though, that shit makes me hard as diamonds.
There was a part in NTRPG1 in like I think the final Eric events where he and Tiaris were in that exclusive restaurant/sex room, where you have to be a waiter, and everytime you leave and come back to the room it'll just get increasingly jizzpainted, and Tiaris got more and more of a fucktoy.

Same one in NTRPG2 but on a way smaller scale is the MC peeping on Eric and Tiaris's room and it just goes black and cuts to morning and a half-awake Tiaris is on the bed swimming in it.
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Yup, I liked seeing them, but when it comes to add them myself, I prefer to make it slightly more realistic. It's still over the top as there are literally puddles of cum on the ground for HC2 (and later in HC3), but not as unrealistic as NTRPG though^^

Posting after I read the rest of the thread. Three things I realised:
1.God damn, a lotta people in this thread want to make their own game, me included.
2.God damn, a lotta people in this thread are surprisingly civil compared to most other F95zone threads
3.Wait a minute, the dev himself is in the thread on the website people use to pirate porn games, and no one seems to address it. Does he think badly of us playing his stuff for free? Does he play other people's stuff for free?
1. Yup, there are quite a few people who've asked me for advice or told me they were inspired to make a game since I started in 2019. It always feels good to hear it, although I've yet to see it materialize^^
2. I feel like NTR has a more mature crowd overall. I'm not saying this because it's the community my games cater to, but because NTR is such a controversial fetish, it takes a certain amount of maturity for one to accept that they enjoy it, and to ignore other people's invalid opinions.
3. Quite a lot of dev are active on F95. Besides, I'm the one who created this thread and "leaked" the game to begin with. Not going to lie, it is more profitable that way anyway, and I'm always happy to share with people here as long as early Patreon access is respected.

I have to concur on this, but how did you go about doing this in HC1, and why are you tracking the main character's movements manually? Why not update it on a timer or by map transition?
With HC1, I took note of every time I moved an NPC around on one of the different maps, and each time I went back to the NPC board and added another condition: "if switch1 is ON, then text is shown as NPC is at x location", then the story would progress, and I'd change it manually again and again as soon as one NPC changed location, "if switch2 is ON, then text is shown as NPC is at y location". I had to constantly remind myself to update the NPC board all throughout the game, but I always ended up forgetting once or twice, so it didn't register the right location. Long story short, it was overly bothersome.

As far as I know, there is no manual way to keep track of an NPCs automatically in RPGMaker, because they don't have any particular feature, ID or whatever, to use as a reference. They're literally an event like hundreds of other events, they just happen to use the appearance of the NPC.
 

Animefan_09

Well-Known Member
Sep 13, 2017
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Yup, always exactly 1 month after the 5$ release on my Patron, so the 20th of next month : )
Nice!!! So quick question but latest version would be out for 5$ patrons around the 20th then? Already trying to see how many games and updates i can get in december xD

Plus jumping from the free demo to 2 updates sounds good to me xD
 

S3vatari0n

Active Member
May 9, 2020
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With HC1, I took note of every time I moved an NPC around on one of the different maps, and each time I went back to the NPC board and added another condition: "if switch1 is ON, then text is shown as NPC is at x location", then the story would progress, and I'd change it manually again and again as soon as one NPC changed location, "if switch2 is ON, then text is shown as NPC is at y location". I had to constantly remind myself to update the NPC board all throughout the game, but I always ended up forgetting once or twice, so it didn't register the right location. Long story short, it was overly bothersome.

As far as I know, there is no manual way to keep track of an NPCs automatically in RPGMaker, because they don't have any particular feature, ID or whatever, to use as a reference. They're literally an event like hundreds of other events, they just happen to use the appearance of the NPC.
So, this is really interesting to me as I'm working on systems for my own game. Does every one of those characters have a dedicated series of switches or do they all operate off the same series of switches? If I'm not misunderstanding something entirely, then wouldn't it be more efficient to have a common event(s) track the important NPC locations using variables?

For example, say have a CE - Character Location that operates on a variable if-else tree:
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then use that to turn on or off all the related NPC sprites so if location 0 is, say the center of town, then have the NPC event only activate when the condition is Variable X == 0 so that all the locations are managed by one variable per character or all on the same variable.

And as for the board, is it a plugin? Couldn't you use that to call a common event so that you just set the board once then whenever you update something, you just add an if branch to the related common event.

Again, that's if I'm not having a giant misunderstanding, and it's more me just trying to understand things as HC1 is long completed.
 

Darak700

Member
Sep 20, 2022
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So! Those assholes (in a good way) who managed to buy an update. Tell me, are there sex scenes with the main women? Or dirty scenes? They are there? Are there many? Bitch!!!! The wait is killing!!!!!!
 
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genericplant

Member
Apr 20, 2022
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So! Those assholes (in a good way) who managed to buy an update. Tell me, are there sex scenes with the main women? Or dirty scenes? They are there? Are there many? Bitch!!!! The wait is killing!!!!!!
Don't forget to put any responses to this in a spoiler.

I can almost guarantee without having played the update that

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Matoga

Active Member
Nov 3, 2019
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So! Those assholes (in a good way) who managed to buy an update. Tell me, are there sex scenes with the main women? Or dirty scenes? They are there? Are there many? Bitch!!!! The wait is killing!!!!!!
You can read the Changelog on Patreon for free i belive, if not then the 1$ patreons can see it for sure.
Here's what's in the one that's for this Update

1669236586848.png

Keep in mind that the main girls don't have sex scenes yet, only "dirty scenes" as you put it.
Also for those who don't know who Meredith is, she's one of the maids at the Duke's manor.
 

