Showing posts with label vore. Show all posts
Showing posts with label vore. Show all posts

2/10/21

Vore DBS...for MV!


 

Plugin:  Vore DBS MV (Basic)

Download: Itchio

Link also includes MZ version of Plugin and MV Demo.

What does it do?

The Vore DBS simulates vore through the battle system.  When the pred applies a Vore state to a target, the prey is limited to the "stomach" while the outside party won't be able to reach the target normally.

Aside from the core mechanic, there are numerous tags to customize the pred from digestion to graphic changes.  This is regarded as the Basic version compared to what was put in Ace, so there should be an Advanced version at a later date with more mechanics.

1/11/20

Tasty Bunny, I mean, Yanfly Vore version up.

Okay, so two things.

Vore Default Battle System script (updated)

Vore Yanfly Battle Edition script  (place this version after Yanlfy Battle Engine)


Since the last time I posted, the Vore DBS has been updated, mainly with these changes:
- Addons merged with VDBS:
-- Healgestion can make allied prey negate digestion and heal their preds.
-- Death on Digestion can give preds another animation.
-- Digestion can change switches and variables, and can also remove actors or force defeat.
- Fixed a bug where death to prey before digestion can cause digestion damage to everyone.
- Fixed a bug where party didn't target themselves properly.

The Yanfly version is up to date with this feature, though there is one change from the DBS version:
- Tags to add Actor Battlers (and positions) removed.
- The PredBattler and PreyBattler tags can be used to set the faces of the actors instead.

1/5/20

First Addons for VDBS

So here are a few snippets to change up the Vore DBS.  Just place one of these snippets after the Vore DBS script.  Note that these snippets were made on a one-by-one basis so multiple snippets may not work together.

Digest (Percent) - This changes the Digest and PreyDigest tags to remove HP by percent rather than flat damage.

Digest (Formula) - This changes the Digest tag into <DigestHP: formula> and <DigestMP: formula> (and PreyDigest too).  The formula has a = pred and b = prey.

Digest Switches and Removal - This allow you to do the following:
- Prey with <DigestSwitch: id> turns that switch on.
- Prey with <DigestVariable: id type> changes that variable depending on type:
-- 1 - Adds 1
-- 2 - Subtract 1
-- 3 - Get ID of current map.
-- 4 - Get ID of pred.
-- 5 - Reset to 0
- Party Removal if Prey with <DigestRemove> is dead (last prey is not removed so that Defeat is triggered).
- Defeat if Prey with <DigestGameOver> is dead.

Healgestion - Allied Prey with <HealgestionHP: formula> or <HealgestionMP: formula> will not receive Digestion damage and will heal their friendly pred that amount.


12/13/19

Vore DBS Version 2



Game: VoreDBS
Status: Demo V1.0
Link: http://www.mediafire.com/file/1kzrt2s4ea8i4e9/VDBS2.zip/file

My version of a Vore battle system.  When you apply the designated Vore State, the caster becomes the pred and the prey will be limited to targeting the belly.

Features:
- It will be possible for both enemies and actors to be preds, even eat each other!
- Features like digestion, eating multiple preds, changing graphics, prevoring, willing prey, and a lot of stuff.
- You can use the script inside the demo (co-credit Himeworks as her State Casters made this version of Vore DBS possible).

Update:
12-14-19 - Fixes to Damage Balance and Digestion, 5 more battles (talk to all healers to access them)
12-14-19 - Graphics won't overwrite with "default", some new tags.

7/15/19

Friends on the Inside

The danger of making your "big" game is that you have so many ideas you don't know where to begin, and without a beginning, you can't even plan the ending.  So my theory to cure that is to craft a smaller game to bleed some of those ideas into there.  No title for it yet.

Ideally, this small game would be a vore game.  You would star as a person who would eventually have a whole population in your belly.  Think of this like the Snake game I made, only without the party lag.


10/22/18

Snake Snack

Game: Snake Snack
Status: Complete Short Game
Link: http://bastianfanworks.dreamchaos.net/downloads/Snake%20Snack.zip

I've been meaning to make a game that looks like you are a snake.  It may not contain all that I want, but itdoesn't have to be.

8/6/18

A Small Snack

Working on the main file of the Vore DBS, so they're not likely to appear on the demo from this point.  Here are some of the things I've been working on:

-Updated party battle HUD.  Just a bit fancier.

-Updated enemy HUD to show their states.

-Escape message will let you know if you can't escape due to having Eaten members.

-Tested for death and corrected it.  Now when a party member dies and was Eaten, the enemy will stop being Full at the end of the turn (because it would be odd just to expel the corpse immediately)

-To simulate vore even further, enemies will gain extra states if they manage to finish off a meal in their belly (HP to 0 and don't puke corpse out via damage).  The states gained are based on their meal and themselves.

-Some states will be excluded from getting vored.  For example, trying to eat a statue isn't recommended.

---

To Do:

-While regen is probably additive, it does not multiply Himework's State Charges.  My current jury-rig requires too much manual input (before I knew HRG was additive), so I will have to see if there is a way to get the state's own regen.

-See what happens when battlers are confused.  Hopefully enemies won't eat enemies.

-Need to update attack animation so enemies can visibly attack party.  Also, I should see if I can change the animation target, like having them appear on the eater instead of the victim.

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Vore to Try Out:

-Sequential like Lipucd, requiring several turns in belly before getting a worse state.

-Escape your bonds first before escaping.

-Expel eaten party to deal damage to the rest of the party like DeDeDe.

7/28/18

Vore DBS Demo


Game: Vore DBS Demo
Status: Tech Demo
Link: http://www.mediafire.com/file/tfwad7405ys7yj2/VDBS.zip/file

Changelog:
-The party now has their character sprites.
-Death should not turn you into a corpse on a map, but it will slow you down.

