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  1. You know I always want to make fun with the player before the game begin, at time like these I talk about reality like avoid piracy and stuff, but this was story I made long time ago, that time I still didn't know about how cruel the world, so I make fun with them by giving a trap question, if they being too rude they will send to game over screen!

     

    whahahahaha! I really want to see their face if they do so.

     

    Well enough of it, the begin of the game was I stole from a snes game civilization, yes a God/goddess appear and guide the player, much likely same to other heroic story.

     

    Then fight first enemy, in Final Fantasy MQ the Hero start with fight Strong enemy like a boss enemy, same for Demon Crest, so I make enemy very powerfull in begining , I make it impossible for player alone defeat it so I let the one who guide the hero appear and give him little help, but only once, the rest enemy is also same like the first which mean the player will have game over, over and over.

     

    after first battle I force player to looking someone for money so the player can buy new weapon if he didn't do that, he will defeated by enemy over and over.

     

    after the player get his weapon the player still need do basic in rpg game:

    1 Fight Encounter Enemy get Money and Exp

    2 use money to rest at INN to recover hp to full

    3 level up, go to harder place and fight stronger enemy

    4 if enemy too strong buy some gear or item to recover hp

    5 fight boss enemy, if too hard to defeat the boss, go and fight weak enemy to level up

     

    first boss fight, I'm always make this kinda tricky

    the first boss will attack player with two way normal and warning attack, normal might just do small damage but warning would do 5x time than normal but can be avoid/reduce by guard, the boss will warn player by charge/hold his attack in this turn if player didn't guard then the player will take lot's of damage if the player guard and wait the right time to attack, the player can defeat it(Very easy of course).

     

    after this the game will begin to Balance from Easy to Hard.

  2. Purple Phantom
    Latest Entry

    The test subject in question was a girl of about 15. Due to an incident involving some bioweapons rather recently, she'd lost the ability to walk. She'd been taken into the underground facility and put into lockdown, in case any other symptoms arose. Charlie glanced at her colleague.

    "Are you sure about this?" she asked him. He smiled that daring smile of his, brushing his nearly white hair back with his fingers.

    "I'm sure," he replied charismatically, "This girl will no-longer be wheelchair-bound once this kicks in."

    Charlie sighed, hoping he was right. She watched as he strode into the room and talked to the girl, then injected her with the syringe of liquid. Nothing happened...

    ...Minutes passed...

    ...And then, the girl stood up.

  3. So today I'm gonna talk about how TOD 3 is gonna be 10x more fun than the first 2 Games.

     

    But before we begin, I know I harp on the first 2 Games like they are trash and not worth playing, but there's is a legitimate reason as to why these 2 Games are the way they are. And as much as I tell myself that they could be improved upon, they aren't really that bad! It's just something you can do a 1st time Playthrough of and never play it again.

    But the reason, why they are so lackluster is actually a little complicated and has a lot to do with the 3rd Game as well.

     

    tl;dr. Basically symbolism and laziness.

     

    !Spoilers... kinda for the whole TOD series ahead!

     

    So... these 3 Games represent the 3 Alignment Types. The first Game representing being a Good Guy, the second one being a Bad Guy (Though that is extremely vaguely explained) and the 3rd one being Neutral.

    The Neutral Route being non-linear, symbolises that you have choices and can go whereever you please and whatever you can do.

    In the first Game Tod was determined to finish off the bad guy and he didn't care about anything else. After the defeat of the bad guy, Tod knew what he has done and didn't hesitate to take the killing blow. Killing the bad guy in the first Game is essentially killing off the entire Universe, because the bad Guy is actually the Creator of this whole thing. After you've killed him, the Universe slowly starts to vanish and will disappear in roughly 3000 years.

    After that, Tod didn't really know what to do and just started rampaging and started killing lots of Monsters that were getting in his way slowly but surely turning a bit mad.

    But at the REAL end of TOD 2, his Bro told him a lil' about his own past and told Tod to "calm down, Bro". He also told that his Home is still out there and that his Home isn't fully dead yet.

    Tod being calmed down and determined to face the consequences of his actions in the past. (He murdered all of his Friends and Family in his Home, because the bad guy of the 1st Game told him to do so.)

    And that's where TOD 3 begins. After that you can make lots of choices to redeem yourself or finish it off for good, or just do the right thing.

    That or i'm just lazy to make actual good Games...

     

    Now you know!

     

    So what exactly will TOD 3 do in terms of variety?

    Alright... check this shit out:

     

    -Negotiation/Interactions with the Monsters

    This probably will mostly determine your future in this Playthrough, so you'll be doing this a lot maybe... probably... or not.

    Monsters will have Traits of their own and you can decipher the Traits with your Scan Ability. You will also have access to the Talk Skill which let's you choose to interact with certain Monsters and try to do what they wish from you.

    Once you talk to them, you will be given choices on what to do. If the Choice is met with the Trait of the Monster (I.e. if the Monster Trait is Honest, tell the truth, or if it's Funny, tell a Joke, etc.), you two may get along and you will either receive prices, money, information, etc.

    There aren't JUST good traits though... there also will be bad and Neutral traits for Monsters as well.

    The bad traits are handled differently. You will have to fight the bad trait monsters, but of course not until you kill them, but until you hit them with certain skills. (I.e. if they have the trait Fearless, hit them with their weakness or if their trait is pessimistic, hit them with something they absorb, etc.)

    Neutral ones will be rare and will have HIGH rewards. They are regarded as very wise and will be difficult to convince. Their Traits will have special ways to convince them.

     

    Here are the Traits for each Group:

     

    GOOD Traits (Indicated by Blue Names)

    Honest = Tell the Truth

    Kind = Show Care

    Funny = Show your Funny Bone

    Optimistic = Show you see potential in the Future

     

    BAD Traits (Indicated by Red Names)

    Fearless = Hit their weakspot

    Confident = Hit them with whatever

    Pessimistic = Hit them with what they absorb

    Wild = Survive the Battle until he's had enough

     

    NEUTRAL Traits (Indicated by Green Names)

    Persuasive = ???

    Ambitious = ???

    Informed = ???

    Authoritative = ???

     

    -Keywords

    Remember Final Fantasy 2?

    No... not for the SNES but for the Famicom.

    Remember how that had a neat Keyword Mechanic and how almost every NPC reacted to the Keywords (To be Fair, most of their responses were "?" lol)

    I will implement that and have every NPC tell you something about every Keyword.

    You will receive a bunch of stuff if you say certain Keywords to certain NPCs.

     

    -Mini Games

    lol for those that just wanna fuck around. (I saw a Touhou sort of Script for VX... i might throw that in, just for lolz)

     

    -Side Stories

    Remember your Friends? That one Robot dude, that Abomination with just one eye and a Silent Puppet? Yeah... they were kinda there in the first 2 Games.

    I'll give them proper Stories in the 3rd, but only if you want to.

    This will be completely Optional for each route, but you will receive something for it, don't worry.

    I'll also not forget about the NPCs, i'll give each one a lil' bit of Backstory and Character.

     

    -5 Endings.

    5? Why not 3?

    Ok, so i kinda hated how Undertale handled the 3 different Routes with their endings.

    Like, let's say if you kill EVERY monster and like hit Metatton not hard enough you will get the neutral ending... that made sense...

     

    There will be more variation in the endings you approach.

    -True Pacifist Ending

    Never killing anything.

    -Pacifist Ending

    Never killing anything, but also not really helping out anyone.

    -Neutral Ending

    Kill some Monsters.

    -Mad Ending

    Killing a bit too much...

    -Death Ending

    Killing everyone.

