Showing posts with label battlers. Show all posts
Showing posts with label battlers. Show all posts

2/11/21

MV Battler Samples

 So here's my progress on some of the Battlers:

Outside of my games, I plan to draw the 30 RTP monsters as listed in VX Ace, but sized and color-coded for MV.  These 30 monsters will be free.  But...

I also plan to craft variants of these 30 monsters.  For each monster, there will be 3 other "brothers in arms" species variants and 2 "father and son" size variants, crossing with each other.  One monster would have 12 selections to choose from, so my "Paid" pack would have 360 monsters in total!  No price yet, though, but likely to be available on Itch.io when done.

8/12/19

Just a few examples of what I'm fiddling with.

1/27/19

A Tighter Set of Sprites

Bound SV Template

Here are some more stuff to play with.  Click the link for more SV templates!

7/15/18

Drawing a Thought

Three more groups, which adds 19 more enemies to my project.  As you can see, I didn't take the screen size into consideration, so the final products will either be shrunk or make use of an animation script.

Another feature that makes the battle interesting are the faces:  While the actor will be in the stomach in most cases, there might be enemies with different "vore" graphics like a mummy burying bandages into the ground.  Thankfully, the script I have is set up so that I can show some wrapped actors during that type of attack (I should get around to making wrapped faces though).  And since the other script can show enemies having different appearances for each actor, I can do something interesting like a pred that transforms into the actor while the real actor is trapped in a jewel.  I will also have to change the HUD to show more of the face.

Anyway, the current other script is set so that preds that eat you can add another state, like defense down by destroying clothes after eating you.  I should update that script so that said state have the option to be removed at the same time the pred coughs you up (like a magic-nulling cage).  Oh, and speaking of cage, your ability to remove the vore state can also depend of whether you're inside or outside the pred.

Hm, that seems to work so far.  Anyway, perhaps a few more battlers and faces should be drawn before I fiddle around with the game.

10/21/17

Boss: Monitaur, Corrupted AI

I got distracted by South Park: The Fractured But Whole and Don't Starve Together...they're mainly for research purposes.  For example, the first Time power you get in South Park allows you to "reset" event positions.  At a basic level, I could have a parallel process event check if I activate a state or switch to relocate a moved boulder that hogs a hallway.

But anyway, here's a boss to make up for the week:



He would have a different name, but the Monitaur is a two-phase boss you'll encounter in a crashed airship.  His "main phase" is pretty tame, attempting to heal itself and "sanitize" the party one at a time.  However, if an Intruder enemy jumps in, it will "exterminate", dealing damage to the whole party and the intruder.  To make the battle a bit more difficult, Modules will jump in when his HP drops to certain points:  Gun Module will deal damage and Defense Module will negate damage to Monitaur as long as they are active.


10/14/17

Repl F Beta and Furnitures


Game: Repl F
Status: Beta
Link: https://www.mediafire.com/file/2osw92fxoot4uj4/HauntedHouse.zip

Version: 1.0.0.1
- Missing character file has been corrected.
- An event now checks correctly for a key.

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Here we go, the release of the Halloween game...Or at least a part of it.  It has enough content to be a full game, just a bit plain.  Despite the holiday, this game isn't scary or fetishy.  I can't say if I will polish this until Halloween or start another project, but I'll try.

Anyway, it's somewhat of a short game, just hunting some treasure. If you run into any enemies, I heavily suggest you run away from them.

Also, here's a pack of Furniture Battlers you can use:

http://www.mediafire.com/file/nqbnkg9crfax1av/Furniture.zip

10/3/17

Boss: Digita and Halloween Update

In The Fates We Weave, Digita is an AI of a crashed airship.  In the initial draft, she first helps out the party by providing information on enemy nests and activating security measures.  However, when you actually reach her airship converted into a base, Digita is actually storing people and creatures of the island as her purpose isn't to help humans win but to help humans survive, even at the cost of victory.

One of her likely boss battles doesn't have you fight her.  Instead, she sends out test subjects and then inject them with a Mutation that could make them attack twice or unleash a stronger attack.  Her last test subject would eventually be used to test permanent Mutations, meaning this boss has to be defeated quickly.

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...If you noticed the lack of updates for the Halloween game/Repl F, I'm not sure I can continue on this game.  Last week had me extra-busy leaving me little time to fiddle with the game, but I haven't really added much to the game even with the free time.  I believe the problem is that the core mechanic of the game (face-stealing ghosts) and the room progression (looking for treasure) went in opposite directions, and there wasn't any fetishes added in yet when focusing on those two concepts.  With just a month remaining, I don't think I can rearrange the storyline for the best flow.