 ---

This is mainly a tech demo since I can't come up with a fitting story at the moment.  However, I'm not the kind to half-ass on some parts, so this was released once the scripts have achieved "perfection".  That is, I have put as many features as I could and rolled away many bugs.

Anyway, this demo has a short tutorial in the first half.  The quicknotes is that if an enemy eats you and you can still fight, you can only target your eater or whoever's in that stomach.  I might also use this engine for bondage games.

 However, I do not know if I will release the scripts as a separate download, considering that at least one script from Himeworks was modified to make this possible (and a couple more to make it very fancy).

7/23/18

Pointing Fingers, Swords and Potions

Other than prototyping a few enemies for the upcoming demo and balancing the damage, I had realized that if the enemies were faster in eating you, the targeting system for whoever gets eaten was still basic (ie if Player 1 was eaten by Enemy B, Player 1 would still hit Enemy A).  I managed to correct this and tested both my standard and gluttonous enemies after realizing that the target takes the current group into consideration (before, targets were based on members, but now they are based on different member groups like vored and notvored).

I'm also changing the battle HUD to show more of the face.  Hopefully I can get the demo out with enough content.

7/9/18

Drawing a Conclusion

My previous post was wrong because I couldn't think of how to work the elements of a new story.  Or rather, it would be hard to fill an arena if you don't know what you're putting in it, much like trying to make a mech game without robots.

So I let my hands create a few things, and so far, I got some faces for four of my characters and 8 enemies with normal/full images.  Though it's more fair to say that those 8 enemies are techincally 2 enemies with some remixes.  I will color and shade everying later.

Oh, and for all these graphics, I will be working inside the DBS version of the Vore stuff.  With the Face Hud active here, it does look like one of the girls have been eaten already!

5/28/18

Second Vore Engine: DBS

I decided to try and translate the vore stuff from my ABS into the DBS.  This should be easy since parts of the ABS are designed in Battlers.  But...it did take a while as I had to iron some stuff out.  What I can say is that the DBS version of the Vore Engine is working as I want (at a glance).


5/26/18

Quick Vore Demo Here



Game: Messing With the Messy - Demo
Status: Reworking
Link:  http://www.mediafire.com/file/p96cvrzfxve195i/VABS%20V2%20-Demo.zip

As I said in my previous post, I am considering to change the design of the ABS game, so I might as well show what I was working on up to this point.  Keep in mind that even though many features have been tested, they have not been activated for this demo.

Edit:  Re-uploaded with "digestion" to make the game a bit more interesting.

Differences between 1st and 2nd Demos as a reminder (for this demo):
-Attacks are linked to MP, so mashing buttons only build up your MP.
-Enemies (and followers) attack based on update.
-Your allies will be lost in the wilds if you leave them behind (or die).  You can free them if you find a "nest".
-The damage part has changed, including damage modification.

4/14/18

A Simple Solution

If you tried the VABS demo, you may have noticed that if you got vored by an enemy, it may not eat you again.  In other words, a state that gets removed someone negates the ability to be added back on.  However, the state can be applied back to the target after the target moves.

...Adding @result.clear to the state manipulations now means states can be reapplied without either side having to move, thus voring is more frequent.  Because apparently @result stores states and negates re-application until it's cleared, and the default timing is mainly in the default battle system or when moving on the map.  An ABS does not have the same timing and it has taken me this long to realize what controls that timing.

Edit:  One of the checks that occurs when checking if the state can be added is state_removed?(), which accesses @result.  I will see if changing that will make things simpler.

4/9/18

Messing with the Messy

The original plan for the updated version of the ABS demo had been to reuse the labs.

Instead, I need to practice my mapping, so you could say that I'm going to try and make a game out of what I got so far.   Hopefully, I'll try to release the first demo when I get the tutorial wing done, though I'll try to aim for a hub and one or two areas.  I also developed an event room like every other dabbler to experiment with several movements and revive some old ones from previous games.

Anyway, features will be unveiled later, because now it is time for bed.

Also, this post has a nice title suited for this game and I think I have an idea how to animate it.

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:

3/10/18

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.

---

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.

1/22/18

More Vore Galore!

First, the graphical side.  I decided to start on some monster shapes.  No shading yet, but some creative ideas.  There may be a chance you would get the shape in the demo rather than an actual sprite

For actual content, I managed to code a few more things for the ryona engine:

-Vore Requirement tag: A certain state must exist on the prey before the pred can eat the prey.  The pred can also attack with both states, though technically, they will use one state before the vore state can be used.
-Vore Exit tag: A state is applied when the prey leaves the pred.
-Glutton tag:  This enemy can eat multiple prey!

I'm still trying to fiddle with the Glutton tag, but I think that I can make a "size" increase there.

1/17/18

Grabbing a New Idea


If you've seen a Japanese Ryona game, most of them tend to be sidescrollers where many enemies can grab you and get animated.  People like Lipucd and Kaven Bach manage to create enemies in RPG Maker that can "remember" the players they captured and even have graphics based on who they captured.  And then there is me.

8/23/17

The Fates We Weave


Game: The Fates We Weave
Status: Hiatus (Chapter 1 Complete)
Link: http://www.mediafire.com/file/4hi8eax9jy333d7/TFWW-Demo-1.zip

The Fates We Weave is my first RPG Maker game, meaning I've done the rookie oops and tried to make it a very big adventure.  This game makes references to vore and would contain spiders.  The main reason it's on hiatus is because I realized the core element, spiders, is lacking in the story.

I also dabbled with the battle system a bit, making it more than just attack buttons.