     

    Is this going to be too much for me? Is this just a promise I will never keep? Am i a madman who has way too much Time?

    You tell me, i don't really know.

    Either way, i will inform you once i'm done with the Game.

     

    Cheers, fam! ~Shin

  4. Been getting a lot done recently. Expanded your ghost town to have another level, as well as a new building, the barracks. Essentially, the ghosts you assign there will add to your town´s military force. (which lowers the enemy tech rate and their strength during raids)

     

    Which is another new feature, raids. If the enemy tech gets too high, they will attack towns in the game. If that town is not saved in time, then it is permanently destroyed. That said, it´s a very late game feature, and those on normal, or even decent players on hard, will be more than fine. It´s only those on nightmare that have to kind of worry about it. But even then, it´s nothing to be overly concerned with. Just more like, aware. I don´t want there to be a major time crunch of any kind. You got about 40 hours on normal until the first raid shows up, give or take performance. Hard is about 30, and nightmare is about 20. Again, you got plenty of time.

     

    Also, I´ve redone all fights to the hollows arena, made travelling into the infinite hotel become increasly harder and harder, and I finally added a small misc questline for your ghost town bar.

     

    Anyways, back to work. Gonna do 1 or 2 more towns attacks, and then I´m gonna start working on these enemy bases.

     

    This September update is going to be huge.

  5. Here is my progress and plans for World of Chaos.

    Note: Imma do this on the 1st of every Month (I truly mean it this time lol)

     

    NEW FEATURES

    Evented Crafting System

    The crafting system is evented, and therefore, will be original.

     

    Minigames

    Minigames have been added. They are all card games at the moment. We may/may not see a variety by the end.

     

    PLANS

    Dialogue Reform

    I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them.

     

    Mapping Reform

    Going to try to make the maps less box-like.

  6. Hey nosy blog reader~

     

    Just found my old concepts for one of my main charries from Tales of Eadris and wanted to give you all a laugh.

    This also shows my lack of creativity... ToE is a medievil-esque fantasy genre RPG.

     

     

    This was my first ever concept for Leina, a quiet girl. Very meh.

     

     

    _old__leina_by_takeo212_d88g5je_by_takeo212-da103yp.png

    _old__leina_by_techkit_d891ld6_by_takeo212_d8brs6g_by_takeo212-da103yg.png

    ^ ABOVE IMAGE DRAWN BY TECHKIT ON DEVIANTART ^

     

     

    Okay, yea, bad design haha.

     

     

    My next design was;

     

     

    _old__leinaref_by_takeo212_d8cqokf_by_takeo212-da103xz.png

     

     

    I like this design to be honest, but considering the game type/genre... this outfit doesn't really fit in...

    Also, can you tell I like Tomb Raider? xD

     

     

    My final design was;

     

     

    leina_farronwood_by_takeo212-da103ya.png

    leina_sketch__by_techkit_d97lql2_by_takeo212_d9bkd_by_takeo212-da103y6.png

    ^ ABOVE IMAGE ALSO DRAWN BY TECHKIT ^

     

     

     

    Her entire design changed, as well as her race. She originally was a simple human, but became an Elven hunter/thief.

     

     

    I also had a similar... phase... with Faeona. Her original design was stupid. I don't have the old file anymore, but trust me on it. She looks better now.

    Marina's design came so nicely. I got her design pretty well based for her first design and her final was just a detailing of the original. I love Marina <3

     

     

    What similar stages did you guys come across?

    Are you still developing your characters?

    What characters are you having most trouble with?

    Is there a favourite amongst your cast you just can't help but like more than the rest?

    Find out next time, on Dragon Ball Z!

  7. WARNING: The following review contains sensitive material, including but not limited to, sexual innuendos, nudity, and tig biddies. If any of the following scenarios offends you or simply cannot stand these sorts of things, or if you are a lolSJW, please pass this review up. Otherwise, go straight ahead and look at your own discretion. You have been warned. This is in big bright red letters to tell you that you have been warned.

     

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    Valkyrie Drive -BHIKKHUNI- is the newest hack n' slash created by the wondrous and illustrious people who made the Senran Kagura series. I...use that term loosely. More like perverts. Replace people with perverts. Anyways, Valkyrie Drive breaks off from the traditional hack n' slash route that the previous games had and replaces it with a more fluid, engaging, and....perverted style of combat. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria.

     

    Story:

     

    I wish I could say something about the story except big tiddies.

     

    Actually, the game is kind enough to let you know the entire plot of the story in the most boring way possible: tell, don't show.

     

    a2e2bc20754ca94d25745c845eb12f4b.jpg

     

    So because all of these girls miraculously got infected with a virus that turns them into lethal weapons, they have been "sent" to various islands which were built in order to "cure" the disease. One of the islands, named Bhikkhuni, acts as both a typical high school environment coupled with a beach resort-esque feel, along with training grounds for combat.

     

    The story opens with two girls. Yes, they're all girls in this game. The game follows Rinka and Ranka Kagurazaka, who have just arrived on Bhikkhuni and are being treated for their infection, which the inhabitants of Bhikkhuni call "V-Virus". The "V-Virus", in short, allows girls in their teens and twenties to tap into their potential and their feelings to create weaponry in combat. Or just use it as an excuse to get naked. Unfortunately, Rinka is a fucking clutz and loses the boarding passes after they arrive on Bhikkhuni, so now they must fight their way through local hoards of defensive robots in order to showcase their skill. After that, you'll get two more characters who join you: Mana Inagawa and Momo Kuruzyu. The former we like, the latter we hate.

     

    4705236bd98de6b046ba4a2aa37c59e6.jpg

     

    After that, the director of the island, who also has big tiddies, comes to greet the four girls who are conversing.

     

    159607381fa219047b2f1840d5beb7c4.jpg

     

    It's here that the story kind of takes off, as the Director tells the girls that they have a special strain of the "V-Virus", known as the "VR-Virus". The director also then explains to the girls that there are other inhabitants on the island who have the same strain of virus as they do, and that there is no cure to the "VR-Virus". As of yet. However, one of the ways the director suggests of coping with the virus to fight other girls who host the same virus. So yes, we have a bunch of scantily-clad chicks fighting each other on a daily basis. Sounds like every boy's dream.

     

    90e81537a40a11b3769c5674e3826844.jpg

     

    As the girls train, they come across the Four Pillar Gods, each representing a different integral part of a fighter. There's Kongo, who represents Strength, Gauzongo, who represents Technique, Dai-somethingorotherIcan'trememberallthesegoddamnnames, who represents Vitality, and then at the top of them all is...you know what, I'm just gonna call it Red Dragon because I can't be bothered to remember all these goddamn names. We're just calling them Stony Girl, Red Dragon Girl, White Tiger Girl, and then Green Dragon Girl at the very top.

     

    And yes, they're all girls.

     

    There are then three more other girls that make an appearance in the story. There's Viola (we hate her), Manpakumaru, who is a ravenous glutton and eats all of the food in sight (we hate her), and Koharu, which is the head of pretty much the "Student Council" on the island (we're iffy about her, she seems cool but she seems like too much of a badass to be goodie goodie two-shoes).

     

    That pretty much, more or less, explains the plot of the story. Some of the girls have their own intentions as to their way of expelling the virus from their body, whether it be backstabbing their closest friends in order to be recognized in terms of power, or just rising quickly through the ranks of the society on the island.

     

    04d0f1fbaf2368dabb6aaad89894ed42.jpg

     

    Also, you'll never guess which one the older one is. Go ahead, I dare you.

     

    So, story. .....Boobs.

