3/30/18

How to Attack

I apologize for making the majority of my recent posts as walls of text, so to make it up, here's a small illustration of my progress.  Read more to see what this means:

3/23/18

Fiddling With VABS More

Still fiddling with the ABS on VX Ace.  Here are the list of changes:
-Before, "attack speed" was determined solely by the attack animation.  Now, it is based on your MP (refill speed determined by your Magic Attack).

-In addition, Agility will be used to determine the attack speed of the enemies and followers. This also means that enemies are no longer required to move to attack, so getting near a stationary enemy will be as dangerous.

Edit: Counterattack will determine if the enemy or follower will turn, which means they will launch an attack if they can.  As a reminder, if you attack an enemy in front, their Defense operates at full power.

-States also use a similar timer based on Luck to execute the effect of their states.  This will apply mainly to the frequency of the poison/regeneration and also their duration as opposed to the number of steps required.  Edit:  State frequency is determined by Magic Defense.  Luck will now determine a) triggering to decrease turn count rather than simply regenerating HP and b) the triggering of regeneration or poison.

-You can quickly rotate your lead character and also command your party to stay.  Indicators are also put in place to let you know of these changes.

-Had to correct the follower movement due to actor detection if you didn't have a full party.  Also changed movement logic to account for dead players if all players cannot move.

-Decided to add a notetag so that you gain a party member after destroying certain monsters

3/19/18

Stuff to Try Out

So yes, I did get RPG Maker MV, but I am still going to daddle with VX Ace to continue on the Vore ABS and because it will take time to get used to MV's Javascript.  And yes, the main reason I got MV is to try out some Plugins:

3/18/18

A Gaze into MV

If you hadn't been aware, this weekend had been a free test of RPG Maker MV on Steam (with a discount bring it down to $20 dollars).  That is, this version of MV isn't the limited features trial but the one with full features (until it expired).  Oh, and same kind of trial for Visual Novel Maker (though it's 10% discount).

First, do not consider this a review.
 
Edit:  Also, this is embarrassing, but I didn't realize Paypal required verification on payments.  Since I didn't check Paypal or the associated email frequently, I only realized this fact months after the last one.  Now I should receive notification if this happens again.  If any of you attempted to donate to me in the past, it's up to you if you want to try again.

3/16/18

Shuffling Shells No More

Alright, so NoxGaming pointed out that when characters are swapped through Formation, the characters' positions are swapped.  In a normal RPG Maker project, this swap is okay as a reflection of the new Formation and characters are not far apart.  In my project, which involves jumping gaps, vore and stuck characters, person A can be at person B's position even if not feasible.

I have corrected that.

3/10/18

Vore ABS Demo right here

Game: V.A.B.S
Status: Very Unpolished Alpha Demo
Download: http://www.mediafire.com/file/az2s3qkq1n2wx6h/VABS%20demo.zip


Alright, I did not take the effort to polish this, but the vore mechanics is more or less good.

Pretty much monsters can eat you or your party, with a bit of different effects here and there.  No other hidden stuff.  If you played Slime Time, this is the same ABS, but I've built on the vore elements over that.

3/5/18

Eating Through the Shell

Okay, so before WoW, I was working on a ABS with some vore elements.  I can say that tonight had some good progress:

-The "Duration" affects how long your party stays inside a monster's guts or how much you have to struggle to get out.  This had been solved by changing the duration needed after the state is set rather than putting it in the reset method.

-The "Digest" affects how much damage/healing is applied to the prey.

-The "Vomit" affects the chance that the minion will release the prey when damaged.

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These three factors don't seem much when you have multiple states, but they will be used on only two states (pred and prey), meaning that I can give preds different acids and sensitivity.  These factors will help me since the scripts are deeply written as the interactions between the two and I don't have to write two states for every enemy.


I also added another method to ensure that allies will be released after finishing the enemy.