N_taii

The world needs a little bit more Pixel Porn
Game Developer
Dec 4, 2017
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So, this is really interesting to me as I'm working on systems for my own game. Does every one of those characters have a dedicated series of switches or do they all operate off the same series of switches? If I'm not misunderstanding something entirely, then wouldn't it be more efficient to have a common event(s) track the important NPC locations using variables?

For example, say have a CE - Character Location that operates on a variable if-else tree:
You don't have permission to view the spoiler content. Log in or register now.
then use that to turn on or off all the related NPC sprites so if location 0 is, say the center of town, then have the NPC event only activate when the condition is Variable X == 0 so that all the locations are managed by one variable per character or all on the same variable.

And as for the board, is it a plugin? Couldn't you use that to call a common event so that you just set the board once then whenever you update something, you just add an if branch to the related common event.

Again, that's if I'm not having a giant misunderstanding, and it's more me just trying to understand things as HC1 is long completed.
If I understood correctly, in the end, it wouldn't be much different than what I did, as in you have to add all the if variables yourselves and switch them around depending on the character's location.
For me, I used switch used within the story. Say I have a story event playing on autorun with dialogues and all, then I will have to add a switch that activates an empty event on top to "close" it (say switch Y), and if the character has changed location during the event, then I'd add the new if variable "if switch Y in ON, then message is shown as "NPC is at the inn". So switch Y serves several purpose: stop the event, and at the same time changing the message showing the NPC's new location. If by progressing the story, the NPC changes location again, then a switch would have to be activated to remove it from the inn and add it to another place (Switch X), then the if variable would change to "if switch X is ON, etc...".
The issue is, when you have four characters, some tied to non-linear side-storyline, constantly changing location over 20+ hours of gameplay, adding possibly hundreds of "if" conditions on top of each other it will become an absolute mess by the end.

The "board" I was talking about isn't a plugin, it's just an event with a wooden board graphic that, in HC1, would tell the player where the NPCs were at all times + if there was a sexy event going on upon clicking on it. Most bugs report I got was people pointing out I had forgotten to update the location at some point, and that was a far smaller game with a fully linear storyline.
 
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N_taii

The world needs a little bit more Pixel Porn
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Dec 4, 2017
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N_taii did you see that the new version of RPG Maker is going to be released? It's called RPG Maker Unite (basically it's a combination of RPG maker + unity). Here is the trailer:

I confess that I was a little disappointed when I saw it for the first time, because the sprites and especially the characters, at least in my opinion, are weird. However, this combination with unity can remove all the limitations that the RPG maker has! Making a map without any limitations is seriously amazing, I always thought that RPG maker thing of being able to place sprites only at specific points (32x32 / 48x48) sucked. Of course, there is parallax mapping, but I think it's a bit boring.
Sorry, for some reason I ended up skipping your comment, and I only remembered it afterwards. I've seen the trailer for Unite, yes, and while it does look interesting, I feel like it will lack a ton of features that will have to be patched up by community plugins. That's why I didn't try MZ, because it'll take some time for it to catch up with MV in terms of plugins (even worse now that Yanfly stopped making them).
 

inatari

Member
Game Developer
Oct 29, 2022
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Sorry, for some reason I ended up skipping your comment, and I only remembered it afterwards. I've seen the trailer for Unite, yes, and while it does look interesting, I feel like it will lack a ton of features that will have to be patched up by community plugins. That's why I didn't try MZ, because it'll take some time for it to catch up with MV in terms of plugins (even worse now that Yanfly stopped making them).
No problem! I'm using MZ to make my game and yes, I have to agree that there are several MV plugins that haven't made it to MZ yet. I can "workaround" the situation a little because I am a programmer. But seriously, I don't like programming in RPG Maker, it's a little confusing the way things work, I prefer Unity, so that's one of the reasons I was excited. But maybe it's still a little early for me to get excited, we still don't know how this union between the two engines will be.

in case anyone is wondering: "if you prefer unity why are you using RPG Maker?"

It's simple, RPG Maker has a HUGE amount of free resources, in addition, buying resources is not so expensive because I can buy them through steam and it readjusts prices according to your country. (I'm referring to tilesets)
 
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Ayylmamer

Newbie
Apr 22, 2020
72
71
I noticed the dev reached his goal to go full time on patreon, I wonder if anything will change or not.
 

N_taii

The world needs a little bit more Pixel Porn
Game Developer
Dec 4, 2017
1,383
4,043
I noticed the dev reached his goal to go full time on patreon, I wonder if anything will change or not.
Not really. I'd already reached that amount last year in early summer, and I was doing full time by then, and haven't stopped. I also expect that amount to fall under 3k$ by the beginning of next month, so I'm not really fixated on goals anymore and just do my thing and commission assets and illustrations based on the budget I have at hand.
I'm also trying to save up to be able to upgrade all assets, environmental and sprites, but we're still a long way from that.
 

hentaikeyfan

Newbie
Jun 27, 2018
44
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I am already enjoying the premise and setup of this third game more than I ever did the second one. Really couldn't tell you why, but just wanted to say very excited, keep up the good work dev!
 
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4.50 star(s) 37 Votes