     

    Lots and lots of oppai.

     

    Overall: 6/10.

     

    58f3cf69bde10c402e29675a713c22b7.jpg

     

    Gameplay:

     

    This is where most of the magic happens.

     

    As I said, Valkyrie Drive is a hack n' slash that follows the same formula as the previous games in the franchise, Senran Kagura. However, when I first got into fighting, I was actually surprised at how many different mechanics and options there are in combat. Different from Senran Kagura and the games before it, the combat feels much more fluid and much more "flashy" (that wasn't a double entendre I swear) than the previous two Senran Kagura games. You kill stuff with X and Y, and you can chain together various attacks and combos with those buttons. Nothing special really, right? Then we get into some more complex features of the game like Launcher attacks with B, dashing in combat by holding down A, and being able to chain together attacks in different fashions according to how you dash. Like for example, using a Piercer Attack (holding down B )and then Phantom dashing (Holding down A) and then using a Piercer Attack again will result in something called a Phantom Strike, which will increase your Attack temporarily. In the same manner if you Launch someone, Phantom Dash to them, and then press Y for what they call a Spike Attack, you'll do a Phantom Fall, which then increases your Movement Speed slightly temporarily. There's a lot of interesting mechanics in the game.

     

    5945b15f8eecaa7512ef58d117bbc887

     

    As I said before, combat is really really enjoyable and fun. Probably one of the best parts of the game so far. Each character that I have played as up until this point (except for Viola, Manpukumaru, and Koharu) all have their own individual quirks and combos and toolkits in combat that make them stand out from the other girls. Except for Ranka, who we all know is Yozakura. I mean, look at those goddamn fists.

     

    The Lock-On mechanic is great. It tracks your opponent where you actually want to track your opponent, which is great in a fast-paced game like this. There's a lot of enemy variety in the game: you'll have annoying enemies that stay permanently floated up unless you Phantom Dash to them and Spike their flat asses out of the air. Then you have enemies who create defensive bubbles around themselves and other enemies that you first have to deal with if you want to stand a chance of doing damage. And all in all...it just feels so flashy and ridiculously sexy.

     

    925c75bae70323be784266a29f4978dd.jpg

     

    In this game, you take two girls with you into combat. One is called your Liberator, which does all the fighting, and the Extar, who provides backup benefits in essence and allows you to "Drive". By the way, I've been driving since I was 19 so I never took the tutorial on how to Drive. Big mistake actually, when I got my ass pummeled into the wall trying to beat an enemy character who used Drive. Anyways, Drive is an important mechanic because, not only does it boost your Liberator's combat prowess, it also makes your Extar strip clothing based on how high your Drive Gauge is with them. There's First Drive which is ehh, Second Drive where they tear their clothing, Third Drive where they strip to lingerie, and Final Drive where they are.....yep, completely naked.

     

    In the interest of keeping this somewhat PG-13, I'm gonna go ahead and omit any kind of imagery that details that.

     

    But Drive animations look cool and the end result is badass.

     

    b4ee0c3894d7ffb892345c49bb285068.jpg

     

    4134844d08d522266fd7959532d1f86f.jpg

     

    So as is a trademark in Senran Kagura games, the more girls fight, the more their clothing gets ripped off. The first stage is their clothing being torn, the second stage is being stripped down completely to lingerie, and then, if you finish your opponent off with a special move, called a Drive Burst, makes them completely naked. Their Liberator AND Extar.

     

    So the following actually contains sensitive material just to show you how you can accomplish that. It's actually really quite funny but you've been warned.

     

     

    7fc89c10c4446431435d765ba75a4b38.jpg

     

    Oooh, shiny...

     

     

    Anyways, finishing this section up, because you know, we have to get ourselves cleaned up after all that fighting, ahem...

     

    There's actual bosses. And there's actual strategy involving these bosses. Crazy, right? Definitely something you wouldn't expect from a hack n' slash game, since the principle is to break a certain button on your controller until you win. But there's actually a lot of depth and strategy concerning these boss battles where you can't just simply bum rush the enemy and expect to win. You have to whittle them down first, or activate a certain mechanic, or do a certain something before you can even attempt to engage them. It's really refreshing and a break from the monotony of "Mash X to win" kind of playstyle.

     

    2b4cc76961cdb2024a32fa28dda21653.jpg

     

    In the main menu of the game, you can interact with the different characters and give them hearts. You can also change their outfit in the Dressing Room and..."play" with them (No really, it's an actual thing I'm not lying). Depending on how many hearts you've gotten you can strip more clothing off from them until eventually they get to the point of being nude. But like I said, I've decided to omit that kind of imagery in the sense that I want to keep this review a little bit tasteful.

     

    There's a shopkeeper where you can spend the money you acquire in battle, called Points, on various CG images, music, costumes, or....lingerie. Oh, and they brought back the lingerie lottery from the previous two games and made it SOOOOOO much better. The fact that it now isn't entirely luck-based and more based on "press the button in the middle of the bar" makes grinding for achievements in Valkyrie Drive so much less painful, especially when you want to get all the lingerie in the game.

     

    Aside from that, big tiddies.

     

    The gameplay portion, despite it following the formula of a typical hack n' slash game, brings some new forefront to the table and interesting mechanics to spice up combat and make it feel refreshing and not-so-tedious. I'm sure we're all tired of mashing the same button in order to win, so you want to mash those girls, right? RIGHT?

     

    ...

     

    Overall: 9/10.

     

    5baa5f5bbe688f4e4df215787ee5a82d.jpg

     

    Quality:

     

    Oh, I'll tell you about Quality, alright.

     

    Anyways, the art style is strictly incredibly familiar to me. It's the same artist who did all of the artwork for the fighters in Blade Arcus. I can't remember the name of the guy but that style of art is very very similar and I'm 99% sure it's the same guy. I'll go back and edit it later.

     

    Which is refreshing because in Senran Kagura, everyone looked like a plastic doll with big tiddies on them. Now, characters actually have personality and feeling and I swear that also wasn't a double entendre. The art is nice. CGs are nice and colorful and they all really work well together.

     

    a35ed077e59965443b21881e176a1021.jpg

     

    The game also has one of the best opening songs I've heard in a game in like a millennia. And I'm not usually a fan of Japanese music, but this music is incredibly good.

     

     

    The anime opening for the game is also one of the most orchestrated and beautiful pieces that you would expect from a game about big anime tiddies and girls fighting each other.

     

    a3005f45c03d8f98ac2a50672a3f85ef.jpg

     

    Character voices are all great and the VAs all match the particular personalities of all the girls. So far. Also, we still hate Manpukumaru because she sucks. And we still also hate Momo because edginess in 2017 LUL.

     

    So overall, yes, I'd say the Quality hits the mark with flying colors.

     

    In more ways than one.

     

    Overall: 9/10.

     

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    I'm actually gonna skip Replayability in this review simply because I haven't beaten the game yet, so I can't accurately represent if the game has Replayability value or not. From a hack n' slash perspective, however, after you beat a stage with the opening pair, you can go back and play it again with characters that you want to play in case you want to grind EXP points for their particular stats, or just like seeing that particular girl strut her stuff.

     

    Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not.

     

    Would I recommend this game?:

     

    It has big anime tiddies.

     

    Of course I would.

     

    Best game 2017.

     

    Ahh, I jest. it's not certainly the best but from the first couple of hours that I've played it's actually quite good. Everything about the game just feels so damn sexy and the graphics are actually quite a step up even from Senran Kagura, which already boasted pretty good graphics at the time. With this being a PS4 port, it's surprising they actually managed to keep the rigidity and sharpness of every single texture in the game. The game has polish, lots and lots of shiny oil-ahem, I mean polish, that makes the game incredibly good and worth considering, if you don't mind the constant tig biddies on your screen and aren't afraid of those sorts of things.