So instead, I'll have to polish up the dialogue of what I have and release it as an alpha demo.  This means a game without much fetish or story in it, sadly.  Perhaps when next Halloween comes, I'll avoid making the same mistakes again, perhaps start earlier.

9/25/17

Boss: Queen Beezel, the Golden Tyrant

Beezel orders her minions to capture prey from nearby towns, trapping them in wax cells.  She disregards the party even as they break into her home.  When the party confronts her, Beezel sends her strongest minions to fight them.  It's only when they proved themselves before her that Beezel leaves her throne and draws her blades against them.

She was scheduled to show up in The Fates We Weave at some point, but Beezel's concept started way back before I heard of RPG Maker, back in the days of "I'm gonna make epic RPG".

9/8/17

Boss: Archdryad Beryl

Beryl was a planned boss in TFWW's prototype, but story changes kicked her out.  Originally, she would not have been happy about her forest burning down and sought to capture any trespassers in her forest.  Ideally, you would have fought two Dryads and chased the third to her hiding spot.  Beryl is a "buffer" who makes her Dryad much stronger as the battle progresses, so you would have to down the Dryad first and damage Beryl before she can summon another Dryad.

A plan that was scraped in the current TFWW were capturable bosses.  If you could capture them, they could become your party members.  This did mean that Beryl could buff your party or heal with fruits.

8/30/17

Battlers: And Spiders





Silly me, I almost forgot to post the spiders.  Considering that the Fates We Weave was supposed to have Spiders as the main threat, this is how many Spiders I have compared to numerous packs of enemies.

For your information, I couldn't decide on driders or spiders, so these are actually spiders if you ignore the "mouth".

8/28/17

Battlers: Cocoons and the Neematod


Link (Cocoons): http://www.mediafire.com/file/2nc4sbyg8gxpuzl/Cocoon.zip
Link: (Neematod): http://www.mediafire.com/file/wjavu7c95pu80qc/Neematod.zip

Two sets this time.  First, the cocoon set isn't that big, just some general cocoons for your game.  For The Fates We Weave's planned story, you were most likely going to encounter some cocoons if not make some of your own.

Second, the Neematod, the orange worm here, was a special enemy inside The Fates We Weave.  By itself, it's not really a tough enemy.  However, it has a strange cult following, so if you fight the Neematod numerous times, people in orange leotards and green hair will come to aid it.

Battlers: Plants


Link: http://www.mediafire.com/file/4qrg03b56oj6g9h/Plant.zip

Not all enemies need flesh and blood.  In this pack are Dryads with their captives and Flowers.  Captives account for human and fairies.

Battlers: Beefy

Link: http://www.mediafire.com/file/q6mdf44pa22e0lj/Beefy.zip

Sometimes, your game needs a little muscle.  Just some big guys, some goblins, and some moles and gravestones.

8/24/17

Battlers: Small Fries



Set (25): http://www.mediafire.com/file/6mqhofi28c8t38l/Small.zip
Charset not included.

If you don't want to start with fairies or rats, here's some small creatures that won't take much space.  Well, it's more of a variety pack, so here's what you have:

8 "Bushy" critters/plants
5 Fairies
4 Reptiles
5 Kobolds
1 Spider?
1 Sexy Kobold Lady

So, Kobolds, one of them in the red cloak.  Probably doesn't look like a fantasy Kobold, but I didn't think to call them Gremlins.

Battlers: Slime and Boss: Slime Tower

Set (3 x 10, plus 3) : http://www.mediafire.com/file/omdh4sbode6w2s6/Slime.zip

Slimes are the default starters of RPGs, and I ended up making them in different shapes.  You'll also notice that there are three kinds of slimes here.  From the lore of my RPG, the blue slimes are native to the Fantasy/starter continent, while the purple ones are artificially made by the mechanical empire.  The pink ones are slimes that were introduced to the vorish island that the game takes place.


I also planned to have some slime bosses.  This is one version of Slime Tower, which is reasonably named.  He is a bit taller than the RPG Maker battle screen, though from what I planned for him, Slime Tower would fall and split apart, either from a toppling attack or after being knocked over.

Battlers: Vermin


Set (12 + 1 Char): http://www.mediafire.com/file/1k0fph3rrir4mhg/Vermin.zip

An RPG needs to start with basic enemies, and here's a rat....and friends.

I decided to give some of the basic critters a semi-feminine because from what I've seen in vore games, basic rats don't get much love.  So ten of these battlers are different animals, plus there are two candle-ghosts that borrow the same pose.