     

    This is the first time I've actually done a review for one of these sorts of "questionable" games so let me know how I did.

     

    Overall rating of the game: 8/10. A good game.

     

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  8. As one can see, I'm a very fragile individual, capable of going to pieces at the slightest provocation.

     

    There really is no cure or treatment for this short of immaculate and constant love and affection, which is a harem-based fairytale that is unrealistic, so I'll likely never heal, but I'll be damned if Joe Jackass Motherfucking Cuntwipe Hackershithead gets to win because he was able to screw myself and someone else through their mischief.

     

    This debacle has scarred me, and since there is no chance of healing it...

     

    This broken doll is going away.

  9. BY READING PASS THIS, YOU AGREE YOU ARE MATURE ENOUGH TO HANDLE THIS!

     

    Harmony is a new robot/doll that came out. It's main purpose is to be Sex Bot or is also referred to as Sex Doll. However, the company took it up a notch (well, maybe a lot of notches) as it now has artificial intelligence that's actually pretty cool.

     

    "Harmony smiles, blinks and frowns. She can hold a conversation, tell jokes and quote Shakespeare. She’ll remember your birthday, what you like to eat, and the names of your brothers and sisters. She can hold a conversation about music, movies and books. And of course, Harmony will have sex with you whenever you want."

     

    1492371671fqQKWfBkrQ_1_1.jpg

     

    Worlds-first-speaking-sex-doll-answers-questions-has-18-different-personalities-and-even-remembers-your-favourite-food.jpg

     

    This is how she looks. She will be on the market for $15,000.

    The reviews for it (from what I was told) are a lot of people who are...

    1. Guys not good in social skills

    2. Friendzoned guys

    3. Guys who gave up on dating

    4. Mentally Ill people

    5. People whose girlfriends/wives have died and they can't get over it

    6. Couples who want the fantasy threesome

    7. Lesbians

    8. Straight women who want to experiment

     

    I am for it; I feel if yo want it then you can have it. One complaint was that rapists would use this to cope with their "rapiness" (idk how to explain) which is kinda dumb because I would rather a rapist have sex with a robot/doll then doing it to an actual person.

     

    Another complaint was that it reinforces the idea that women are just there for their bodies. I will make the argument that people will always cherish relationships with other people, even other women (unless they are sexist). And you can't act like women don't have dildos. Yes, they don't talk, but if they did, I doubt that argument would be made again. Considering Harmony is really new, it will be time before they make a guy version.

     

    While on this argument, the add-on argument was that its the "perfect date" and men can pretend to care for human interaction with a woman. Let me tell you, Harmony could be everyone. What that tells me is that you can't hold a conversation, can't be talked to about music, movies, etc., you won't remember his birthday, you never remember what he likes to eat, and you won't ever have sex with him. Any boyfriend, girlfriend, wife, or husband can be that. Heck, best friends have most of that except for sex (usually).

     

    Like anything, off-topic subjects always ends up somehow getting into everything. For example, the argument I just told you about came from a Feminist, so therefore, the Anti-Feminists came in. Part of what the Feminist said was that feminism is to show women don't need men. Anti-Feminists said "and men don't need women." Generally, the Anti-Feminists (including women) were saying "keep your dildos, you don't need men; do what you do. We will do what we do." And, I'm not going to lie, I don't even know what the Feminists are trying to do. Women got sex machines, vibrating dildos, squirting dildos, so I don't get how there is no outrage on that. *shrug*

    So there is a social and moral question to whether the Sex Bot is right. I believe, in both counts, that it is right and that it should be in the market. Now, I'm not saying put it in the bread section of Walgreens; if I had to guess, it'll be order online only because I don't see a store putting that in public with a sign like "Sex Doll for $15,000!."

     

    With all of that, are you for or against the idea of sex dolls to this extent? Explain why on the moral and social standard. Then, if your closest friend had one, how would you react? What will you say or do, and why?

  10. Lord Vectra
    Latest Entry

    One problem I have with certain people is when they wrongfully use the term, "Anti-Black."

     

    As a black man, I'm not against blacks. I go for the side of which I believe is right as should everyone. I am totally against riots, unnecessary behavior, and the killing of anyone no matter the race.

     

    Recently, there has been chaos within a particular college. I said their behavior was completely unacceptable. They cornered faculty members, threatened teachers, ganged up on school officials. The thing that triggered all of this was an email. Some black guy sent an email to create an event that was made to stop whites from coming to college on a particular day. This was sent to a white guy and he said he will not be participating because he views it as an act of oppression. He was branded racist and all this stuff started happening,

     

    I said their behavior was unacceptable. I was branded, by my own father, as Anti-Black. Apparently, I was against my race because I was against blacks who ran around a college terrorizing teachers and faculty members. Apparently, I don't being black anymore and I'm proud of it all because I say its unacceptable.

     

    I've been called Anti-Black, White-lover, and Cracker-lover. I don't like whites who hate blacks just like how I don't like blacks that hate whites. I don't side with blacks just because they are black. I side with who is right no matter the color. If a bunch of blacks rioted and killed 6 people, I'm against it. If a bunch of whites rioted and killed 6 people, I'm STILL against it. I don't differentiate my judgment based on skin color. If I am Anti-Black for saying the black rioters' behavior was unacceptable, then so be it (The blacks in the college didn't riot; I was just using riots as an example).

     

    So for anyone who is like me, and not just Anti-Black but anything else that has a similar effect, stand for what YOU believe in because, at the end of the day, you have to be happy with who you have become. If you are the only person on Earth that believes what you believe, then I advise you believe in it even if it means you are standing alone. Any great idea, any original idea, and especially any unpopular ideas need to backed up by you.

  11. (Been thinking of this for a while, ever since I saw what Flowey says if you start the game after a true pacifist ending, but I felt like writing it out. Really just using Undertale to explore a concept here though.)

     

    Hey...

     

    Look, I know what the flower said. Everyone is got their happy ending. To go back on that, to rip them out of the timeline and take them back would ruin that. You should know by now, the other possibilities? They aren't so happy. And somethings taint you, somethings are inescapable. Even if you cheat, you still would know you did it. Maybe you don't care. So yeah, taking away that happy ending seems more then a little cruel.

     

    But... Something's bugging you isn't it? Maybe more then one something. Maybe not least of all that happy or not this is still a ending. Yeah, you could leave everyone to their happy life. Except... Can you? What happens to the characters when the story is over? How do you even know if they are really happy? Or heck are even still really there? This is the end of the timeline for you... what if it's the end for everyone else too? Just frozen visions of moments and... nothing after. And really, not everyone is happy, The Empty Vessel, The Jester of Sorrow, The Scion of Hatred, The Forgotten, where is their happiness?

     

    The future isn't written yet, maybe it never will. This is where time stops. Maybe all stories must end. You can go back, to try and rip through reality, find secrets that may not exist. I wouldn't really blame you, even if others might. Isn't that better then a frozen future even if it causes pain? Maybe. Or...

     

    Or... You could look at another path in the void of possibilities, maybe even write a future yourself. Go beyond the timeline you knew, You aren't the only one looking. Maybe, just maybe, if all of you keep a light burning, someday a new path will open forward. All stories must end. Or so they say. But for every ending maybe a seed for a new beginning is planted.

  12. May 31, 2017

    • Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.
      • Positive states benefit the user.
        • Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
        • Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
        • Shell reduces magical damage taken by 33% of the expected damage.
        • Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
        • Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
        • Manasave reduces MP cost of magics by 33%.
        • Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
        • Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
        • Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
        • Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.

        [*]Negative states harm the user.

        • KO basically is the state applied to anyone dead/knocked-out.
        • Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
        • Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
        • Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
        • Confusion will make your character act deliriously and attack anyone.
        • Sleep will hinder your character from getting a turn and increases the damage taken.
        • Paralysis will prevent your character from acting. His step animation will be stopped.
        • Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
        • Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
        • Charm allures your unit, forcing them to attack allies instead of enemies.
        • Oil doubles fire damage taken. The character will be tinted slightly black.
        • Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
        • Slow downs your movement speed to 50%. The character's walking animation will slow down.
        • (to be continued)

        [*]Neutral states neither benefit nor harm the user. [To be written tonight]

      [*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack.

      [*]Started concepting the armors.

  13. oichidan
    Latest Entry

    Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to.

     

    Features:

    • A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database.
    • Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered.

    Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'.

     

     

    # WEAPON POWERS# ------------------------ oichidan | 2017# Originally intended for use within #TMoJ RPG# Description# This script adds a new property 'wp' in the RPG::Weapon class. Each weapon and armor will now# have weapon power parameter specified by note-tagging in the database. The weapon power will also# be factored when optimizing equipment and can be used in damage equations as well.# This script is meant to be used in RPG Maker VX Ace.# Notetags (Place it in weapon and armors)# 1. <WEAPON POWER: xx>#    Sets the weapon/armor 'weapon power' to xx.#    We can also use weapon_power, WP, wp, WEP, wep, and weapon power, #    case insensitive, instead of WEAPON POWER in the notetag format above.# Usage# 1. Obtain the equipment by using (Game_Actor).equips[0] for the weapon, [1] for the second slot#    (if dual-wield), and other numbers you're using as to place your equipment slots.#    For example, in a damage equation: a.equips[0] refers to the topmost weapon equipped#    (in case you're using 'vanilla' RPG Maker VX Ace, that is, the equipment slots have yet to#     be modified).# 2. Reference the weapon power with the 'wp' or 'power' property.#    a.equips[0].wp refers to the weapon power equipped in the topmost equipment slot of the actor.#    REMINDER: the 'wp' parameter will be invalid if:#    - The weapon power has not been set#    - The actor is not equipping any weapons#    At such cases, exceptions will raise.# Note: The 'wp' property is read-write, meaning that you -can- change its value mid-game.# Here's the script. Feel free to use it the way you'd love to.# There are still errors here and there, but if this eventually comes of use, I'm glad.# You are not required to credit me at anyway, and you're free to use it in commercial games.# But if you do, I'd really appreciate it. Credit me as 'oichidan' or 'Aldian Hudaya',# and the copy of the game would be much appreciated, too.# Cheers! -oichidan | Aldian Hudaya# -------------------------------------------------------------------------------------module DataManager    class <<self; alias load_database_wp load_database; end    def self.load_database      load_database_wp      load_notetags_wp    end        def self.load_notetags_wp      for weapon in $data_weapons        next if weapon.nil?        weapon.load_notetag_wp      end      for armor in $data_armors        next if armor.nil?        armor.load_notetag_wp      end    end      endclass RPG::Weapon < RPG::EquipItem  attr_accessor :wp  alias :power :wp    def load_notetag_wp    wep = 0    self.note.split(/[\r\n]+/).each { |line|      case line        when /<(:WEAPON_POWER|weapon_power|WP|wp|WEP|wep|WEAPON POWER|weapon power):[ ](\d+)>/i          wep = $2.to_i          @wp = wep      end    }  end    # Overwrite: Performance  def performance    self.wp + params[2] + params[4] + params.inject(0) {|r, v| r += v}  end  endclass RPG::Armor < RPG::EquipItem  attr_accessor :wp  alias :power :wp  def load_notetag_wp    wep = 0    self.note.split(/[\r\n]+/).each { |line|      case line        when /<(:WEAPON_POWER|weapon_power|WP|wp|WEP|wep|WEAPON POWER|weapon power):[ ](\d+)>/i          wep = $2.to_i          @wp = wep      end    }  end    # Overwrite: Performance  def performance    self.wp + params[0] + params[1] + params[3] + params.inject(0) {|r, v| r += v}  endend

     

     

     

    Some damage formulas created by using weapon power (though creativity -is- limitless):

     

    # Some damage formulas using the 'wp' property and the weapon power script. # Inspired heavily by Final Fantasy Tactics: War of The Lions (Square Enix).# Place the damage formula below in the damage formula textbox in the database.# Reminder: - Set the weapon power for each weapon accordingly.# There are many a thousand ways or more to implement different skills for different weapons,# or at least different formula for different kinds of weapon attacks. The formulas presented# below are merely things that might inspire you in creating damage formulas that differs for each# weapon.# For the other hand in a dual-wield weapon, a.equips[0] becomes a.equips[1].# KNIFE, LONGBOW(a.atk + a.agi) / 2 * a.equips[0].wp# SWORD, CROSSBOWa.atk * a.equips[0].wp# FLAIL, AXErand(a.atk) * a.equips[0].wp # rand(x) means to generate a random number from 0 to x.# NINJATOa.agi * a.equips[0].wp# STAFFa.mat * a.equips[0].wp# PISTOLa.equips[0].wp**2 # The same as a.equips[0].wp * a.equips[0].wp# BOOK(a.mat + a.atk) / 2 * a.equips[0].wp# The possibilities are limitless! 

     

     

     

    The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3

  14. Tarq
    Latest Entry

    I've been posting a bit about baking recently so here's some pics of the goodies.

     

    These are the first attempt.The welshcakes came out a little burned obv T.T but everything tasted pretty good.

    xNkTb42.jpg

     

    These are the second batch of shortbread. Had a little dough left over hence the Pacman shaped one.

    Ni28WEj.jpg

     

    These were the cookes that became brownies. To make them the soft chewy kind I used brown sugar and self-raising flour, but yeah, came out too big.

    bFwqsa6.jpgoooCOON.jpg

     

    And these are the last things I baked. A second batch of welsh cakes that came out looking a lot better than the first.

    QqBcdeK.jpg

  15. For those of you who don't know, Aftermath: Gears of Hope is the ambitious first installment of a three-part series. I've had this idea in my head for a world in which cyborgs are the minority for some time, now. However, the original theme, backdrop, etc. of the game have all changed drastically. In this post, I will explain the origins of the idea, how it has changed and what you can do to help me make this game a reality.

     

    How it all began and how it has changed

    Many years ago, I was thinking to myself, "What about a world where the cyborgs were a minority?" This idea sat for a while, before I started making some kind of concept. I, of course, started with the history (which has changed since those days). Funnily enough, the original concept was simultaneously bigger and smaller than what I'm making, today - it only had one ending, but it took place in a large futuristic city. It eventually turned into a town, then a single building and finally, a small campus town. I ironed out the story, as well. I remember when I first brought the idea to the forum - you were a cyborg, you attended a school, nobody liked cyborgs, save for one person who would help you, so don't get found out. Good luck. Since then, I've come up with multiple endings, very detailed characters and several in-world truths you can discover about each and every character - including the MC. What you could call the final concept for the game actually came around last year - about the time I posted the game's post in Games In Progress.

     

    How you can help

    In my experience, not many people are really willing to help somebody with a project of this size for just getting their name in the credits and getting a full copy of the game on the release date of the demo. I've offered my own services and people still say no. I've come to the conclusion that I need to actually pay people to help. I know I won't be getting this game done any time soon. I can also see that the interest in the game is beginning to fade. I've even been accused of abandoning the project altogether. this isn't the case - it's just that the project is so overwhelming that one person simply couldn't pull it off. However, I don't have much money. I can't just pay people money I don't have. So, instead of taking ten years to make a game, I'm going to try a different approach. I'm going to open art commissions to make money to pay people to help me out with the game. Originally, I was going to do this for the sole purpose of getting money to buy myself a new computer and help my Mum out with bills, but I've realized that I simply can't make this game without the help of others and others won't help me unless I pay them. When I get my art references done, I'll get the commission shop started. There's absolutely no guarantee I'll get money, but it's all I've got at this point.

     

    AREAS I NEED HELP IN:

    Eventing - This is more or less what needs the most work, so I'll need the most people in this category.

    Mapping - My maps are dull and uninteresting. I need help with that.

    Background Artist - I can draw people like nobody's business. I can't draw backgrounds. Since I'll only be able to have one art style, I'll need at least one person to help me out with this. The more the better, so that if somebody quits for some reason or another, I'll have people on backup.

    Move Routes - More or less, I don't like designing long move routes. Not a necessary position, but I'd like someone to help.

    Testers - This is the position I expect won't have any trouble being filled. Everybody here loves playing games (or why else would you be making them?).

     

    Where we go from here

    Without making the game less than I'd like, the game certainly won't be out by Christmas of this year, like I had planned. In the mean time, I do plan on working not only on Aftermath, but other projects to keep you entertained while you wait. I want to keep the game alive while it's made and its release is anticipated.

     

    WHAT I HAVE PLANNED:

    Videos explaining various parts of the game.

    Smaller games (often within the Aftermath universe).

    Short stories and small (written) views into the cutscenes.

    Character and character concept art.

     

    In the mean time, thank you for following the development of Aftermath: Gears of Hope.

  16. Been a while, I think the following topic is actually quite timeless since sadly it will keep happening. Let me tell you...

     

     

     

    Why i Hate: Things shutting down

     

    Not a very crystal clear title i agree but you'll get the point. Lets start with something recent, the Nintendo Switch is released now and along with it a new Online Service is released, what that means is that the already existing Online service for the Nintendo Wii U and/or probably the Nintendo 3DS is different and not supported on the Switch but here's the catch. Now with the new service inbound the old service is endangered, meaning that god knows how long will it take till they shut it down and then you will no longer be able to do, well anything online really. "Wait a minute, how are you so certain that they will shut down these online services" Remember Nintendo WI-FI? Well its been dead for quite a while although this has more to do with Gamespy shutting down but hey, same thing one day it was simply killed off without warning or intention of bringing in an alternative.

     

    So why would this happen? Because sadly this is how the console world works nowdays. If you dont have the latest one, you're dead in the water and there's nothing you can do about it. Its not just a console thing however. Entire games or their multiplayer components for any platform get shut down at any given time without any feedback to the community as to why this has happen and no alternatives from the developer arise. One of the worst offenders are games that rely entirely on multiplayer, one day they shut down and then thats it, you can never actually play these games again not only that, but you immediately lose all the value you made from this game. How? You paid good money for this game but ooops you cannot play it anymore, sucks to be you. Thats like getting a brand new car, driving it for 2 years but then the car manufacturer comes to you and says "Ya know what, we dont care about this car anymore so we're taking its engine and leave the rest to you, have fun" So you end up with literally nothing of value to you only and since there's no tools or even documentation as to how its engine was made, there's not way to bring it back up and running only because someone thought it was a good idea to shut down a multiplayer only game.

     

    "Now now, you're being unreasonable. Sometimes due to financing issues games and/or services have to be shut down"

     

    Fair enough, but why not give certain tools or features to your playerbase in order to still have have access to multiplayer or even the entire game? Some developers do that and thats pretty good while others.... uhhhh.....

     

    All im saying is that shutting down games or online features sucks. I mean hell, you pay with actual money for something to own forever but one day it just disappears? Thats a straight out fraud. Again the right thing to do is keep servers alive or at least give people the power to make dedicated servers or something. Whats your take on the subject?

  17. Hello all,

    Just thought that I would share a bit about my game development experience in these past 2.5 years to those that are willing to listen. Hopefully someone finds this interesting or helpful.

    2.5 years ago, I had an ambitious goal to make one of my stories come to life. As a programmer, making a video game had always been a dream of mine and I thought what better time to make a game than now? I knew from the beginning it was going to be a difficult journey, so I researched all I could at first before fully committing to the project. Even with all the research, there were numerous factors I did not foresee and things I wish I had taken into account.

    After finishing the basic framework and refining the game mechanics, I gathered several talented friends and pitched them my idea. Despite the small budget, we had to work with, everyone was on board. Development was progressing and I started seeing my dreams become reality. Unfortunately, my team members begin to lose interest as time progresses. This was when I learned the importance of team morale and the difficulty of commitment. There was a period of time when I was the only person working on the project, and had wanted to quit several times myself. But then, I realized I have too much attachment to my project so I continued to persevere and it was well worth it. Eventually, developing the game became an enjoyable experience rather than a struggle. The whole process opened my eyes It broadened my experience in not only coding and debugging, but also art, sound design, and how to effectively convey mood through the environment. I became more independent, having to take on multiple roles because the team spirit we had was just not there anymore.

    I did not have a concrete road to follow, but I knew that if I wanted to see this project through to the end, I had to get my team back on board. Team management and sustaining everyone’s motivation took a lot more out of me than I expected, but the hard work paid off. I eventually managed to finish a “skeleton†version of the game and rekindled the spirit of the core members on the team. With everyone back together, we established a clearer direction to the game and it really helped align everyone’s vision. As we progressed, I realized how limited our resources really were. Our team was too small, and we really needed more experts in different fields. This was when I learned another valuable lesson in game development. Sometimes, reaching out for help and being willing to pay for quality work can go a long way. I started to pay for quality work from several different artists and the impact it had was beyond my expectations. After seeing how much the art affected the whole game, I became more willing to save a little more of my paycheck to invest in the game.

    There were rough patches along the road, but we managed to sew most of the game together and I’m very proud to say that the game is nearing 100% completion!

    Reflecting back on the experience, I really wish I spent more time finding the right motivation for each individual on the team to continue with the project early on. This was a critical mistake and it set us back more than I’m willing to admit. I also wish I spent more time figuring out the best quality of each team member and better utilized their talents from the beginning. Due to my lack of experience in game development, I spent a lot of time focusing on improving my knowledge, but neglected the team in the process. Even so, I’m very content with the state that the game is at today and I couldn’t have done it without the hard work and perseverance of my team. A word of advice to anyone attempting to create an indie game with a small group: Be a team, be willing to spend on quality, and be patient.

    Whether the game is successful or not, the work we have done so far has definitely been worth the effort. Seeing an idea come to life is one of the most satisfying rewards. I’m uncertain where the game will go from here, but I am excited to take the next step to really getting our game out there.

    Finally, I leave you all with a list of Dos and Don’ts that I learned from my experience. Hopefully it can help someone.

    Do:

    • Use an existing game engine, it will save a lot of time.
    • Research up on games with the same genre and study them to get ideas.
    • Write up a story/gameplay script and go over it with your team to compromise on a vision before jumping into development.
    • Hold multiple sessions with the team in gathering feedback, ideas and criticisms.
    • Have a test run of the game often to find bugs and glitches.
    • When fixing problems, always strive to fix it fully, never give up on a problem just because it is difficult.
    • Always think of the players and how much fun they will have playing the game. Having a good GUI is very important.
    • Be willing to spend a bit of money if you can for quality work. The impact is surprising.
    • Invest time in fueling the team spirit. Your team is everything.

    Don’t:

    • Throw away artworks that artists draw for you, be resourceful.
    • Depend too much on others to help you all the time, you will be on your own sometimes.
    • Give up on your team members, each have quality talents that need to be utilized correctly.
    • Give up on yourself, quality work requires perseverance.
    • Rush the game and release an unfinished product. It is better to take it slow and deliver something with more quality.

     

    For those interested, check out our game project at: http://steamcommunity.com/sharedfiles/filedetails/?id=887509287

  18. I have been continuing working on graphics for commissions, my own game "CHRONICLES OF HONOR - Age of Heroes", but I have continued my work on Haunted Hills. I have added more character types to my game, other than just women who work the streets to expand the reality of being in that situation. There are people of various levels of risk at being a victimized and how likely they are to be noticed being missing. The one thing that will not be in my game, as it doesn't fit the theme is that this game will not have any male characters in it. I am actually planning on having men in the next game, but this game or any game does not have any romance in it.

     

    Okay, so the new characters are as following, but are currently not named or place holders for now.

     

    Diane - A woman, who served in the army, but due to nightmares that she suffers from and an addiction to drugs has led her to losing her job and house. Her family hasn't seen her in years and mostly, she pan handles to get money for whatever she needs. She goes to the center, once or twice a week to get her money from an ex-spouse who isn't aware of her hardships or if he does, he doesn't seem to care.

    VICE: Drugs, alcohol

    Strengths: Her strength is that she knows quite a bit about fighting, when not high on something or drinking.

    Weaknesses: She can be cruel, fights when on drugs or drunk, and fights very suddenly.

    Uncertain: It is believed that she might have PTSD, but other people just think that she's hiding a deep pain inside that she doesn't like to talk about.

     

    Rachel - A runaway, who likes to hang out at the beach and is apart of a band called the 'Death Angels' and ran away from home, away from her Catholic family to become a big star. Death Angels is mostly an underground band right now, but she she trying to get it into the big stage. She and her band live in a single apartment and work part time jobs. The sad thing is that she swears that her band is going to find her at any time and that they're going to make it big.

    Vice: Seems pretty normal, actually

    Strengths: Kind and sweet, with a bit of sass to go along with it.

    Weaknesses: She actually can say one thing, and say another thing to someone else. She can turn on you in an instant.

    Uncertain: Does she have a band or is there something wrong with seemingly average girl that doesn't fit in with the group of woman whose activities all involve the street in some way.

     

    Michelle - Another woman, who has lots in common with Diane in that they are both addicted to drugs, only Michelle has turned away from drugs when she got pregnant with her twins. She still works the streets to earn money for college and lives with a three other women in the same situation. She has been beaten, robbed and raped (Two times in the last five years), but only once when she was working as a prostitute. She hasn't been arrested, since she had her children, but has been fined and ticketed over the years.

    Vice: None, only a few cigs and maybe a drink from time to time

    Strengths: She is fierce, determined and it is one of the reasons that she has survived over the last year in this horrible place. There is a humanity about her, as she tries to survive the best that she can without killing anyone and will not attack first. Although, she doesn't trust people enough to turn her back on them, either.

    Weaknesses: Her lack of trust is what is her biggest problem, as she has seen women with PIMPS who are beaten and even, murdered at the hands of their pimps.

     

    Candy - (real name not known) - She is a former exotic dancer, who burnt her bridges, because she was underaged when she started and even, did porn underaged, too. Now, she is 19 years old, and recently turned to prostitution to earn money. She has a real hatred of men, as it is believed she was molested by her father, uncle or close family member. She has been arrested for stabbing a man, even arrested for assault, but she claims that they were trying to attack her, so she defended herself.

    Vice: None known

    Strengths: None known

    Weakness: No one can get close to her to find out what her strengths or weaknesses are, as she apparently doesn't trust anyone.

     

    ( =^_^= ) My inspiration still is to have a group of people that people seemingly think deserve their fate and me, I am saying that this women have stories, lives and the only thing that they deserve is that they should be safe any where. No one should be forgotten, not even if they are doing things that they shouldn't or things you disagree with. I wanted to create a story with a group of women, facing a horrible situation where you can, either pull together as a group or doing the wrong things. This game has three endings, a good ending, a neutral ending and a really bad ending, and I might create a secret ending... I am still trying to figure out how to have a better way of creating the endings.

     

    Those are my new characters, but as usual, there is something more going on in this city. I do hope that people will, at least, give it a try. I am going to be selling it for $5.00, in hopes of making enough money for a new computer tower, so that's my ultimate goal. I will say this, though, none of my characters, even people who are the antagonists are throw away characters and each has/had a life, feeling and reasons for doing what they are doing. In the first game, I was making for a contest, I was pushing myself to get it done, because I was trying to make a short game and in a short amount of time. If I had been more honest with myself I would have decided that this game isn't going to be the right game for that contest and taken more time to get it finished.

     

    I left things out of the game that should have been in there, if I had more time that is. This time is going to be very different and I am going to have more interaction with the characters. Jason, the antagonist isn't going to be seen in this game and it isn't even certain if he is in the city. Carol, the woman that he is looking for and believes that he finally found is his wife or girlfriend. It is his intention or their relationship that you will discover as you search your way through the city and avoid traps..

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    Pokémon Trainer
    Latest Entry

    My laptop screen can't be calibrated. Oh well. I guess this turns out fine...

    (Uploaded on my personal imgur acount)

    pXD86Vh.gif

     

    True Story: My printer/scanner died just a couple of days ago. I only had blank post-it notes, a kiddie pencil, my smartphone (camera), a creaky-old office laptop, and Photoshop.

    Voila! My post-it note artwork was born. :D

     

    lxIkATf.png

  19. I stopped working on the game, forgot to introduce the characters, AND forgot the Boot Camp post. On the bright side, I'm working on the game again and will be introducing the characters one at a time, starting with the main character. As for the Boot Camp post, I don't think that will be happening. It took me 5 hours to tell my brother the ins and outs of Boot, so if you really want to know what it was like, shoot me a message. Also, I'm posting about my game for feedback, not to have characters and ideas stolen. Anyways, without further ado, I shall introduce my main character: Zenori Gravius!

     

    Zenori Gravius is a character that I came up with as a little kid, although the name "Zenori Gravius" has only been in use since 2012. His original name was Lewis Druid (yes, like my username on literally everything). When I got Skyrim in 2012, I looked up a name generator for Imperials, and I dug around and chose a first name (something similar to what became "Zenori") and the last name Gravius. I fell in love with the name, and have always wanted to make him a character. His personality is similar to mine, with minor tweaks. Here is some basic info on him (some info is subject to change):

     

    Age: 21

    Sex: Male

    Hair: Grey

    Eyes: Grey

    Height: 6'5"

    Hometown: Krane

    Short Bio: No one knows where he was born, just that he shown up in the small village of Krane as a baby in the graveyard. He grew up under the care of the village's resident blacksmith, and as such knows a decent bit about weapons. As he got older and monsters started to become more aggressive, he saw a need for a group to defend the village. He gathered other local youths, trained them to fight, and formed a group dedicated to the defense of the village.

     

    So that's about it for the basics. I know it's not much, but it should give you a vague idea of who he is. When I release the demo, you'll get to see him and three of the other characters more in depth, so keep an eye out for that. For him and other characters, I may mention names of people or places with little to no explanation, but know they will be explained in a post about basic world lore later on. Anyways, that's it for this time. Keep an eye out for the next character soon!

  20. I got curious last night and decided to check my Google Drive. Lo' and behold, I find a couple of interesting files saved onto it. It was the VX Ace version of Recollection and a debug version I have given out to some people for bug testing! I thought I had lost that forever... Glad I had it on there because that was the only other place I didn't look when I lost my VX Ace stuff.

     

    Anyway... I know today is April Fools day and last year I "published" a game that really wasn't a game. It was something stupid I slapped together within 15 minutes. But today I decided to mess around a bit with it in VX Ace (wow it's so different after using MV for so long) and decided that I'm going to go ahead and let you all play it. Please be aware that this is default as default gets! There's nothing really special with it and it will be very buggy and you might run into a few issues and it's is extremely unfinished!

     

    "So, why are you even posting it even if it's not finished?"

     

    Well... I feel that I wanted to show you guys what I have. I have been trying to meet deadlines to push out a demo for you all to try, but life is cruel and it kept pushing it further and further back. Not only that, I wanted to show how far I've came with it and how proud I am for actually getting a simple thought in my head to an actual, somewhat, playable game. With all that said, I am now officially pushing out the unfinished VX Ace demo version of Recollection! I would suggest reading the READMEs in the folder before playing. Though, this is VX Ace we are talking about so there really isn't much to tell you.

     

    Anyways, here are the links:

     

    RTP Version: https://drive.google.com/open?id=0B_-1RuKtCwMYRFZ0bGhsekJNQW8

     

    Non-RTP Version: https://drive.google.com/open?id=0B_-1RuKtCwMYMmt6VktIV1Nzc2c

     

    Happy first of April and hope you all enjoy! Feedback would be great, but don't expect any bug fixes if you happen to find any since the MV version will address a lot of them if any are reported.

     

    Edit:

     

    I just noticed something I left in these extractors. Apparently I had a backup folder in these and I updated the download links so that it doesn't include them.

     

    Edit 2:

     

    I know I said I wouldn't do bug fixes, but it turns out that while playing through the game myself I actually changed some settings in the database that made it impossible for the player to equip any of the starter weapons. Looks like the joke's on me this April Fools day. >.<

  21. Welcome to my new project, Scalvose: Demons and Dragons. This project is aimed at the general audience, though it is technically PG13. Ratings aside, the whole project is aimed to be around 47 hours of gameplay, excluding additional chapters and the ending. With 2 chapters (Prologue and chapter 1 for the beginning project) per game planned, I'm hoping to get as much done within the next 4-5 years as possible. Otherwise, let's begin with the plot.

     

     

    It's been extremely calm on Scalvose lately. After Xerian's defeat and the return of peace, it seemed the whole world was taking a breather from the destruction caused. Sacred Leaf, a band of friends and heros bent on protecting Scalvose, split up to enjoy the summer and repair damages dealt. Wane Kurriro, the leader, left to nurture the forests belonging to Veryll. Crystal returned to her caverns, lazily enjoying the silence with the snow around her. Darkness left to be the pervert he was, hitting on as many girls as he could, hoping to land a date or two. Lek Nisshoku, king of Xoa, returned to his land, helping his people recover from the destruction of the war.

    In Rya Ruins, however, Will had plans to find a secret treasure pertaining to the history of Scalvose. It wouldn't be easy, considering Rya always shifts, with nothing to see or predict below. Will ends up running into another person who's trying to acquire the artifact as well, and with natural rivalry and hatred towards another, they end up fighting. Meanwhile, Xex Nisshoku, Lek's brother and cruel experimenter, is working on finding alternate dimensions when he ends up opening a portal to the demon's homeworld.

    Migrol, referred to as the leader, enters, attacking him and begins to attempt to enslave Scalvose, while another extreme threat opens up to destroy it. However, it's not all as it seems, as Migrol is experimenting on a kid and her child in hopes of opening another portal back to his homeworld to bring more of his kind to his side. Sacred Leaf, Xex, Xerian, and others will have to fight against three different threats. Can they defeat Migrol, protect Scalvose, and prevent the portal from being opened? Or will they be too late?

     

     

     

    Game Production Progress

    • Sprites- 1%
    • Artwork- 4%
    • Mapping/Eventing- 22%
    • Animations (Battle)- 3%
    • Story Progress- 10%
    • Database for Items and Equipment- 30%
    • Characters -79%
    • Tilesets- 0%
    • Voice Acting- 0%
    • Plugins- 100%
    • Overall Progress- 15%

    I plan on seeing if anybody is wanting to work on some parts of the game with me, although broke due to college, but until then, any feedback, suggestions, questions, and so on are highly appreciated!

     

    FAQ

    Q: Why is this blank?

    A: There isn't any question asked repeatedly, yet!

  22. This is a minor update to those who were wanting to know progress on my End of Tides project.

     

    I have decided to refresh the project, and as of the beginning of last year, it has become Dark Tides. The story and plot has been changed, and playable characters changed slightly. If you'd like to know more about the changes, please notify me in the comments below!

  23. Hey all.

    Just giving an update again. I've almost got my V1 Demo re-completed. So many things have changed since my last version. Currently finishing up mapping and NPCs before moving onto battle balancing and plot.

     

    I hope you're all looking forward to it!

    ShindoW

  24. So...my latest attempt at a Pokemon fangame is inspired by Sun and Moon and Lucario and the Mystery of Mew, with a bit of Final Fantasy, Zelda, and Tales of thrown in.

     

    The basic premise:

     

    In Chiron, a fantastic Pokeworld far from the Pokeworld we know today, magic comes from a mystical substance known as Aether. For the most part, Aether is seen as helpful, but for those that would seek to abuse Aether and its power, there is the Order of the Aether Knights--an order of magic knights and paladins that defend the world from hostile monsters and other threats, as well as keeping the peace (though there are other orders too)

     

    But not long after Lusamine, the 250th leader of the order and only the fourth female to lead it, ascended to lead, rumors of otherworldly beasts from another world began to swirl, and what started as intellectual curiosity became a near obsession for Lusamine. While she kept up an air of kindness in the public eye, in private she became cold, angry, and distant from even her comrades.

     

    Lusamine's daughter Lillie, who preferred holy magic to knightly deeds, suspected that something had changed in her mother, and vowed to find out why her mother had been drawn to the darkness, and purge it before her mother did something truly terrifying. Her brother Gladion agreed to stay behind and find out what he could from inside the Order's walls, and wished Lillie luck on her quest.

     

    But being a white mage that preferred to heal rather than fight, Lillie decided to look for help elsewhere--they could fight on her behalf, and she would make sure their wounds were healed and unpleasant conditions purged.

     

    When she was ambushed by a bandit gang on the road, she found help in four best friends--the bow wielding red mage Ash, the shining minstrel Serena, the water specialist magic knight Misty, and the high summoner Brock.

     

    The four friends had been traveling on a summoner's journey--unite the eight Jewels of the Aether to summon the god-Pokemon Arceus. Summoners did not often make the long and perilous journey, but when they did, it was usually in a time of great danger, and Arceus needed to be summoned.

     

    Ash felt sorry for Lillie, and offered to help--maybe summoning Arceus would purge the evil presence from her mother, and banish the otherworldly beasts back to their own world.

     

    Lillie agreed, but little did she know, she would be embarking on the adventure of a lifetime.

     

    What I need help with (using RPG Maker VX Ace):

     

    --Maps

    --Sprites (mainly for Mystery Dungeon style sprites for Sun/Moon Pokemon)

    --Animators

     

    Anyone that can help out will be credited in the credit roll